A folder's files are linked before its subfolders, and the rigid body
files are linked as one flat sequence. ListShape is the one file that
does not fit this order.
| Old | New |
|---|---|
| RigidBody/Shape/<Kind>/phys<Kind>Shape.cpp | RigidBody/Shape/phys<Kind>Shape.cpp |
| RigidBody/Shape/<Kind>/phys<Kind>RigidBody.cpp | RigidBody/physRigidBody<Kind>.cpp |
| RigidBody/Shape/List/physListShapeRigidBody.cpp | RigidBody/physRigidBodyListShape.cpp |
| physHavokMemoryAllocator.cpp | System/physHavokMemoryAllocator.cpp |
| StaticCompound/physStaticCompound{,Mgr,RigidBodyGroup,Util}.cpp | System/ |
| StaticCompound/physStaticCompound{Info,Autogen}.cpp | System/physStaticCompoundInfo.cpp |
The original has the type infos' cleanup functions just before
StaticCompoundInfo's functions, so the merged file defines the
reflection data first, with plain static cleanup functions as in
Havok's generated reflection code. Template instantiations would be
emitted after the rest of the file.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
Rename classes and files so that they sort where their code is linked,
and move code that is linked inside another TU into that TU's file.
| Old | New | TU start |
|---|---|---|
| ActorAreaInOutSendMessage | AreaInOutSendMessage | 0x710009fa64 |
| AreaTagAction | AreaActionBase | 0x7100e21e64 |
| sndResource.{h,cpp} | sndSound.{h,cpp} | |
| Code | From | To |
|---|---|---|
| SoundMgr | sndMgr.h | sndSound.h |
| PlayReport | PlayReportMgr.cpp | PlayReport.cpp |
| PlayReport::addPlayTimes, addPosition | PlayReportMgr.cpp | ProductReporter.cpp |
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
DamageManagerBase's root base class (previously
DamageManagerBase_UnknownBase1) holds the damage callback list, and its
code is linked among the ActorSystem objects rather than with the
Game/Actor/Damage files. It appears to be an engine-side abstract base,
so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager
(unofficial name, following the ksys IManager/Manager pattern and
Actor::getDamageMgr), together with DamageCallback and Struct20Base, and
have Actor::getDamageMgr return it. DamageManagerBase now overrides its
getters and inherits addDamageCallback/removeDamageCallback from it.
The rest of the damage code stays in Game/Actor/Damage but is regrouped
to match link order: Struct20::combineMaybe moves into
actDamageManagerBase.cpp, Struct20::reset becomes inline and
dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is
merged into uking::act, so the files there take the act prefix too, and
dmgInfoManager becomes actDamageInfoMgr after the class it holds.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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)
The AI/Action/Query stub generators, the stub matcher and the IDA vfunc
renamers are no longer useful now that:
- every class has hand-edited source code
- IDB naming work has superseded the placeholder names used by the
scripts
The scripts don't even import any more so we should just remove them.
(AI assisted using Claude Opus 5.5)
ActorFactory's static initialiser fills its table with uking actor
ctors. CurrentResNameMgr (0x71010b770c) links in KingSystem/System right
before GameConfig.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
They link in the same block as the plain-ksys:: Message family.
getItemValue and applyScreenFade sit in engine UI TUs, hence ksys::ui.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
They form one run in the ActorSystem block (DemoRootAI at 0x7100d61e68,
right after VillagerMgr).
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
Both link in the game archive, and NXArgs uses game classes such as
GameScene. The engine only calls SystemPauseMgr's virtuals, so it now
goes through ksys::ISystemPauseMgr and no longer includes Game/.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
aoc::Manager is created during engine start-up and called by gdt, map
and StarterPackMgr; only game code uses HardModeManager and
ChampionBalladManager.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
It is created only from game code, no engine code calls it, and it
hardcodes game actor names.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
setCamera's only caller passes the camera actor, a ksys::act::Actor;
ksys::act::Camera is only forward-declared.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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)
The action factory uses the single ksys ctor for both entries and
DummyDropTable's ctor calls it too; deriving from it makes
DummyDropTable's five functions match.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
They link with KingSystem/Sound (0x7100fe8b54-0x7101060ed4) as sorted
Action/AI passes of their own. The three area tag actions keep their
game base AreaTagAction, which links in the Game/Actor/Area block.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
Keeps source and CSV from drifting from the IDB. Names are read from the
bodies, e.g. ActionBase::applyParams is what all 13 non-stub overrides
of that slot do.
(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
* world: implement Manager::isRaining
Implement the position-based rain check for Rain, HeavyRain, ThunderRain,
and BlueskyRain. Declare the climate weather lookup dependency and name
both functions in the function table.
The rain check matches the original function at 0x71010f33a4.
* world: keep rainfall queries const
Restore const on Manager::isRaining and make its climate weather helper
const. Both queries only read Manager state. Update their function-table
symbols; the rain check still matches the original.
Decompilation progress is tracked per function in uking_functions.csv
and on the kanban board. These per-class lists stopped being updated
long ago (20 of 1927 actions "done") and only cost upkeep on renames.
(AI assisted using Claude Opus 5.5)
It logs nothing: it queues flag increments per core and
GameDataMgr::calc0 applies them once per frame. The IDB already uses
this name.
(AI assisted using Claude Opus 5.5)
Each pair differs only in the vtable it installs or slot it fills, which
tools/check ignores. E.g. 0x7100b15bf4 installs FileDeviceReadStream's
vtable, and the ASAssetResource/ASAssetExResource D0 rows were swapped.
(AI assisted using Claude Opus 5.5)
The flag is "AoC_HardMode_Enabled", as 0x71008e3dbc returns; tools/check
ignores string literals, so the misspelling still matched.
(AI assisted using Claude Opus 5.5)