pub(crate) fn process_health_threshold_application(
state: &mut CombatState,
actor: ActorId,
effects: &[Option<BuffEffect>],
now: SimTime,
)pub(crate) fn process_health_threshold_application(
state: &mut CombatState,
actor: ActorId,
effects: &[Option<BuffEffect>],
now: SimTime,
)