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using OTGIntegrated.Combat;
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using UnityEngine;
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namespace OTGIntegrated.Abilities
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{
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public sealed class HealEffect : AbilityEffect
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{
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public override void Activate(AbilityContext context)
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{
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if (context.Stats != null)
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{
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context.Stats.Heal(context.Ability.damage);
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FloatingDamage.Spawn(context.Stats.transform.position + Vector3.up * 1.7f, Mathf.RoundToInt(context.Ability.damage), new Color(0.35f, 1f, 0.45f, 1f));
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}
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Destroy(gameObject, 0.1f);
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}
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}
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}
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