docs: add plugin setup guide
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#pragma once
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#include "RE/B/BSFixedString.h"
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#include "RE/B/BSPointerHandle.h"
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#include "RE/N/NiPoint3.h"
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#include "RE/R/ReferenceEffectController.h"
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namespace RE
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{
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class __declspec(novtable) ActiveEffectReferenceEffectController :
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public ReferenceEffectController // 00
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{
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public:
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static constexpr auto RTTI{ RTTI::ActiveEffectReferenceEffectController };
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static constexpr auto VTABLE{ VTABLE::ActiveEffectReferenceEffectController };
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// override (ReferenceEffectController)
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void HandleEvent(const BSFixedString& a_event) override; // 01 - return { effect->HandleEvent(a_event); }
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float GetElapsedTime() override; // 02 - return { effect->elapsedSeconds; }
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float GetScale() override; // 03
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void SwitchAttachedRoot(NiNode* a_root, NiNode* a_attachRoot) override; // 04 - return { effect->SwitchAttachedRoot(a_root, a_attachRoot); }
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const NiPoint3& GetSourcePosition() override; // 05
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bool GetUseSourcePosition() override; // 06
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bool GetNoInitialFlare() override; // 07
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bool GetEffectPersists() override; // 08
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bool GetGoryVisuals() override; // 09
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void RemoveHitEffect(ReferenceEffect* a_refEffect) override; // 0A
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TESObjectREFR* GetTargetReference() override; // 0B
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BGSArtObject* GetHitEffectArt() override; // 0C
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TESEffectShader* GetHitEffectShader() override; // 0D
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bool GetManagerHandlesSaveLoad() override; // 0E - { return false; }
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bool EffectShouldFaceTarget() override; // 17
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TESObjectREFR* GetFacingTarget() override; // 18
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void SetWindPoint(const NiPoint3& a_point) override; // 1E - { windPoint = a_point; }
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const NiPoint3& GetWindPoint() override; // 1F - { return windPoint; }
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bool GetAllowNo3D() override; // 20
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void SaveGame(BGSSaveGameBuffer* a_buf) override; // 21
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void LoadGame(BGSLoadGameBuffer* a_buf) override; // 22
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// members
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ActiveEffect* effect; // 08
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NiPoint3 windPoint; // 10
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ObjectRefHandle target; // 18
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};
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static_assert(sizeof(ActiveEffectReferenceEffectController) == 0x20);
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}
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