public static float ComputeRawDamageOld(DamageTypes damageType, float magnitude, float armorEffectiveness, float absorbedDamageRatio)
{
float num = 0f;
float bluntDamageFactorByDamageType = CombatStatCalculator.GetBluntDamageFactorByDamageType(damageType);
float num2 = magnitude * bluntDamageFactorByDamageType;
num += num2 * (100f / (100f + armorEffectiveness));
if (damageType != DamageTypes.Blunt)
{
float num3;
if (damageType != DamageTypes.Cut)
{
if (damageType != DamageTypes.Pierce)
{
return 0f;
}
num3 = Math.Max(0f, magnitude * (45f / (45f + armorEffectiveness)));
}
else
{
num3 = Math.Max(0f, magnitude * (1f - 0.6f * armorEffectiveness / (20f + 0.4f * armorEffectiveness)));
}
num += num3 * (1f - bluntDamageFactorByDamageType);
}
return num * absorbedDamageRatio;
}