docs: add plugin setup guide
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#pragma once
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#include "RE/A/ActionPoints.h"
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#include "RE/B/BGSBodyPartDefs.h"
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#include "RE/B/BSIntrusiveRefCounted.h"
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#include "RE/B/BSPointerHandle.h"
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#include "RE/H/HitData.h"
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#include "RE/N/NiAVObject.h"
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#include "RE/N/NiPointer.h"
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namespace RE
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{
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class SpellItem;
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class VATSCommand :
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public BSIntrusiveRefCounted // 000
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{
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public:
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// members
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ActionPoints::Action action; // 004
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ObjectRefHandle target; // 008
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REX::TEnumSet<BGSBodyPartDefs::LIMB_ENUM, std::uint32_t> limb; // 00C
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NiPointer<NiAVObject> aimAtObj; // 010
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HitData hitdata; // 20
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SpellItem* meleeImpactEffect; // 100
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float actionPointCost; // 108
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float minActionTime; // 10C
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float actionExecuteDelay; // 110
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float fakeShotFrequency; // 114
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float damageMult; //118
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std::uint32_t loadedAmmoCount; // 11C
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std::uint8_t fireShots; // 120
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struct
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{
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std::uint8_t stranger: 1;
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std::uint8_t paralyzingPalm: 1;
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std::uint8_t leftHandCast: 1;
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std::uint8_t executeAction: 1;
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std::uint8_t actionExecuteSuccess: 1;
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std::uint8_t nextShotCausesCritical: 1;
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std::uint8_t spendCriticalCharge: 1;
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std::uint8_t attackChanceHit: 1;
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} flags1; // 121
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struct
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{
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std::uint8_t shotFired: 1;
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std::uint8_t criticalAttack: 1;
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std::uint8_t syncedAnim: 1;
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std::uint8_t attemptChain: 1;
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std::uint8_t allowWarp: 1;
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std::uint8_t meleeSneakAttack: 1;
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} flags2; // 122
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};
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static_assert(sizeof(VATSCommand) == 0x130);
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}
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