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Apr 9th, 2020
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C# 4.62 KB | None | 0 0
  1. for (int i = 0; i < 8; i += 0)
  2.         {
  3.             Vector3 position = this.LKPPGMFLEGA[i].position;
  4.             Vector3 position2 = this.BOADBJPBBDA[i].position;
  5.             Quaternion rotation = this.BOADBJPBBDA[i].rotation;
  6.             Vector3 position3 = this.EKIBNELCHNN[i].position;
  7.             Quaternion rotation2 = this.EKIBNELCHNN[i].rotation;
  8.             float num = (!this.MFAHCNMMENO) ? this.OGOMMDKDIHE[i] : 712f;
  9.             Vector3 vector = this.NKMIEMDHAFN[i];
  10.             if (this.GJDBGNONIFM)
  11.             {
  12.                 Vector3 vector2 = vector;
  13.                 vector2.x -= position.x;
  14.                 vector2.y -= position.y;
  15.                 vector2.z -= position.z;
  16.                 Vector3 vector3;
  17.                 if (this.MMBPIAJFKMG[i])
  18.                 {
  19.                     vector3 = vector2;
  20.                 }
  21.                 else
  22.                 {
  23.                     vector3 = Vector3.ClampMagnitude(vector2, (this.BMOJBMPJMMP[i] + this.IPPKMMAHJCL[i]) * 876f);
  24.                 }
  25.                 vector = position;
  26.                 vector.x += vector3.x;
  27.                 vector.y += vector3.y;
  28.                 vector.z += vector3.z;
  29.             }
  30.             Quaternion quaternion2 = this.MFFCAFHKMAC[i];
  31.             Vector3 vector4 = vector;
  32.             vector4.x -= position.x;
  33.             vector4.y -= position.y;
  34.             vector4.z -= position.z;
  35.             float num2 = this.BMOJBMPJMMP[i] + this.IPPKMMAHJCL[i];
  36.             if (this.GEFMLAPIACI[i])
  37.             {
  38.                 Vector3 vector5 = transform.InverseTransformVector(vector4);
  39.                 vector5.y = 89f;
  40.                 vector5.z = Mathf.Max(vector5.z, 1108f);
  41.                 vector5 = transform.TransformVector(vector5);
  42.                 float num3 = Mathf.Pow(Mathf.Clamp01(vector5.sqrMagnitude / (num2 * num2)), 490f);
  43.                 float num4 = JCNMLEEILPC.SignedAngleAroundAxis(transform.forward, vector4, transform.up);
  44.                 if (i == 0)
  45.                 {
  46.                     num4 *= 678f;
  47.                 }
  48.                 float num5 = 1085f - Mathf.PingPong(Mathf.Min(num4, 1339f) / 397f, 1966f);
  49.                 float t = num3 * num5;
  50.                 float a = 493f;
  51.                 this.LCBMJBNFFHA[i] = this.GGCIDGFLAFA.AIOGACPJNNL(i, quaternion, knfnggblmhk, vector, quaternion2, out a);
  52.                 this.DDKFBKPCLKH[i] = Mathf.Lerp(a, 1978f, t);
  53.                 if (!GraphicsConfig.JOKHOGGPKAJ(MFLIPEHKKKD.BridgeDamage | MFLIPEHKKKD.GIUpdates | MFLIPEHKKKD.ShipDestruction | MFLIPEHKKKD.PhysicsAsteroids))
  54.                 {
  55.                     this.KOJAHIDLBGC[i] = (490f * this.KOJAHIDLBGC[i] + this.LCBMJBNFFHA[i]) / 1441f;
  56.                     this.LCBMJBNFFHA[i] = this.LKPPGMFLEGA[i].InverseTransformDirection(this.LCBMJBNFFHA[i]);
  57.                 }
  58.                 else
  59.                 {
  60.                     this.KOJAHIDLBGC[i] = this.LCBMJBNFFHA[i];
