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Fix design oversight on timerSetDelay.
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@ -244,8 +244,18 @@ e2function void timerSetDelay(string name, number delay)
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end
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local entIndex = self.entity:EntIndex()
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local internalName = luaTimerGetInternalName(entIndex, name)
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luaTimers[entIndex][name].delay = delay
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timer.Adjust(luaTimerGetInternalName(entIndex, name), delay, 0)
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if luaTimers[entIndex][name].repetitions > 0 then
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local repsLeft = timer.RepsLeft(internalName)
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if repsLeft == 0 then return end
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luaTimers[entIndex][name].repetitions = repsLeft
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timer.Adjust(internalName, delay, repsLeft)
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return
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end
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timer.Adjust(internalName, delay, 0)
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end
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e2function number timerSetReps(string name, number repetitions)
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