private float DamageReductionMultiplierAll(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = DamageReductionMultiplierAll(statCollection);
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
 private float StructureMultiplier(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = statCollection.StructureMultiplier();
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
 private float ToHitThisActor(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = ToHitThisActor(statCollection);
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
 private float MaxEvasivePips(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = MaxEvasivePips(statCollection);
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
 private float UnsteadyThreshold(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = UnsteadyThreshold(statCollection);
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
 private float MaxStability(MechDef mechDef)
 {
     StatCollection statCollection = new StatCollection();
     var stat = MaxStability(statCollection, mechDef.Chassis.Stability);
     stat.Create();
     return MechDefStatisticModifier.ModifyStatistic(stat, mechDef);
 }
        private float ArmorMultiplier(MechDef mechDef)
        {
            StatCollection statCollection = new StatCollection();
            var            stat           = statCollection.ArmorMultiplier();

            stat.Create();
            return(MechDefStatisticModifier.ModifyStatistic(stat, mechDef));
        }