pub(crate) fn capture_snapshot_for(
state: &CombatState,
buf: &DenseBuffer,
effect: DamageEffectRef,
source: ActorId,
target: Option<EnemyIdx>,
now: SimTime,
) -> DamageSnapshotpub(crate) fn capture_snapshot_for(
state: &CombatState,
buf: &DenseBuffer,
effect: DamageEffectRef,
source: ActorId,
target: Option<EnemyIdx>,
now: SimTime,
) -> DamageSnapshot