Skip to main content

reproject_player_auto_attack_speeds

Function reproject_player_auto_attack_speeds 

Source
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.