Add an `Undamaged' damagestate to simplify things related to healing.
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA.Activities
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}
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self.InflictDamage(self, -hpToRepair, null);
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if (health.MaxHP == health.HP)
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if (health.ExtendedDamageState == ExtendedDamageState.Undamaged)
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return NextActivity;
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if (host != null)
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