From 6e9afd0f7d6f8e037fd71e91dfdad4b45f8e7e2f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?L=C3=A9o=20Lam?= Date: Sun, 11 Oct 2026 04:13:20 +0200 Subject: ksys/act: rename the actor accessor to ActorLinkConstDataAccess The 0x18-sized accessor appears to be named ActorLinkConstDataAccess based on a source path string in the Wii U build. The 0x10-sized base class (which we had given the name to) only holds a BaseProc and its dtor/acquire functions live in a separate TU so let's rename it BaseProcAccessor (unofficial name). acquireActor is a header inline whose one copy landed in the BeamBase object. Nothing in BeamBase calls it, so the BeamBase function that used it was probably dead-stripped by the linker. (AI assisted using Claude Opus 5.5) --- src/KingSystem/ActorSystem/actActorSystem.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/KingSystem/ActorSystem/actActorSystem.h') diff --git a/src/KingSystem/ActorSystem/actActorSystem.h b/src/KingSystem/ActorSystem/actActorSystem.h index b147658b..ba09ecc7 100644 --- a/src/KingSystem/ActorSystem/actActorSystem.h +++ b/src/KingSystem/ActorSystem/actActorSystem.h @@ -6,7 +6,7 @@ namespace ksys::act { -class ActorConstDataAccess; +class ActorLinkConstDataAccess; // TODO: incomplete class ActorSystem { @@ -16,7 +16,7 @@ class ActorSystem { public: void onBaseProcMgrCalc(); - bool getPlayer(ActorConstDataAccess* accessor); + bool getPlayer(ActorLinkConstDataAccess* accessor); bool getAutoPlacementActorPos(const sead::SafeString& name, sead::Vector3f* pos) const; -- cgit v1.2.3