Ok so I did a quick restructure and got what you want working . It was weirdness from the for each enemy loop and your subtract 1*dt. I removed the var6 code in the screenshot from the for each enemy loop and changed a couple of things.
http://imgur.com/I9WklhU
Ok I've added a link because the screenshot was crazy out of the box for some reason.
This works how you want it, while the player is stood still. If you run through groups of enemies you will still see high hitbox values, because you are swapping var states as the player moves past and therefore removing the attack cool down associated with var6. I'd recommend adding another var (attack cool down) which is independent of the enemy state vars.
Let me know if I can help anymore .