docs: add plugin setup guide
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#pragma once
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#include "RE/B/BSMagicShaderParticles.h"
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#include "RE/B/BSModelDB.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/N/NiPointer.h"
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#include "RE/R/ReferenceEffect.h"
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namespace RE
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{
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class BSEffectShaderData;
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class NiAVObject;
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class NiSourceTexture;
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class NiTexture;
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class __declspec(novtable) ShaderReferenceEffect :
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public ReferenceEffect // 00
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{
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public:
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static constexpr auto RTTI{ RTTI::ShaderReferenceEffect };
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static constexpr auto VTABLE{ VTABLE::ShaderReferenceEffect };
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static constexpr auto Ni_RTTI{ Ni_RTTI::ShaderReferenceEffect };
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static constexpr auto TYPE{ TEMP_EFFECT_TYPE::kRefShader };
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~ShaderReferenceEffect() override;
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enum class Flag
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{
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kThirdPerson = 0x0,
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kInterfaceEffect = 0x1,
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kRestart = 0x2,
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kAllTexturesAvailable = 0x3,
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kParticleShadersStarted = 0x4,
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kSuspended = 0x5,
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kDisallowTargetRoot = 0x6
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};
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// members
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BSMagicShaderParticles particles; // 048
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BSTArray<BSTTuple<void*, NiPointer<NiTexture>*>> textureRequests; // 068 - TextureDB::Handle
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BSTArray<NiPointer<NiAVObject>> addOnObjects; // 080
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BSTArray<void*> modelHandles; // 098 - BSModelDB::Handle
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BSTArray<NiPointer<NiAVObject>> targetArray; // 0B0
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BSSoundHandle soundHandle; // 0C8
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NiPointer<NiSourceTexture> textureShaderTexture; // 0D0
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NiPointer<NiSourceTexture> textureBlockOutTexture; // 0D8
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NiPointer<NiSourceTexture> texturePaletteTexture; // 0E0
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TESBoundObject* wornObject; // 0E8
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TESEffectShader* effectData; // 0F0
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BSEffectShaderData* effectShaderData; // 0F8
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NiPointer<NiAVObject> lastRootNode; // 100
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float alphaTimer; // 104
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float addonAlpha; // 108
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float addonScale; // 10C
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float effectShaderAge; // 110
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std::uint32_t flags; // 114
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std::uint32_t pushCount; // 118
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};
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static_assert(sizeof(ShaderReferenceEffect) == 0x120);
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}
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