private static void UpdateWristSupport() { SprainedWrist sprainedWrist = GameManager.GetSprainedWristComponent(); float toughness = GetGlovesToughness(); float chanceReduction = toughness * WRIST_TOUGHNESS_FACTOR; wristMoveChanceReduction = chanceReduction; sprainedWrist.m_ChanceSprainAfterFall = wristBaseFallChance - chanceReduction; }
private static void UpdateWristSupport() { SprainedWrist sprainedWrist = GameManager.GetSprainedWristComponent(); float toughness = GetGlovesToughness(); float chanceReduction = toughness * AS_Settings.settings.GloveToughnessFactor; wristMoveChanceReduction = chanceReduction; sprainedWrist.m_ChanceSprainAfterFall = wristBaseFallChance - chanceReduction; }
internal static void Initialize() { SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent(); SprainedWrist sprainedWrist = GameManager.GetSprainedWristComponent(); Sprains sprains = GameManager.GetSprainsComponent(); chanceOfWristSprainWhenMoving = sprains.m_ChanceOfWristSprainWhenMoving; ankleBaseFallChance = sprainedAnkle.m_ChanceSprainAfterFall; wristBaseFallChance = sprainedWrist.m_ChanceSprainAfterFall; ankleMoveChanceReduction = 0; wristMoveChanceReduction = 0; }