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https://github.com/zeldaret/botw
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6e9afd0f7d
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)
33 lines
726 B
C++
33 lines
726 B
C++
#pragma once
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#include <heap/seadDisposer.h>
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#include <math/seadVector.h>
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#include <prim/seadSafeString.h>
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namespace ksys::act {
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class ActorLinkConstDataAccess;
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// TODO: incomplete
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class ActorSystem {
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SEAD_SINGLETON_DISPOSER(ActorSystem)
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ActorSystem();
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public:
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void onBaseProcMgrCalc();
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bool getPlayer(ActorLinkConstDataAccess* accessor);
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bool getAutoPlacementActorPos(const sead::SafeString& name, sead::Vector3f* pos) const;
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sead::Heap* getEmergencyHeap() const { return mEmergencyHeap; }
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const sead::Vector3f& getPlayerPos() const { return mPlayerPos; }
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private:
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u8 temp_0x20[0xd0 - 0x20];
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sead::Heap* mEmergencyHeap;
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sead::Vector3f mPlayerPos;
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};
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} // namespace ksys::act
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