docs: add plugin setup guide
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#pragma once
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#include "RE/A/AITimeStamp.h"
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#include "RE/A/ActiveEffectList.h"
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#include "RE/A/ActorPackage.h"
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#include "RE/B/BSFixedString.h"
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#include "RE/B/BSPointerHandle.h"
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#include "RE/B/BSSimpleList.h"
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#include "RE/B/BSSpinLock.h"
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#include "RE/B/BSTArray.h"
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#include "RE/B/BSTEvent.h"
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#include "RE/B/BSTSmartPointer.h"
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#include "RE/B/BSTTuple.h"
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#include "RE/N/NiPoint3.h"
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#include "RE/N/NiPointer.h"
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#include "RE/S/SubgraphHandle.h"
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#include "RE/S/SubgraphIdentifier.h"
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namespace RE
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{
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enum class PACKAGE_OBJECT_TYPE;
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class ActorInventoryEvent;
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class AIPerkData;
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class bhkCharacterController;
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class bhkNPCollisionObject;
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class bhkRagdollPenetrationUtil;
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class BSAnimationGraphManager;
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class BSAnimationGraphVariableCache;
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class BSClothExtraData;
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class BSFaceGenAnimationData;
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class BSFaceGenNiNode;
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class BSLightingShaderProperty;
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class CommandedActorData;
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class DeferredHideLimb;
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class EquippedItem;
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class HitData;
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class IAnimationStanceData;
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class NiAVObject;
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class NiNode;
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class QueuedFile;
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class QueuedItem;
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class SubGraphIdleRootData;
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namespace MagicSystem
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{
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enum class WardState;
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}
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class MiddleHighProcessData
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{
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public:
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// members
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BSTEventSource<ActorInventoryEvent> inventoryEventSource; // 000
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NiPointer<bhkNPCollisionObject> poseBound; // 058
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ActorPackage runOncePackage; // 060
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BSTArray<ActorHandle> deadDetectList; // 090
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BSSimpleList<TESObjectREFR*> refListChairBed; // 0A8
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NiPoint3 rotation; // 0B8
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NiPoint3 rotationSpeed; // 0C4
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NiPoint3 actorMountPosition; // 0D0
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NiPoint3 furniturePathPoint; // 0DC
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NiPoint3 lastSeenPosition; // 0E8
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ActorHandle bleedoutAttacker; // 0F4
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REX::TEnumSet<MagicSystem::WardState, std::int32_t> wardState; // 0F8
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BSTSmartPointer<void*> animResponse; // 100 - BSResponse<BSFixedString, Actor, BSFixedString, DoNothingUnhandledPolicy>
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BSTArray<CommandedActorData> commandedActors; // 108
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NiNode* damageRootNode[26]; // 120
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NiNode* weaponBone; // 1F0
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NiAVObject* headNode; // 1F8
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NiAVObject* torsoNode; // 200
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NiAVObject* faceTargetSourceNode; // 208
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BSFaceGenNiNode* faceNodeSkinned; // 210
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NiPointer<BSLightingShaderProperty> lightingProperty; // 218
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QueuedItem* listItemstoEquipUnequip; // 220
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HitData* lastHitData; // 228
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DeferredHideLimb* headDeferredHideLimb; // 230
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ActiveEffectList activeEffects; // 238
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BSTSmartPointer<BSAnimationGraphManager> animationGraphManager; // 258
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BSAnimationGraphVariableCache* animationVariableCache; // 260
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BSTArray<SubGraphIdleRootData> subGraphIdleManagerRoots; // 268
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BSSpinLock equippedItemsLock; // 280
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BSTArray<EquippedItem> equippedItems; // 288
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BSTArray<BSClothExtraData*> clothExtraDataCache; // 2A0
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BSTArray<BSTSmallArray<SubgraphHandle, 2>> subGraphHandles; // 2B8
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BSTSmallArray<SubgraphIdentifier, 2> currentDefaultSubGraphID; // 2D0
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BSTSmallArray<SubgraphIdentifier, 2> requestedDefaultSubGraphID; // 2F0
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BSTSmallArray<SubgraphIdentifier, 2> currentWeaponSubGraphID; // 310
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BSTSmallArray<SubgraphIdentifier, 2> requestedWeaponSubGraphID; // 330
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BSTSmartPointer<IAnimationStanceData> stanceData; // 350
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BSTArray<BSTTuple<std::uint32_t, void*>> nodeLocationArray; // 358 - AnimationStanceNodeLocationData<NiPoint3>
