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- simulated protected function OnEffectAdded(const out EffectAppliedData ApplyEffectParameters, XComGameState_BaseObject kNewTargetState, XComGameState NewGameState, XComGameState_Effect NewEffectState)
- {
- local CustomX2WeaponTemplate ItemTemplate;
- local XComGameState_Ability AbilityState;
- local int idx;
- local StatChange Change;
- AbilityState = XComGameState_Ability(NewGameState.GetGameStateForObjectID(ApplyEffectParameters.AbilityStateObjectRef.ObjectID));
- ItemTemplate = CustomX2WeaponTemplate(AbilityState.GetSourceWeapon().GetMyTemplate());
- NewEffectState.StatChanges = ItemTemplate.StatChanges;
- // optional for cycle
- for (idx = 0; idx < NewEffectState.StatChanges.Length; ++idx)
- {
- Change = NewEffectState.StatChanges[ idx ];
- if (`SecondWaveEnabled('BetaStrike') && (Change.StatType == eStat_HP) && (Change.ModOp == MODOP_Addition))
- {
- NewEffectState.StatChanges[ idx ].StatAmount *= class'X2StrategyGameRulesetDataStructures'.default.SecondWaveBetaStrikeHealthMod;
- }
- }
- super.OnEffectAdded(ApplyEffectParameters, kNewTargetState, NewGameState, NewEffectState);
- }
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