@Override
    public void update(float dt) {

        for (Map.Entry<Integer, CombatNode> entry : temps.entrySet()) {
            nodes.put(entry.getKey(), entry.getValue());
        }

        temps.clear();

        for (Map.Entry<Integer, CombatNode> entry : nodes.entrySet()) {
            CombatNode node = entry.getValue();

            // Is effect, are we looking for trouble now, or later?
            if(node.isEffect()){
                // Lets execute!
                if(node.effect.timeRemaining == 0){
                    node.renderable.status = Renderable.Status.ACTIVE;

                    if(node.isDamager()){
                        doDamage(node);
                    }

                    if(node.effect.isCreator()){
                        create(node);
                    }

                    if(node.effect.effectType == MapEffect.EffectType.VANISH){
                        engine.removeEntity(entry.getKey());
                    }
                // Lets wait and let the scheduler work with it a bit
                }else{
                    continue;
                }
            }else if(node.isDamager()){
                doDamage(node);
            }else{
                // Do nothing
                continue;
            }
        }
    }