docs: add plugin setup guide
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#pragma once
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#include "RE/B/BSPointerHandle.h"
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#include "RE/N/NiColor.h"
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#include "RE/N/NiMatrix3.h"
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#include "RE/N/NiPoint3.h"
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#include "RE/N/NiPointer.h"
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namespace RE
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{
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class BGSTextureSet;
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class NiAVObject;
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class NiNode;
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class TESObjectCELL;
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class DECAL_CREATION_DATA
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{
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public:
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// members
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NiMatrix3 projection; // 00
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NiPoint3A origin; // 30
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NiPoint3A direction; // 40
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NiPoint3A surfaceNormal; // 50
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ObjectRefHandle objRef; // 60
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NiPointer<NiAVObject> avObj; // 68
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NiNode* clone; // 70
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BGSTextureSet* texSet; // 78
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BGSTextureSet* texSet2; // 80
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std::int32_t index; // 88
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float decalWidth; // 8C
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float decalHeight; // 90
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float decalDepth; // 94
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TESObjectCELL* parentCell; // 98
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float parallaxOcclusionScale; // A0
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NiNode* skinnedDecalNode; // A8
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float specular; // B0
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float decalEpsilon; // B4
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float placementRadius; // 0B8
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NiColor vertexColor; // BC
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std::uint32_t bodyParts; // C8
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std::uint8_t subTex; // CC
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bool permanent; // CD
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bool parallaxOcclusionShadows; // CE
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bool alphaTesting; // CF
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bool alphaBlending; // D0
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bool multiplicativeBlending; // D1
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std::uint8_t parallaxOcclusionMaxPasses; // D2
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bool modelSpace; // D3
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bool forceFade; // D4
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bool twoSided; // D5
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bool preprocessed; // D6
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bool manualSaveLoad; // D7
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std::uint32_t sceneGraphIndex; // D8
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float decalLifetime; // DC
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bool dynamic; // E0
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bool useGbufferNormal; // E1
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};
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static_assert(sizeof(DECAL_CREATION_DATA) == 0xF0);
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}
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