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https://github.com/zeldaret/botw
synced 2026-06-01 01:39:11 -04:00
Implement some commonly used ActorConstDataAccess functions
This commit is contained in:
@@ -1,6 +1,16 @@
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#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
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#include <prim/seadRuntimeTypeInfo.h>
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#include "KingSystem/ActorSystem/actActor.h"
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#include "KingSystem/ActorSystem/actActorParam.h"
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#include "KingSystem/ActorSystem/actActorUtil.h"
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#include "KingSystem/ActorSystem/actAiRoot.h"
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#include "KingSystem/Map/mapObject.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectAttack.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectEnemy.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectHorseTargetedInfo.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectLiftable.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectSystem.h"
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#include "KingSystem/Resource/resResourceGParamList.h"
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namespace ksys::act {
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@@ -10,6 +20,10 @@ static BaseProc* getProcIfActor(BaseProc* proc) {
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return nullptr;
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}
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inline Actor* ActorConstDataAccess::getActor() const {
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return static_cast<Actor*>(getProcIfActor(mProc));
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}
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bool ActorConstDataAccess::acquireActor(const ActorLinkConstDataAccess& other) {
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return acquire(getProcIfActor(other.mProc));
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}
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@@ -19,11 +33,11 @@ bool ActorConstDataAccess::hasProc(BaseProc* proc) const {
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}
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bool ActorConstDataAccess::hasProc(const BaseProcLink& link) const {
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return link.hasProcById(getProcIfActor(mProc));
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return link.hasProcById(getActor());
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}
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bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (proc)
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return link->acquire(proc, false);
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@@ -32,7 +46,7 @@ bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
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}
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bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (proc)
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return link->acquire(proc, true);
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@@ -40,6 +54,27 @@ bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
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return false;
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}
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bool ActorConstDataAccess::isPlayerProfile() const {
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return act::isPlayerProfile(getActor());
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}
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bool ActorConstDataAccess::isWeaponProfile() const {
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return act::isWeaponProfile(getActor());
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}
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bool ActorConstDataAccess::isNPCProfile() const {
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return act::isNPCProfile(getActor());
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}
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bool ActorConstDataAccess::isEnemyProfile() const {
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return act::isEnemyProfile(getActor());
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}
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const sead::SafeString& ActorConstDataAccess::getProfile() const {
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auto* actor = getActor();
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return actor && actor->getParam() ? actor->getProfile() : sead::SafeString::cEmptyString;
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}
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void ActorConstDataAccess::debugLog(s32, const sead::SafeString&) const {
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// Intentionally left empty.
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}
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@@ -51,15 +86,57 @@ const sead::SafeString& ActorConstDataAccess::getName() const {
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return proc->getName();
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}
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const sead::SafeString& ActorConstDataAccess::getLiftType() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mLiftType.ref();
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}
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bool ActorConstDataAccess::isDisableFreezeLift() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableFreezeLift.ref();
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}
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bool ActorConstDataAccess::isDisableBurnLift() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableBurnLift.ref();
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}
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bool ActorConstDataAccess::hasTag(const char* tag) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mActorLink->hasTag(tag);
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}
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bool ActorConstDataAccess::hasTag(u32 tag) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mActorLink->hasTag(tag);
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}
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const char* ActorConstDataAccess::getUniqueName() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getUniqueName();
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}
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u32 ActorConstDataAccess::getId() const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return 0xffffffff;
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return proc->getId();
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}
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bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess* accessor) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return false;
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@@ -68,7 +145,7 @@ bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess*
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}
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bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* accessor) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return false;
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@@ -77,10 +154,258 @@ bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* a
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}
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bool ActorConstDataAccess::hasConnectedCalcParent() const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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return proc && sead::DynamicCast<Actor>(proc->getConnectedCalcParent()) != nullptr;
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}
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bool ActorConstDataAccess::checkFlag2B() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->checkFlag(Actor::ActorFlag::_2b);
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}
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bool ActorConstDataAccess::deleteLater(BaseProc::DeleteReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->deleteLater(reason);
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}
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bool ActorConstDataAccess::deleteEx(BaseProc::DeleteReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->deleteEx(Actor::DeleteType::_1, reason);
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}
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bool ActorConstDataAccess::sleep(BaseProc::SleepWakeReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->sleep(reason);
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return true;
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}
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bool ActorConstDataAccess::wakeUp(BaseProc::SleepWakeReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->wakeUp(reason);
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return true;
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}
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bool ActorConstDataAccess::setProperties(int x, const sead::Matrix34f& mtx,
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const sead::Vector3f& vel, const sead::Vector3f& ang_vel,
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const sead::Vector3f& scale, bool is_life_infinite, int i,
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int life) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->setProperties(x, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
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return true;
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}
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bool ActorConstDataAccess::setProperties(const sead::Matrix34f& mtx, const sead::Vector3f& vel,
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const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
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bool is_life_infinite, int i, int life) const {
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return setProperties(0, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
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}
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bool ActorConstDataAccess::isStateSleep() const {
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auto* actor = getActor();
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return actor && actor->isSleep();
