Add an `Undamaged' damagestate to simplify things related to healing.
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@@ -68,7 +68,7 @@ namespace OpenRA.Traits
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self.World.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
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self.InflictDamage(self, -hpToRepair, null);
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if (Health.HP == Health.MaxHP)
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if (Health.ExtendedDamageState == ExtendedDamageState.Undamaged)
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{
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isRepairing = false;
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return;
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