Bugfix Player Getting Damaged Once Boss was Dead
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				@ -62,7 +62,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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	PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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	const FString Command69 = FString::Printf(TEXT("CloseEscapeMenu"));
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	PlayerActor->CallFunctionByNameWithArguments(*Command69, AR, nullptr, true);
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	//Disable Character Movement
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	APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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	PlayerController->SetIgnoreMoveInput(true);
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@ -112,7 +112,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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void ATurnBaseCombatV2::CombatCheck(const bool bWasShot)
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{
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	const UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
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	ChainDamageMultiplier = 0;
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	BaseDamageMultiplier = DefaultBaseDamageMultiplier;
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	EnemyBaseDamageMultiplier = DefaultEnemyBaseDamageMultiplier;
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@ -415,6 +415,9 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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	if (!bPlayerHasExtraTurn)
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	{
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		FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
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		const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
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		if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor) && EnemyHealth <= nullptr) return;
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		SwitchTurn();
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	}
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	else
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