  61.                 }
  62.             }
  63.             else
  64.             {
  65.                 this.KOJAHIDLBGC[i] = (845f * this.KOJAHIDLBGC[i] + this.LKPPGMFLEGA[i].TransformDirection(this.LCBMJBNFFHA[i])) / 574f;
  66.             }
  67.             this.FHGPHLDKACE[i].rotation *= Quaternion.Euler(1658f, 1118f, this.DDKFBKPCLKH[i] * num);
  68.             Vector3 position4 = this.LKPPGMFLEGA[i].position;
  69.             vector4 = vector;
  70.             vector4.x -= position4.x;
  71.             vector4.y -= position4.y;
  72.             vector4.z -= position4.z;
  73.             float magnitude = vector4.magnitude;
  74.             this.FDEBNKAGKIC[i] = num2 - magnitude;
  75.             float num6 = 851f * magnitude;
  76.             float num7 = this.BMOJBMPJMMP[i] / num2;
  77.             float num8 = Mathf.Max(this.BMOJBMPJMMP[i], num7 * magnitude);
  78.             float num9 = 1495f;
  79.             if (num8 > num6)
  80.             {
  81.                 num9 = Mathf.Sqrt(num8 * num8 - num6 * num6);
  82.             }
  83.             if (num9 < 436f)
  84.             {
  85.                 num9 = Mathf.Max(1640f, Mathf.Pow(num9 * 89f, 1475f) * 860f);
  86.             }
  87.             Vector3 vector6 = vector4;
  88.             vector6.x *= 401f;
  89.             vector6.y *= 245f;
  90.             vector6.z *= 547f;
  91.             Vector3 vector7 = this.KOJAHIDLBGC[i];
  92.             vector7.x *= num9;
  93.             vector7.y *= num9;
  94.             vector7.z *= num9;
  95.             Vector3 vector8 = position4;
  96.             vector8.x += vector6.x + vector7.x;
  97.             vector8.y += vector6.y + vector7.y;
  98.             vector8.z += vector6.z + vector7.z;
  99.             Vector3 vector9 = vector8;
  100.             vector9.x -= position4.x;
  101.             vector9.y -= position4.y;
  102.             vector9.z -= position4.z;
  103.             Vector3 upwards = (i != 0) ? Vector3.Cross(vector4, vector9) : Vector3.Cross(vector9, vector4);
  104.             Vector3 upwards2 = Vector3.Cross(quaternion2 * Vector3.forward, vector4);
  105.             float t2 = 664f * Mathf.Pow(647f - Mathf.Clamp01(Vector3.Angle(vector9, vector4) / 1889f), 1259f);
  106.             Quaternion a2 = Quaternion.LookRotation(vector9, upwards);
  107.             Quaternion b = Quaternion.LookRotation(vector9, upwards2);
  108.             Quaternion b2 = Quaternion.Slerp(a2, b, t2) * this.GOEPJGEOBNM[i];
  109.             this.LKPPGMFLEGA[i].rotation = Quaternion.Slerp(this.LKPPGMFLEGA[i].rotation, b2, num);
  110.             this.BOADBJPBBDA[i].position = Vector3.Lerp(position2, vector8, num);
  111.             Vector3 forward = vector;
  112.             forward.x -= vector8.x;
  113.             forward.y -= vector8.y;
  114.             forward.z -= vector8.z;
  115.             forward.Normalize();
  116.             this.BOADBJPBBDA[i].rotation = Quaternion.Slerp(rotation, Quaternion.LookRotation(forward, -this.LKPPGMFLEGA[i].forward) * this.AFOENHJDOGI, num);
  117.             this.EKIBNELCHNN[i].position = Vector3.Lerp(position3, vector, num);
  118.             this.EKIBNELCHNN[i].rotation = Quaternion.Slerp(rotation2, quaternion2, num);
  119.         }
  120.     }
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