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PeriodicEffectContext

Struct PeriodicEffectContext 

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struct PeriodicEffectContext<'a> {
Show 13 fields state: &'a mut CombatState, buf: &'a mut DenseBuffer, sink: &'a mut TelemetrySink, rng: &'a mut dyn FnMut() -> f64, now: SimTime, local: LocalAuraIdx, spell_id: u32, effect_ref: Option<DamageEffectRef>, may_crit: bool, damage_is_periodic: bool, key: AuraKey, source: ActorId, target: EnemyIdx,
}

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§state: &'a mut CombatState§buf: &'a mut DenseBuffer§sink: &'a mut TelemetrySink§rng: &'a mut dyn FnMut() -> f64§now: SimTime§local: LocalAuraIdx§spell_id: u32§effect_ref: Option<DamageEffectRef>§may_crit: bool§damage_is_periodic: bool§key: AuraKey§source: ActorId§target: EnemyIdx

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impl PeriodicEffectContext<'_>

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fn active_points(&self, initial: f64) -> f64

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fn active_amplitude(&self, initial: f64) -> f64

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fn damage_stack_multiplier(&self) -> f64

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fn combat_ctx(&mut self) -> CombatCtx<'_>

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fn remaining_ticks(&self) -> f64

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fn classify_damage(&self, flags: DamageFlags) -> DamageFlags

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fn damage_ap( &mut self, coef: f64, flags: DamageFlags, snapshot: Option<&DamageSnapshot>, ) -> bool

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fn flat_damage(&mut self, amount: f64, is_physical: bool) -> bool

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fn rolling_flat_damage(&mut self, amount: f64, is_physical: bool) -> bool

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fn rolling_damage_ap(&mut self, coef: f64, flags: DamageFlags) -> bool

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fn rolling_damage_sp(&mut self, coef: f64, flags: DamageFlags) -> bool

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fn damage_sp( &mut self, coef: f64, flags: DamageFlags, snapshot: Option<&DamageSnapshot>, ) -> bool

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fn max_health_damage(&mut self, percent: f64, is_physical: bool) -> bool

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fn heal(&mut self, base: f64, ap_coef: f64, sp_coef: f64, percent_of_max: f64)

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fn leech( &mut self, base: f64, ap_coef: f64, sp_coef: f64, is_physical: bool, heal_multiplier: f64, ) -> bool

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fn gain_resource(&mut self, amount: f64, resource_type: Option<ResourceType>)

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fn drain_resource(&mut self, amount: f64) -> bool

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fn apply_aura(&mut self, target_aura_local: LocalAuraIdx)

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fn deal_residual_damage(&mut self)

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fn remove_stack(&mut self) -> bool

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