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Do not activate Life Drain if unit is fully healed
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@@ -1448,7 +1448,7 @@ void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battl
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}
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}
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//life drain handling
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//life drain handling
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if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
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if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving() && attackerState->getTotalHealth() != attackerState->getAvailableHealth())
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{
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{
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int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
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int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
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healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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