Spell Initial hit switch working

Sorry Jeremy, I had to remove the spell initial hit timer. It was kind
of working but not. Will explain in more detail over voice if i can
still remember. So now what happens: -

1. Player casts spell
2. all enemies colliding with spell receive initial damage that
frame/tick only
3. --next tick/frame/call to update--
before spell cast checking (see PlayGame.SpellManagement()), all spells
are set to InitialHitFinished (used your same logic from timer here)

This way spells only have their full power for the tick in which they
are cast, then set to damageOver time after that.

May still have to implement delta time here (unless C# is locked to
60FPS as you said, havent looked into this)