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))); }