pub(super) fn prepare_damage_setup_for(
state: &CombatState,
buf: &DenseBuffer,
request: &DamageRequest,
source: ActorId,
target: EnemyIdx,
now: SimTime,
) -> DamageSetuppub(super) fn prepare_damage_setup_for(
state: &CombatState,
buf: &DenseBuffer,
request: &DamageRequest,
source: ActorId,
target: EnemyIdx,
now: SimTime,
) -> DamageSetup