docs: add plugin setup guide
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#pragma once
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#include "RE/N/NiColor.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/T/TESForm.h"
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#include "RE/T/TESFullName.h"
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#include "RE/T/TESTexture.h"
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#include "RE/W/WaterShaderData.h"
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namespace RE
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{
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class BSWaterShaderMaterial;
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class NiTexture;
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class __declspec(novtable) TESWaterForm :
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public TESForm, // 000
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public TESFullName // 020
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{
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public:
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static constexpr auto RTTI{ RTTI::TESWaterForm };
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static constexpr auto VTABLE{ VTABLE::TESWaterForm };
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static constexpr auto FORM_ID{ ENUM_FORM_ID::kWATR };
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// members
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bool needUpdate; // 030
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NiColorA texScroll0; // 034
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NiColorA texScroll1; // 044
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NiColorA texScroll2; // 054
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TESTexture noiseTexture0; // 068
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TESTexture noiseTexture1; // 078
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TESTexture noiseTexture2; // 088
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std::int8_t alpha; // 098
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std::int8_t flags; // 099
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BGSMaterialType* materialType; // 0A0
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BGSSoundDescriptorForm* waterSound; // 0A8
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WaterShaderData data; // 0B0
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TESWaterForm* waterWeatherControl[3]; // 180
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std::int32_t currentTextureSelect01; // 198
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std::int32_t currentTextureSelect02; // 19C
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std::uint32_t frequencyX; // 1A0
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std::uint32_t frequencyY; // 1A4
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std::int32_t octaves; // 1A8
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float amplitude; // 1AC
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float lacunarity; // 1B0
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float bias; // 1B4
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float gain; // 1B8
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SpellItem* consumeSpell; // 1C0
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SpellItem* contactSpell; // 1C8
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NiPointer<NiTexture> niNoiseTexture0; // 1D0
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NiPointer<NiTexture> niNoiseTexture1; // 1D8
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NiPointer<NiTexture> niNoiseTexture2; // 1E0
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TESObjectACTI* placeableAutoWater; // 1E8
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TESObjectACTI* placeableLODWater; // 1F0
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BSWaterShaderMaterial* waterShaderMaterial; // 1F8
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bool resetNoiseTextures; // 200
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TESImageSpace* imageSpace; // 208
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NiPoint3 linearVelocity; // 210
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NiPoint3 angularVelocity; // 21C
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};
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static_assert(sizeof(TESWaterForm) == 0x228);
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}
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