docs: add plugin setup guide
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#pragma once
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#include "RE/B/BGSObjectInstance.h"
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#include "RE/B/BSSoundHandle.h"
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#include "RE/B/BSTArray.h"
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#include "RE/B/BSTTuple.h"
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#include "RE/E/EquippedItemData.h"
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#include "RE/N/NiPointer.h"
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namespace RE
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{
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enum class ATTACK_STATE_ENUM;
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class AimModel;
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class BSCloneReserver;
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class MuzzleFlash;
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class NiAVObject;
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class QueuedFile;
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class __declspec(novtable) EquippedWeaponData :
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public EquippedItemData // 00
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{
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public:
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static constexpr auto RTTI{ RTTI::EquippedWeaponData };
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static constexpr auto VTABLE{ VTABLE::EquippedWeaponData };
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void SetupFireSounds(Actor& a_actor, BGSObjectInstanceT<TESObjectWEAP>& a_weapon)
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{
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using func_t = decltype(&EquippedWeaponData::SetupFireSounds);
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static REL::Relocation<func_t> func{ ID::EquippedWeaponData::SetupFireSounds };
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return func(this, a_actor, a_weapon);
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}
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// members
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TESAmmo* ammo; // 10
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std::uint32_t ammoCount; // 18
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AimModel* aimModel; // 20
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MuzzleFlash* muzzleFlash; // 28
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NiAVObject* fireNode; // 30
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ATTACK_STATE_ENUM attackState; // 38
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BSTArray<BSTTuple<std::uint32_t, void*>> fireLocations; // 40 - AnimationStanceFireLocationData<NiPoint3>
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NiPointer<QueuedFile> weaponPreload; // 58
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NiPointer<QueuedFile> projectilePreload; // 60
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NiPointer<BSCloneReserver> reserveProjectileClones; // 68
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BSSoundHandle idleSound; // 70
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BSSoundHandle attackSound; // 78
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BSSoundHandle reverbSound; // 80
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BSSoundHandle prevAttack; // 88
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BSSoundHandle prevReverb; // 90
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const BGSSoundKeywordMapping* attackSoundData; // 98
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bool reverbSoundIsTail; // A0
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};
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static_assert(sizeof(EquippedWeaponData) == 0xA8);
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}
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