private static float GetProbability(DifficultyLevel difficultyLevel, FirearmAvailability firearmAvailability, GearSpawnInfo gearSpawnInfo)
        {
            if (firearmAvailability == FirearmAvailability.None && gearSpawnInfo.PrefabName != "gear_smallgunpowdercan")
            {
                return(0f);
            }
            if (firearmAvailability == FirearmAvailability.Revolver && gearSpawnInfo.PrefabName == "gear_riflereloadingbox")
            {
                return(0f);
            }
            if (firearmAvailability == FirearmAvailability.Rifle && gearSpawnInfo.PrefabName == "gear_revolverreloadingbox")
            {
                return(0f);
            }
            switch (difficultyLevel)
            {
            case DifficultyLevel.Pilgram:
                return(Settings.instance.pilgramSpawnProbability);

            case DifficultyLevel.Voyager:
                return(Settings.instance.voyagerSpawnProbability);

            case DifficultyLevel.Stalker:
                return(Settings.instance.stalkerSpawnProbability);

            case DifficultyLevel.Interloper:
                return(Settings.instance.interloperSpawnProbability);

            case DifficultyLevel.Challenge:
                return(Settings.instance.challengeSpawnProbability);

            case DifficultyLevel.Storymode:
                return(Settings.instance.storySpawnProbability);

            default:
                return(0f);
            }
        }
        private static float GetProbability(DifficultyLevel difficultyLevel, FirearmAvailability firearmAvailability, GearSpawnInfo gearSpawnInfo)
        {
            switch (difficultyLevel)
            {
            case DifficultyLevel.Pilgram:
                return(Settings.options.pilgramSpawnExpectation / 403f * 100f);

            case DifficultyLevel.Voyager:
                return(Settings.options.voyagerSpawnExpectation / 403f * 100f);

            case DifficultyLevel.Stalker:
                return(Settings.options.stalkerSpawnExpectation / 403f * 100f);

            case DifficultyLevel.Interloper:
                return(Settings.options.interloperSpawnExpectation / 403f * 100f);

            case DifficultyLevel.Challenge:
                return(Settings.options.challengeSpawnExpectation / 403f * 100f);

            case DifficultyLevel.Storymode:
                return(Settings.options.storySpawnExpectation / 403f * 100f);

            default:
                return(0f);
            }
        }