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;
};

KV3 Class Defaults

{
    m_strDirectHealingSmall = soundevent:""
    m_strDirectHealingMedium = soundevent:""
    m_HOTLoopSounds = 
    {
    }
    m_nPriority = 1
    m_strHOTToppedOff = soundevent:""
}