pub(super) fn periodic_damage_snapshot(
state: &CombatState,
buf: &DenseBuffer,
aura: &AuraData,
key: AuraKey,
spell_id: u32,
now: SimTime,
) -> Option<DamageSnapshot>pub(super) fn periodic_damage_snapshot(
state: &CombatState,
buf: &DenseBuffer,
aura: &AuraData,
key: AuraKey,
spell_id: u32,
now: SimTime,
) -> Option<DamageSnapshot>