/// <summary>
        /// Calculates the chance that the gun will jam
        /// </summary>
        /// <param name="gun">The gun object</param>
        /// <returns>floating point number representing the jam chance</returns>
        public static float JamChance(VerbProperties_EquipmentAbility gun)
        {
            float result = 0f;

            switch (gun.reliability)
            {
            case Reliability.UR:
                result = 50f;
                break;

            case Reliability.ST:
                result = 30f;
                break;

            case Reliability.VR:
                result = 10f;
                break;

            default:
                return(0);
            }
            //    Log.Message(string.Format("result {0}", result));
            //    result += GetQualityFactor(gun.parent);
            //    Log.Message(string.Format("result {0}", result));
            //        result = result * 100 / gun.parent.HitPoints / 100;
            //    Log.Message(string.Format("result {0}", result));
            result = (float)(Math.Truncate((double)result * 100.0) / 100.0);
            //    Log.Message(string.Format("result {0}", result));
            return(result);
        }
 public static void GetReliability(VerbProperties_EquipmentAbility gun, out string rel, out float jamsOn)
 {
     rel    = string.Empty;
     jamsOn = JamChance(gun);
     if (jamsOn < 0.25)
     {
         rel = "Extremely Reliable";
     }
     else if (jamsOn < 0.5)
     {
         rel = "Very Reliable";
     }
     else if (jamsOn < 1)
     {
         rel = "Standard";
     }
     else
     {
         rel = "Unreliable";
     }
 }