Rework how much gold is awarded for overkill damage
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- C#
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Description
CalculateEarnedGoldForInvolvedPlayers() does not take into effect how much of the damage was overkill damage.
This could be "calculated" by updating the SubtractHealth() function.
Remember to check that DoT effect is also correctly handled.
Should overkill damage be ignored? Should it only award a little bit extra gold?
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