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
+2 -2
View File
@@ -1,7 +1,7 @@
#include "KingSystem/ActorSystem/actBaseProc.h"
#include <thread/seadThread.h>
#include <time/seadTickSpan.h>
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include "KingSystem/ActorSystem/actBaseProcAccessor.h"
#include "KingSystem/ActorSystem/actBaseProcHandle.h"
#include "KingSystem/ActorSystem/actBaseProcJobHandler.h"
#include "KingSystem/ActorSystem/actBaseProcLink.h"
@@ -595,7 +595,7 @@ bool BaseProc::setStateFlag(u32 flag_bit) {
return BaseProcMgr::instance()->setProcFlag(*this, flag_bit);
}
bool BaseProc::acquire(ActorLinkConstDataAccess& accessor) {
bool BaseProc::acquire(BaseProcAccessor& accessor) {
if (mState == State::Delete)
return false;