docs: add plugin setup guide
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#pragma once
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#include "RE/B/BSTEvent.h"
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#include "RE/B/BSTHashMap.h"
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#include "RE/B/BSTSmartPointer.h"
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#include "RE/P/PipboyDataGroup.h"
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namespace RE
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{
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class ConditionBoyEvent;
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namespace ActorItemEquipped
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{
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class Event;
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}
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namespace ActorValueEvents
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{
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class ActorValueChangedEvent;
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}
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namespace BGSInventoryItemEvent
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{
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class Event;
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}
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namespace BGSInventoryListEvent
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{
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class Event;
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}
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namespace PlayerActiveEffectChanged
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{
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class Event;
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}
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class __declspec(novtable) PipboyStatsData :
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public PipboyDataGroup, // 00
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public BSTEventSink<ActorValueEvents::ActorValueChangedEvent>, // 98
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public BSTEventSink<BGSInventoryListEvent::Event>, // A0
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public BSTEventSink<PlayerActiveEffectChanged::Event>, // A8
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public BSTEventSink<ConditionBoyEvent>, // B0
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public BSTEventSink<ActorItemEquipped::Event>, // B8
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public BSTEventSink<BGSInventoryItemEvent::Event> // C0
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{
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public:
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static constexpr auto RTTI{ RTTI::PipboyStatsData };
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static constexpr auto VTABLE{ VTABLE::PipboyStatsData };
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virtual ~PipboyStatsData() = default;
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virtual BSEventNotifyControl ProcessEvent(const ActorValueEvents::ActorValueChangedEvent& a_event, BSTEventSource<ActorValueEvents::ActorValueChangedEvent>* a_source); // 01
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virtual BSEventNotifyControl ProcessEvent(const BGSInventoryListEvent::Event& a_event, BSTEventSource<BGSInventoryListEvent::Event>* a_source); // 02
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virtual BSEventNotifyControl ProcessEvent(const PlayerActiveEffectChanged::Event& a_event, BSTEventSource<PlayerActiveEffectChanged::Event>* a_source); // 03
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virtual BSEventNotifyControl ProcessEvent(const ConditionBoyEvent& a_event, BSTEventSource<ConditionBoyEvent>* a_source); // 04
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virtual BSEventNotifyControl ProcessEvent(const ActorItemEquipped::Event& a_event, BSTEventSource<ActorItemEquipped::Event>* a_source); // 05
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virtual BSEventNotifyControl ProcessEvent(const BGSInventoryItemEvent::Event& a_event, BSTEventSource<BGSInventoryItemEvent::Event>* a_source); // 06
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// override
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virtual void Populate(bool a_arg1) override; // 07
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virtual void DoClearData() override; // 08
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virtual void DoClearSink() override; // 09
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// members
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PipboyObject* playerStatsObject; // C8
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PipboyArray* activeEffectsArray; // D0
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BSTHashMap<MagicItem*, PipboyObject*> activeEffectsMap; // D8
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BSTHashMap<BSTSmartPointer<ActiveEffect>, PipboyObject*> activeEffectEntriesMap; // 108
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};
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static_assert(sizeof(PipboyStatsData) == 0x138);
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}
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