// MPropertyArrayElementNameKey = m_strImportantPropertyclass AbilityPropertyInfo_t{public: // MPropertyDescription = What Property Attribute or Status Effect do you want to show? Status effects populated from drop down, manually type in Important Attribute // MPropertyLeafSuggestionProviderFn CUtlString m_strImportantProperty; // MPropertyDescription = Adds the requiresAbilityUpgrade class to the panel so we can style it correctly bool m_bRequiresAbilityUpgrade; // MPropertyDescription = If we're showing a status effect box, do we want to trigger it's visibility off a different Ability Property (i.e. You upgrade an ability and this shows). Currently only used on Ability Tooltips (not mod tooltips). // MPropertySuppressExpr = m_strImportantProperty != StatusEffectEMP && m_strImportantProperty != StatusEffectStun && m_strImportantProperty != StatusEffectFreeze && m_strImportantProperty != StatusEffectBurn && m_strImportantProperty != StatusEffectBleed && m_strImportantProperty != StatusEffectSleep && m_strImportantProperty != StatusEffectTethered && m_strImportantProperty != StatusEffectImmobilize && m_strImportantProperty != StatusEffectDisarmed && m_strImportantProperty != StatusEffectInvisible && m_strImportantProperty != StatusEffectStacks && m_strImportantProperty != StatusEffectInfiniteClip && m_strImportantProperty != StatusEffectBulletDebuff && m_strImportantProperty != StatusEffectBuff && m_strImportantProperty != StatusEffectPetrify && m_strImportantProperty != StatusEffectCustomDebuff && m_strImportantProperty != StatusEffectUnstoppable && m_strImportantProperty != StatusEffectDisplacement && m_strImportantProperty != StatusEffectSilence CUtlString m_strStatusEffectValue; // MPropertyDescription = If we have an ability property we are triggering off of, do we want to show the value? // MPropertySuppressExpr = m_strStatusEffectValue == '' bool m_bShowPropertyValue;};