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); } }