class CCitadel_BreakablePropHealthPickupVData : publicCCitadel_BreakablePropPickupVData{public: // MPropertyGroupName = Visuals // MPropertyFriendlyName = AOE Heal Particle CResourceNameTyped<CWeakHandle<InfoForResourceTypeIParticleSystemDefinition>> m_ParticleAOEHeal; // MPropertyFriendlyName = Instant max health heal percent // MPropertyDescription = Between 0 and 100, what percent of max health should a pickup heal instantly on pickup.TimeScalingValue_t m_flHealMaxHealthPercent; // MPropertyFriendlyName = Instant heal // MPropertyDescription = Fixed amount to heal instantly on pickupTimeScalingValue_t m_flHealFixed; // MPropertyFriendlyName = Instant Percent Missing Heal // MPropertyDescription = Between 0 and 100, what percent of missing health to heal instantlyTimeScalingValue_t m_flMissingPctHeal; // MPropertyFriendlyName = Max health regen percent // MPropertyDescription = Between 0 and 100, what percent of max health should a pickup regen over timeTimeScalingValue_t m_flRegenMaxHealthPercent; // MPropertyFriendlyName = Regen // MPropertyDescription = Amount of health to regen over timeTimeScalingValue_t m_flRegenFixed; // MPropertyFriendlyName = Percent Missing Regen // MPropertyDescription = Between 0 and 100, what percent of missing health to regenTimeScalingValue_t m_flMissingPctRegen; // MPropertyStartGroup = Regen Modifier Settings bool m_bUseFixedDuration; // MPropertyDescription = How long to apply total regen (HPS dynamically calculated) float32 m_flRegenDuration; // MPropertyDescription = How long to apply total regen (HPS dynamically calculated) for troopers float32 m_flRegenDurationTroopers; // MPropertyDescription = Amount to increase regen for troopers float32 m_flRegenTrooperMulti; // MPropertyDescription = How much HPS to provide (duration dynamically calculated) float32 m_flRegenHPS; CEmbeddedSubclass<CCitadelModifier> m_RegenModifier; // MPropertyStartGroup // MPropertyFriendlyName = Heal AOE Radius // MPropertyDescription = When > 0, applies the heal to units within the radius float32 m_flAOERadius; // MPropertyStartGroup = AOE Heal Settings // MPropertySuppressExpr = m_flAOERadius == 0 // MPropertyFriendlyName = Target TypesCITADEL_UNIT_TARGET_TYPE m_AOETargetTypes; // MPropertySuppressExpr = m_flAOERadius == 0 // MPropertyFriendlyName = Targeting FlagsCITADEL_UNIT_TARGET_FLAGS m_AOETargetFlags; // MPropertySuppressExpr = m_flAOERadius == 0 // MPropertyFriendlyName = LOS MethodELOSCheck m_AOELOSCheckType;};