docs: add plugin setup guide
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@@ -0,0 +1,28 @@
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#pragma once
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namespace RE
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{
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enum class ACTOR_VALUE_MODIFIER;
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class __declspec(novtable) ActorValueOwner
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{
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public:
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static constexpr auto RTTI{ RTTI::ActorValueOwner };
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static constexpr auto VTABLE{ VTABLE::ActorValueOwner };
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virtual ~ActorValueOwner() = default; // 00
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// add
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virtual float GetActorValue([[maybe_unused]] const ActorValueInfo& a_info) const { return 0.0F; } // 01
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virtual float GetPermanentActorValue([[maybe_unused]] const ActorValueInfo& a_info) const { return 0.0F; } // 02
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virtual float GetBaseActorValue([[maybe_unused]] const ActorValueInfo& a_info) const { return 0.0F; } // 03
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virtual void SetBaseActorValue([[maybe_unused]] const ActorValueInfo& a_info, [[maybe_unused]] float a_value) { return; } // 04
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virtual void ModBaseActorValue([[maybe_unused]] const ActorValueInfo& a_info, [[maybe_unused]] float a_delta) { return; } // 05
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virtual void ModActorValue([[maybe_unused]] ACTOR_VALUE_MODIFIER a_modifier, [[maybe_unused]] const ActorValueInfo& a_info, [[maybe_unused]] float a_delta) { return; } // 06
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virtual float GetModifier([[maybe_unused]] ACTOR_VALUE_MODIFIER a_modifier, [[maybe_unused]] const ActorValueInfo& a_info) const { return 0.0F; } // 07
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virtual void RestoreActorValue([[maybe_unused]] const ActorValueInfo& a_info, [[maybe_unused]] float a_amount) { return; } // 08
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virtual void SetActorValue(const ActorValueInfo& a_info, float a_value) { SetBaseActorValue(a_info, a_value); } // 09
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virtual bool GetIsPlayerOwner() const { return false; } // 0A
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};
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static_assert(sizeof(ActorValueOwner) == 0x8);
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}
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