pub(crate) fn reproject_player_auto_attack_speeds(
state: &mut CombatState,
buf: &mut DenseBuffer,
now: SimTime,
)Expand description
Preserves elapsed swing progress when live haste, attack speed, or form speed changes.
pub(crate) fn reproject_player_auto_attack_speeds(
state: &mut CombatState,
buf: &mut DenseBuffer,
now: SimTime,
)Preserves elapsed swing progress when live haste, attack speed, or form speed changes.