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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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@@ -1,7 +1,7 @@
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#include "KingSystem/ActorSystem/actBaseProc.h"
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#include <thread/seadThread.h>
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#include <time/seadTickSpan.h>
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#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
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#include "KingSystem/ActorSystem/actBaseProcAccessor.h"
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#include "KingSystem/ActorSystem/actBaseProcHandle.h"
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#include "KingSystem/ActorSystem/actBaseProcJobHandler.h"
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#include "KingSystem/ActorSystem/actBaseProcLink.h"
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@@ -595,7 +595,7 @@ bool BaseProc::setStateFlag(u32 flag_bit) {
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return BaseProcMgr::instance()->setProcFlag(*this, flag_bit);
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}
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bool BaseProc::acquire(ActorLinkConstDataAccess& accessor) {
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bool BaseProc::acquire(BaseProcAccessor& accessor) {
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if (mState == State::Delete)
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return false;
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