docs: add plugin setup guide
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#pragma once
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#include "RE/B/BSTArray.h"
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#include "RE/B/BSTTuple.h"
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namespace RE
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{
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class BGSInventoryItem;
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namespace UIUtils
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{
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using ComparisonItems = BSScrapArray<BSTTuple<const BGSInventoryItem*, std::uint32_t>>;
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inline void GetComparisonItems(const TESBoundObject* a_object, ComparisonItems& a_comparisonItems)
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{
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using func_t = decltype(&GetComparisonItems);
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static REL::Relocation<func_t> func{ ID::UIUtils::GetComparisonItems };
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return func(a_object, a_comparisonItems);
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}
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inline void PlayPipboySound(const char* a_soundName)
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{
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using func_t = decltype(&PlayPipboySound);
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static REL::Relocation<func_t> func{ ID::UIUtils::PlayPipboySound };
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return func(a_soundName);
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}
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inline void PlayMenuSound(const char* a_soundName)
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{
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using func_t = decltype(&PlayMenuSound);
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static REL::Relocation<func_t> func{ ID::UIUtils::PlayMenuSound };
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return func(a_soundName);
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}
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inline void UpdateGamepadDependentButtonCodes(bool a_usingGamepad)
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{
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using func_t = decltype(&UpdateGamepadDependentButtonCodes);
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static REL::Relocation<func_t> func{ ID::UIUtils::UpdateGamepadDependentButtonCodes };
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return func(a_usingGamepad);
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}
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inline void ShowCraftingMenu(TESObjectREFR* a_furniture)
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{
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using func_t = decltype(&ShowCraftingMenu);
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static REL::Relocation<func_t> func{ ID::UIUtils::ShowCraftingMenu };
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return func(a_furniture);
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}
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inline bool HasRequiredInventoryForCraftingMenu(TESObjectREFR* a_furniture)
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{
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using func_t = decltype(&HasRequiredInventoryForCraftingMenu);
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static REL::Relocation<func_t> func{ ID::UIUtils::HasRequiredInventoryForCraftingMenu };
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return func(a_furniture);
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}
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}
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}
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