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https://github.com/zeldaret/botw
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Actor: PlayerInfo/PlayerBase are game, GameConfig ksys
Every decomp user of PlayerInfo is game code, and PlayerBase sits right above Player. GameConfig.h models the engine base that links at GameConfig's slot in KingSystem/System. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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@@ -1,10 +1,11 @@
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#include "Game/Actor/actPlayerCreateMgr.h"
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#include <prim/seadRuntimeTypeInfo.h>
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#include <prim/seadStringBuilder.h>
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#include "Game/Actor/Player/actPlayerBase.h"
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#include "Game/Actor/Player/actPlayerInfo.h"
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#include "Game/Actor/actPlayerCreateUtils.h"
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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/actPlayerBase.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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@@ -13,7 +14,6 @@
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#include "KingSystem/ActorSystem/actInfoCommon.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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#include "KingSystem/ActorSystem/actInstParamPack.h"
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#include "KingSystem/ActorSystem/actPlayerInfo.h"
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#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
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namespace uking::act {
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@@ -154,7 +154,7 @@ void CreatePlayerEquipActorMgr::requestCreateWeapon(s32 slot_idx, const sead::Sa
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auto scope = mTracer.trace()->makeScope("requestCreateWeapon", caller, 1);
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deleteLoadingProc(slot_idx);
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auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
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auto* player = PlayerInfo::instance()->getPlayer();
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sead::Matrix34f pos;
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pos.makeT(player->getMtx().getTranslation());
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@@ -213,7 +213,7 @@ void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::Saf
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{
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ksys::act::ActorConstDataAccess access;
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ksys::act::acquireActor(&ksys::act::PlayerInfo::instance()->getPlayerLink(), &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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params->addPosition(pos);
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