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class SeqAct_HealDamage extends SequenceAction; /** Type of healing to apply */ var() class<DamageType> DamageType; /** Amount of healing to apply */ var() int HealAmount; /** player that should take credit for the healing (Controller or Pawn) */ var Actor Instigator; defaultproperties { VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Amount",PropertyName="HealAmount",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Instigator",PropertyName="Instigator",MinVars=1,MaxVars=255) ObjName="Heal Damage" ObjCategory="Actor" Name="Default__SeqAct_HealDamage" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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