pub(crate) fn aura_stacks(
state: &CombatState,
buf: &DenseBuffer,
local: LocalAuraIdx,
source: ActorId,
target: Option<EnemyIdx>,
) -> i32pub(crate) fn aura_stacks(
state: &CombatState,
buf: &DenseBuffer,
local: LocalAuraIdx,
source: ActorId,
target: Option<EnemyIdx>,
) -> i32