pub(crate) fn apply_movement_event(
state: &mut CombatState,
buf: &mut DenseBuffer,
actor: ActorId,
moving: bool,
generation: u64,
now: SimTime,
)pub(crate) fn apply_movement_event(
state: &mut CombatState,
buf: &mut DenseBuffer,
actor: ActorId,
moving: bool,
generation: u64,
now: SimTime,
)