pub(super) fn weapon_damage_input(
state: &CombatState,
hand: WeaponApType,
multiplier: f64,
normalized: bool,
) -> WeaponDamageInputpub(super) fn weapon_damage_input(
state: &CombatState,
hand: WeaponApType,
multiplier: f64,
normalized: bool,
) -> WeaponDamageInput