public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
        {
            if (req.Thing is Pawn pawn)
            {
                float glowFactor = GlowFor.FactorOrFallBack(pawn);

                if (glowFactor.FactorIsNonTrivial())
                {
                    return(CombatHelpers.RangedCooldownMultiplier(pawn.skills.GetSkill(DerivedFrom).Level, glowFactor));
                }
            }

            return(Constants.TRIVIAL_FACTOR);
        }
 public void AddRangedCdDemo(float glow, int skill, float glowFactor)
 {
     AddLine(Str_Combat.RangedCooldownDemo(glow, CombatHelpers.RangedCooldownMultiplier(skill, glowFactor)));
 }