public LevelDifficultyIcons GetDifficultyIconsNew(int playerLevel, int targetLevel) { LevelDifficultyIcons levelDifficultyIconSettings = null; // Original condition: re-enable to hide level difficulty icons when level scaling is on // if (GameState.Option.LevelScaling == LevelScalingOption.None && !GameState.Option.ShowDifficultyIndicators) if (!GameState.Option.ShowDifficultyIndicators) { return(null); } int num = int.MinValue; int num1 = targetLevel - playerLevel; for (int i = 0; i < this.LevelDifficultyIconSettings.Length; i++) { int levelDifference = this.LevelDifficultyIconSettings[i].LevelDifference; if (num1 >= levelDifference && levelDifference > num) { num = levelDifference; levelDifficultyIconSettings = this.LevelDifficultyIconSettings[i]; } } return(levelDifficultyIconSettings); }
public static string GetLevelDifficultySpriteNew(object arg) { if (arg == null) { return(string.Empty); } int characterLevel = ((IHasCharacterClasses)arg).GetCharacterLevel(); CharacterStats component = ComponentUtils.GetComponent <CharacterStats>(GameState.PlayerCharacter); if (component) { //Game.Console.AddMessage("Level diff is: Enemy: " + characterLevel + " and Player: " + component.Level); LevelDifficultyIcons difficultyIcons = GlobalGameSettingsGameData.Instance.CombatSettingsComponent.GetDifficultyIcons(component.Level, characterLevel); if (difficultyIcons != null) { return(difficultyIcons.IconName); } } return(string.Empty); }
public LevelDifficultyIcons GetDifficultyIconsNew(int playerLevel, int targetLevel) { if (!ConfigHasBeenInit) { ConfigHasBeenInit = true; UseMod = UserConfig.GetValueAsBool("DifficultyIconsMod", "enableQuestIcons"); } LevelDifficultyIcons levelDifficultyIconSettings = null; // Original condition: re-enable to hide level difficulty icons when level scaling is on if (!UseMod) { if (GameState.Option.LevelScaling == LevelScalingOption.None && !GameState.Option.ShowDifficultyIndicators) { return(null); } } if (!GameState.Option.ShowDifficultyIndicators) { return(null); } int num = int.MinValue; int num1 = targetLevel - playerLevel; for (int i = 0; i < this.LevelDifficultyIconSettings.Length; i++) { int levelDifference = this.LevelDifficultyIconSettings[i].LevelDifference; if (num1 >= levelDifference && levelDifference > num) { num = levelDifference; levelDifficultyIconSettings = this.LevelDifficultyIconSettings[i]; } } return(levelDifficultyIconSettings); }