pub(crate) fn aura_remaining_ms(
state: &CombatState,
buf: &DenseBuffer,
local: LocalAuraIdx,
source: ActorId,
target: Option<EnemyIdx>,
now: SimTime,
) -> Option<u32>pub(crate) fn aura_remaining_ms(
state: &CombatState,
buf: &DenseBuffer,
local: LocalAuraIdx,
source: ActorId,
target: Option<EnemyIdx>,
now: SimTime,
) -> Option<u32>