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float stanceHeightArray[6][2]; // 370
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float headHeightOffset; // 3A0
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ObjectRefHandle currentFurniture; // 3A4
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ObjectRefHandle occupiedFurniture; // 3A8
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TESIdleForm* currentIdle; // 3B0
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ActorHandle commandingActor; // 3B8
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const TESIdleForm* furnitureIdle; // 3C0
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BSFaceGenAnimationData* faceAnimationData; // 3C8
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MagicItem* currentPackageSpell; // 3D0
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TESObjectWEAP* lastBoundWeapon; // 3D8
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NiPointer<bhkCharacterController> charController; // 3E0
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BSTSmartPointer<bhkRagdollPenetrationUtil> penetrationDetectUtil; // 3E8
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NiPointer<QueuedFile> bodyPartPreload; // 3F0
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TESIdleForm* lastIdlePlayed; // 3F8
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AIPerkData* perkData; // 400
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NiPoint3 lookAtLocation; // 408
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float pursueTimer; // 414
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float furnitureAngle; // 418
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float furnitureEntryFootstepDeltaTarget; // 41C
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float packageIdleTimer; // 420
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float equippedWeight; // 424
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float desiredSpeed; // 428
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float animationSpeed; // 42C
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float bleedoutTimer; // 430
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float bleedoutRate; // 434
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float bleedoutMaxHealth; // 438
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float maxWardPower; // 43C
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float animGraphEventTimeout; // 440
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float torchEvalTimer; // 444
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float alphaMult; // 448
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float scriptRefractPower; // 44C
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float sleepingTimer; // 450
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float deferredKillTimer; // 454
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float killMoveTimer; // 458
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float staggerTimer; // 45C
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float mountDismountSafetyTimer; // 460
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AITimeStamp rangeWaypointIdleTimer; // 464
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std::int32_t packageIdleNumber; // 468
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std::int32_t reservationSlot; // 46C
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SubgraphIdentifier currentFurnitureSubgraphID; // 470
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std::uint32_t currentFurnitureMarkerID; // 478
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std::uint32_t occupiedFurnitureMarkerID; // 47C
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std::uint64_t nextExtraArrow3DUpdate; // 480
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std::uint32_t deferredKill; // 488
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std::uint32_t flareFlags; // 48C
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REX::TEnumSet<PACKAGE_OBJECT_TYPE, std::int32_t> useItem; // 490
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std::int16_t animActionSuccess; // 494
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std::uint16_t update3DModel; // 496
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std::int8_t weaponCullCounter; // 498
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std::int8_t archetypeChangeType; // 499
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bool animWeaponCull; // 49A
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bool aimingTarget; // 49B
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bool doneClothesChange; // 49C
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bool pickPackIdle; // 49D
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bool doneOnce; // 49E
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bool refreshFlareFlags; // 49F
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bool pickPocketed; // 4A0
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bool summonedCreature; // 4A1
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bool forceNextUpdate; // 4A2
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bool playedBeginIdles; // 4A3
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bool playedEndIdles; // 4A4
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bool quickPlacement; // 4A5
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bool beenAttacked; // 4A6
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bool alwaysHit; // 4A7
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bool doNoDamage; // 4A8
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bool soulTrapped; // 4A9
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bool lookAt; // 4AA
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bool eating; // 4AB
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bool calcLight; // 4AC
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bool preventCombat; // 4AD
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bool dyingFromBleedout; // 4AE
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bool fleeing; // 4AF
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bool instantGetOut; // 4B0
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bool hostileGuard; // 4B1
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bool stopIdleFailed; // 4B2
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bool killQueued; // 4B3
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bool ragdollInstant; // 4B4
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bool scriptDeferredKill; // 4B5
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bool furnitureEntryLeftFootFirst; // 4B6
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bool furnitureAnimationPlayed; // 4B7
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bool queuedInstantInteractionAnimation; // 4B8
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bool queuedModifyInitialAnimationPose; // 4B9
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bool avoidPlayer; // 4BA
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bool usingPathingFaceTargetWhileTrackingOutOfRange; // 4BB
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};
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static_assert(sizeof(MiddleHighProcessData) == 0x4C0);
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}
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