public void TakeDamage(float incomingDamage) { if (damageTotem) { playerClass.TakeCalculatedDamage(incomingDamage * damageMultiplyer); } else { playerClass.TakeCalculatedDamage(incomingDamage); } if (playerClass.currentHealth <= 0) { Debug.Log("Player " + playerCombat.playerIndex + " has died!"); // Kill player playerCount.RemovePlayer(playerCount.players[playerCombat.playerIndex]); playerCombat.gameObject.SetActive(false); gameObject.SetActive(false); } }