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)
This commit is contained in:
Léo Lam
2026-10-11 04:13:20 +02:00
parent 49c6b5c183
commit 6e9afd0f7d
34 changed files with 806 additions and 817 deletions
+1 -2
View File
@@ -7,7 +7,6 @@
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include "KingSystem/ActorSystem/actActorCreator.h"
#include "KingSystem/ActorSystem/actActorHeapUtil.h"
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
@@ -212,7 +211,7 @@ void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::Saf
}
{
ksys::act::ActorConstDataAccess access;
ksys::act::ActorLinkConstDataAccess access;
ksys::act::acquireActor(&PlayerInfo::instance()->getPlayerLink(), &access);
sead::Vector3f pos;
access.getActorMtx().getTranslation(pos);