Files
botw/src/KingSystem/ActorSystem/actActorSystem.h
T
Léo Lam 6e9afd0f7d 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)
2026-10-11 04:13:20 +02:00

33 lines
726 B
C++

#pragma once
#include <heap/seadDisposer.h>
#include <math/seadVector.h>
#include <prim/seadSafeString.h>
namespace ksys::act {
class ActorLinkConstDataAccess;
// TODO: incomplete
class ActorSystem {
SEAD_SINGLETON_DISPOSER(ActorSystem)
ActorSystem();
public:
void onBaseProcMgrCalc();
bool getPlayer(ActorLinkConstDataAccess* accessor);
bool getAutoPlacementActorPos(const sead::SafeString& name, sead::Vector3f* pos) const;
sead::Heap* getEmergencyHeap() const { return mEmergencyHeap; }
const sead::Vector3f& getPlayerPos() const { return mPlayerPos; }
private:
u8 temp_0x20[0xd0 - 0x20];
sead::Heap* mEmergencyHeap;
sead::Vector3f mPlayerPos;
};
} // namespace ksys::act