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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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@@ -4,6 +4,8 @@
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#include <limits>
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#include <math/seadMathCalcCommon.h>
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#include <prim/seadScopedLock.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/actPlayerCreateMgr.h"
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#include "Game/Actor/actPlayerCreateUtils.h"
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#include "Game/Actor/actWeapon.h"
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@@ -12,14 +14,12 @@
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#include "Game/Scene/gameScene.h"
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#include "Game/UI/uiUtils.h"
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#include "Game/gameItemUtils.h"
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#include "KingSystem/ActorSystem/Profiles/actPlayerBase.h"
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#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
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#include "KingSystem/ActorSystem/actActorHeapUtil.h"
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#include "KingSystem/ActorSystem/actActorUtil.h"
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#include "KingSystem/ActorSystem/actBaseProcLink.h"
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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/actPlayerInfo.h"
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#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
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#include "KingSystem/GameData/gdtManager.h"
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#include "KingSystem/GameData/gdtSpecialFlagNames.h"
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@@ -315,7 +315,7 @@ void PauseMenuDataMgr::initForNewSave() {
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mCanSeeHealthBar = false;
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mEquippedWeapons.fill({});
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auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
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auto* player = uking::act::PlayerInfo::instance()->getPlayer();
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if (player) {
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player->switchEquipment(getDefaultEquipment(EquipmentSlot::WeaponRight), 1);
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player->switchEquipment(getDefaultEquipment(EquipmentSlot::WeaponLeft), 1);
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@@ -1357,7 +1357,7 @@ void PauseMenuDataMgr::removeItem(const sead::SafeString& name) {
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void PauseMenuDataMgr::removeWeaponIfEquipped(const sead::SafeString& name) {
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const auto lock = sead::makeScopedLock(mCritSection);
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if (!ksys::act::PlayerInfo::instance()->getPlayer())
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if (!uking::act::PlayerInfo::instance()->getPlayer())
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return;
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const auto& items = getItems();
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@@ -1502,7 +1502,7 @@ void PauseMenuDataMgr::createPlayerEquipment() {
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}
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}
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auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
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auto* player = uking::act::PlayerInfo::instance()->getPlayer();
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s32 slot = 0; // <- this is required to match
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for (u64 i = 0; i != equipment_items.size(); slot = s32(++i)) {
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