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)); }