public void Damaged(IDamageTaker health) { if (!f_runOver) { f_controller.GroundMovement.MovingRight = !f_controller.GroundMovement.MovingRight; f_controller.Velocity = new Vector2(-f_controller.Velocity.x, f_controller.Velocity.y); f_damage.Abort(); f_futureStates = m_futureStatesHelper; } }