internal static void Initialize() { SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent(); defaultMoveChance = sprainedAnkle.m_BaseChanceWhenMovingOnSlope; defaultFallChance = sprainedAnkle.m_ChanceSprainAfterFall; }
private static void UpdateAnkleSupport() { SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent(); float toughness = GetShoesToughness(); float chanceReduction = toughness * ANKLE_TOUGHNESS_FACTOR; ankleMoveChanceReduction = chanceReduction; sprainedAnkle.m_ChanceSprainAfterFall = ankleBaseFallChance - chanceReduction; }
internal static void UpdateAnkleSupport() { float toughness = getShoesToughness(); SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent(); sprainedAnkle.m_BaseChanceWhenMovingOnSlope = defaultMoveChance - toughness * TOUGHNESS_FACTOR; sprainedAnkle.m_ChanceSprainAfterFall = defaultFallChance - toughness * TOUGHNESS_FACTOR; }
private static void UpdateAnkleSupport() { SprainedAnkle sprainedAnkle = GameManager.GetSprainedAnkleComponent(); float toughness = GetShoesToughness(); float chanceReduction = toughness * AS_Settings.settings.BootToughnessFactor; ankleMoveChanceReduction = chanceReduction; sprainedAnkle.m_ChanceSprainAfterFall = ankleBaseFallChance - 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; }