class HealingReceivedSounds_t{public: // MPropertyDescription = A direct healing ability was applied to us CSoundEventName m_strDirectHealingSmall; // MPropertyDescription = A direct healing ability was applied to us CSoundEventName m_strDirectHealingMedium; // MPropertyDescription = The loop sounds to play when we have any Heal Over Time (HOT) CUtlOrderedMap<ECitadelAudioLoopSounds, CSoundEventName> m_HOTLoopSounds; // MPropertyDescription = The priority level for the generic HOT Loop int32 m_nPriority; // MPropertyDescription = When a HOT has topped off the player CSoundEventName m_strHOTToppedOff;};