Add boost effect and input runtime mappings#4
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Summary
ActiveEffect,ValueModifierEffect, andJetpackEffectruntime layoutsValueModifierEffectvirtual slots0x1Cthrough0x25, includingModifyActorValueat0x1EPlayerControls::PlayerInputHandlerandJumpHandler, includingOnButtonEventat slot0x08JetpackEffectsubobject and for the relevantPlayerCharactertablesTwo-coordinate vtable mappings
PlayerCharacter::VTABLE[32]/ ID 452459:ActorValueOwnersubobject at complete-object offset+0x70PlayerCharacter::VTABLE[41]/ ID 452447: primaryPlayerCharactertable at+0x00JetpackEffect::VTABLE[0]: primaryValueModifierEffecttableJetpackEffect::VTABLE[1]: jump press;[2]: iron-sights end;[3]: non-support contact;[4]: jump releaseJetpackEffect::VTABLE[5]: zero-G sprint press;[6]: zero-G sprint release;[7]: iron-sights startThese class-header index constants intentionally reference the existing generated arrays; no generated ID table is duplicated or reordered.
RE notes
Validation
RE/Starfield.hMSVC syntax and static-layout validationIntegration check
All four QTR draft branches cherry-pick together cleanly, and the combined tree passes full CommonLibSF MSVC debug and release builds.