AZ
//MUCHO IMPORTANTE: This has to stay as the last instruction!Size: a a a
AZ
//MUCHO IMPORTANTE: This has to stay as the last instruction!A
YB
AZ
public virtual function OnStatusEffectRemoved( statusEffect : weak< StatusEffect_Record > )
{
//var instigatorID : EntityID;
/*if( instigatorObject && statusEffect && statusEffect.GetID() == linkedEffect )
{
evt = new RemoveLinkedStatusEffectsEvent;
instigatorObject.QueueEvent( evt );
unregister listener
instigatorObject.GetGame().GetStatusEffectSystem().RequestUnregisteringListener( this ); // Potential memory leak, waiting for code to provide the right way of handling itAZ
/

AZ
/
YB
YB
A
/

/
AZ
YB
A
YB
PO