#pragma once /** * @brief Magic effect added to a target (i.e. an actor or object). */ struct AddTargetEvent { AddTargetEvent() = default; uint32_t TargetID{}; uint32_t CasterID{}; uint32_t SpellID{}; uint32_t EffectID{}; float Magnitude{}; bool IsDualCasting{false}; bool ApplyHealPerkBonus{false}; bool ApplyStaminaPerkBonus{false}; };