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}
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bool ActorConstDataAccess::isStateCalc() const {
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auto* actor = getActor();
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return actor && actor->isCalc();
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}
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bool ActorConstDataAccess::isDeletedOrDeleting() const {
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auto* actor = getActor();
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return actor && actor->isDeletedOrDeleting();
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}
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res::GParamList* ActorConstDataAccess::getGParamList() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getParam()->getRes().mGParamList;
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}
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res::Shop* ActorConstDataAccess::getShopData() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getParam()->getRes().mShopData;
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}
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const sead::SafeString& ActorConstDataAccess::getAttackSpHitActor() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitActor.ref();
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}
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const sead::SafeString& ActorConstDataAccess::getAttackSpHitTag() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitTag.ref();
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}
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const sead::SafeString& ActorConstDataAccess::getAttackWeakHitTag() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpWeakHitActor.ref();
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}
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f32 ActorConstDataAccess::getAttackSpHitRatio() const {
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auto* actor = getActor();
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if (!actor)
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return 1.0f;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitRatio.ref();
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}
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s32 ActorConstDataAccess::getAttackPower() const {
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auto* actor = getActor();
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if (!actor)
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return 0;
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return actor->getParam()->getRes().mGParamList->getAttack()->mPower.ref();
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}
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map::ObjectLinkData* ActorConstDataAccess::getMapObjectLinkData() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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auto* object = actor->getMapObject();
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if (!object)
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return nullptr;
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return object->getLinkData();
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}
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map::Object* ActorConstDataAccess::getMapObject() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getMapObject();
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}
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s32 ActorConstDataAccess::getEnemyRank() const {
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auto* actor = getActor();
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if (!actor)
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return 0;
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auto* gparam = actor->getParam()->getRes().mGParamList;
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if (!gparam || !gparam->getEnemy())
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return 0;
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return gparam->getEnemy()->mRank.ref();
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}
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bool ActorConstDataAccess::getSameGroupActorName(sead::SafeString* name) const {
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auto* actor = getActor();
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if (!actor) {
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*name = sead::SafeString::cEmptyString;
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return false;
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}
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auto* gparam = actor->getParam()->getRes().mGParamList;
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if (!gparam || !gparam->getSystem()) {
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*name = actor->getName();
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return false;
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}
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const auto& group_name = gparam->getSystem()->mSameGroupActorName.ref();
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if (group_name.isEmpty()) {
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*name = actor->getName();
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return false;
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}
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*name = group_name;
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return true;
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}
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bool ActorConstDataAccess::checkFlag18() const {
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auto* actor = getActor();
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return actor && actor->checkFlag(Actor::ActorFlag::_18);
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}
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bool ActorConstDataAccess::isPlayerTheConnectedParent() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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auto* parent = sead::DynamicCast<Actor>(actor->getConnectedCalcParent());
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if (!parent)
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return false;
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return parent->getProfile() == "Player";
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}
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void ActorConstDataAccess::setThisActorAsParent(BaseProc* child, bool delete_parent_on_delete) {
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auto* actor = getActor();
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if (!actor)
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return;
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child->setConnectedCalcParent(actor, delete_parent_on_delete);
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}
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void ActorConstDataAccess::setThisActorAsChild(BaseProc* parent, bool delete_child_on_delete) {
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auto* actor = getActor();
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if (!actor)
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return;
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parent->setConnectedCalcChild(actor, delete_child_on_delete);
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}
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bool ActorConstDataAccess::isFlyingBalloon() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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bool* value;
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return actor->getRootAi()->getAITreeVariable(&value, "IsFlyingBalloon") && *value;
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}
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u32 ActorConstDataAccess::getBalloonHungActorBaseProcID() const {
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auto* actor = getActor();
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if (!actor)
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return -1;
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int* value;
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if (!actor->getRootAi()->getAITreeVariable(&value, "BalloonHungActorBaseProcID"))
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return -1;
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return *value;
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}
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bool ActorConstDataAccess::checkFlag25() const {
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auto* actor = getActor();
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return actor && actor->checkFlag(Actor::ActorFlag::_25);
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}
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f32 ActorConstDataAccess::getHorseMoveRadius() const {
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auto* actor = getActor();
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if (!actor)
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return -1.0;
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return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseMoveRadius.ref();
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}
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f32 ActorConstDataAccess::getHorseAvoidOffset() const {
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auto* actor = getActor();
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if (!actor)
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return -1.0;
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return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseAvoidOffset.ref();
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}
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bool ActorConstDataAccess::horseTargetedIsCircularMoveAlways() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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auto* gparam = actor->getParam()->getRes().mGParamList;
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return gparam->getHorseTargetedInfo()->mIsCircularMoveAlways.ref();
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}
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bool acquireActor(BaseProcLink* link, ActorConstDataAccess* accessor) {
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return link->getProcInContext([accessor](BaseProc* proc, bool valid) {
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if (!proc) {
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