fixed delayed healing adding additional timers on each damage event
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@@ -12,8 +12,8 @@ UDDIHealth::UDDIHealth()
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MaxHealth = 0;
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CurrentHealth = 0;
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ClassName = ClassNames::Scout;
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HealTickTime = 0.2f;
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HealDelayTime = 1.5f;
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HealTickTime = 1.f;
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HealDelayTime = 2.f;
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}
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@@ -70,7 +70,7 @@ void UDDIHealth::Heal()
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if (CurrentHealth >= MaxHealth)
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{
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CurrentHealth = MaxHealth;
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HealTimer.Invalidate();
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GetWorld()->GetTimerManager().ClearTimer(HealTimer);
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return;
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}
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@@ -81,8 +81,9 @@ void UDDIHealth::Heal()
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// Called to cause damage
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void UDDIHealth::TakeDamage(int DamageValue)
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{
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if (HealTimer.IsValid())
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HealTimer.Invalidate();
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// if (HealTimer.IsValid())
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// HealTimer.Invalidate();
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GetWorld()->GetTimerManager().ClearTimer(HealTimer);
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CurrentHealth -= DamageValue;
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