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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)
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@@ -7,7 +7,6 @@
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#include "Game/Actor/actWeapon.h"
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#include "Game/UI/uiPauseMenuDataMgr.h"
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#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
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#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
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#include "KingSystem/ActorSystem/actActorCreator.h"
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#include "KingSystem/ActorSystem/actActorHeapUtil.h"
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#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
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@@ -212,7 +211,7 @@ void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::Saf
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}
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{
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ksys::act::ActorConstDataAccess access;
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ksys::act::ActorLinkConstDataAccess access;
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ksys::act::acquireActor(&PlayerInfo::instance()->getPlayerLink(), &access);
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sead::Vector3f pos;
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access.getActorMtx().getTranslation(pos);
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