/// <summary>Re-calculates the mainhand melee damage of this Unit</summary> internal static void UpdateMainAttackTime(this Unit unit) { int attackTime = unit.MainWeapon.AttackTime; int num = UnitUpdates.GetMultiMod( unit.FloatMods[1] - CharacterFormulas.CalculateAtackTimeReduce(unit.Level, unit.Class, unit.Asda2Agility), attackTime); if (num < 30) { num = 30; } unit.MainHandAttackTime = num; }
/// <summary> /// Re-calculates the mainhand melee damage of this Unit /// </summary> internal static void UpdateMainAttackTime(this Unit unit) { var baseTime = unit.MainWeapon.AttackTime; baseTime = GetMultiMod(unit.FloatMods[(int)StatModifierFloat.MeleeAttackTime] - CharacterFormulas.CalculateAtackTimeReduce(unit.Level, unit.Class, unit.Asda2Agility), baseTime); if (baseTime < 30) { baseTime = 30; } unit.MainHandAttackTime = baseTime; }