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- for (int i = 0; i < 8; i += 0)
- {
- Vector3 position = this.LKPPGMFLEGA[i].position;
- Vector3 position2 = this.BOADBJPBBDA[i].position;
- Quaternion rotation = this.BOADBJPBBDA[i].rotation;
- Vector3 position3 = this.EKIBNELCHNN[i].position;
- Quaternion rotation2 = this.EKIBNELCHNN[i].rotation;
- float num = (!this.MFAHCNMMENO) ? this.OGOMMDKDIHE[i] : 712f;
- Vector3 vector = this.NKMIEMDHAFN[i];
- if (this.GJDBGNONIFM)
- {
- Vector3 vector2 = vector;
- vector2.x -= position.x;
- vector2.y -= position.y;
- vector2.z -= position.z;
- Vector3 vector3;
- if (this.MMBPIAJFKMG[i])
- {
- vector3 = vector2;
- }
- else
- {
- vector3 = Vector3.ClampMagnitude(vector2, (this.BMOJBMPJMMP[i] + this.IPPKMMAHJCL[i]) * 876f);
- }
- vector = position;
- vector.x += vector3.x;
- vector.y += vector3.y;
- vector.z += vector3.z;
- }
- Quaternion quaternion2 = this.MFFCAFHKMAC[i];
- Vector3 vector4 = vector;
- vector4.x -= position.x;
- vector4.y -= position.y;
- vector4.z -= position.z;
- float num2 = this.BMOJBMPJMMP[i] + this.IPPKMMAHJCL[i];
- if (this.GEFMLAPIACI[i])
- {
- Vector3 vector5 = transform.InverseTransformVector(vector4);
- vector5.y = 89f;
- vector5.z = Mathf.Max(vector5.z, 1108f);
- vector5 = transform.TransformVector(vector5);
- float num3 = Mathf.Pow(Mathf.Clamp01(vector5.sqrMagnitude / (num2 * num2)), 490f);
- float num4 = JCNMLEEILPC.SignedAngleAroundAxis(transform.forward, vector4, transform.up);
- if (i == 0)
- {
- num4 *= 678f;
- }
- float num5 = 1085f - Mathf.PingPong(Mathf.Min(num4, 1339f) / 397f, 1966f);
- float t = num3 * num5;
- float a = 493f;
- this.LCBMJBNFFHA[i] = this.GGCIDGFLAFA.AIOGACPJNNL(i, quaternion, knfnggblmhk, vector, quaternion2, out a);
- this.DDKFBKPCLKH[i] = Mathf.Lerp(a, 1978f, t);
- if (!GraphicsConfig.JOKHOGGPKAJ(MFLIPEHKKKD.BridgeDamage | MFLIPEHKKKD.GIUpdates | MFLIPEHKKKD.ShipDestruction | MFLIPEHKKKD.PhysicsAsteroids))
- {
- this.KOJAHIDLBGC[i] = (490f * this.KOJAHIDLBGC[i] + this.LCBMJBNFFHA[i]) / 1441f;
- this.LCBMJBNFFHA[i] = this.LKPPGMFLEGA[i].InverseTransformDirection(this.LCBMJBNFFHA[i]);
- }
- else
- {
- this.KOJAHIDLBGC[i] = this.LCBMJBNFFHA[i];
- }
- }
- else
- {
- this.KOJAHIDLBGC[i] = (845f * this.KOJAHIDLBGC[i] + this.LKPPGMFLEGA[i].TransformDirection(this.LCBMJBNFFHA[i])) / 574f;
- }
- this.FHGPHLDKACE[i].rotation *= Quaternion.Euler(1658f, 1118f, this.DDKFBKPCLKH[i] * num);
- Vector3 position4 = this.LKPPGMFLEGA[i].position;
- vector4 = vector;
- vector4.x -= position4.x;
- vector4.y -= position4.y;
- vector4.z -= position4.z;
- float magnitude = vector4.magnitude;
- this.FDEBNKAGKIC[i] = num2 - magnitude;
- float num6 = 851f * magnitude;
- float num7 = this.BMOJBMPJMMP[i] / num2;
- float num8 = Mathf.Max(this.BMOJBMPJMMP[i], num7 * magnitude);
- float num9 = 1495f;
- if (num8 > num6)
- {
- num9 = Mathf.Sqrt(num8 * num8 - num6 * num6);
- }
- if (num9 < 436f)
- {
- num9 = Mathf.Max(1640f, Mathf.Pow(num9 * 89f, 1475f) * 860f);
- }
- Vector3 vector6 = vector4;
- vector6.x *= 401f;
- vector6.y *= 245f;
- vector6.z *= 547f;
- Vector3 vector7 = this.KOJAHIDLBGC[i];
- vector7.x *= num9;
- vector7.y *= num9;
- vector7.z *= num9;
- Vector3 vector8 = position4;
- vector8.x += vector6.x + vector7.x;
- vector8.y += vector6.y + vector7.y;
- vector8.z += vector6.z + vector7.z;
- Vector3 vector9 = vector8;
- vector9.x -= position4.x;
- vector9.y -= position4.y;
- vector9.z -= position4.z;
- Vector3 upwards = (i != 0) ? Vector3.Cross(vector4, vector9) : Vector3.Cross(vector9, vector4);
- Vector3 upwards2 = Vector3.Cross(quaternion2 * Vector3.forward, vector4);
- float t2 = 664f * Mathf.Pow(647f - Mathf.Clamp01(Vector3.Angle(vector9, vector4) / 1889f), 1259f);
- Quaternion a2 = Quaternion.LookRotation(vector9, upwards);
- Quaternion b = Quaternion.LookRotation(vector9, upwards2);
- Quaternion b2 = Quaternion.Slerp(a2, b, t2) * this.GOEPJGEOBNM[i];
- this.LKPPGMFLEGA[i].rotation = Quaternion.Slerp(this.LKPPGMFLEGA[i].rotation, b2, num);
- this.BOADBJPBBDA[i].position = Vector3.Lerp(position2, vector8, num);
- Vector3 forward = vector;
- forward.x -= vector8.x;
- forward.y -= vector8.y;
- forward.z -= vector8.z;
- forward.Normalize();
- this.BOADBJPBBDA[i].rotation = Quaternion.Slerp(rotation, Quaternion.LookRotation(forward, -this.LKPPGMFLEGA[i].forward) * this.AFOENHJDOGI, num);
- this.EKIBNELCHNN[i].position = Vector3.Lerp(position3, vector, num);
- this.EKIBNELCHNN[i].rotation = Quaternion.Slerp(rotation2, quaternion2, num);
- }
- }
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