private Vector3 GetLookDirection()
        {
            bool flag = this.userControl.state.move != Vector3.zero;

            CharacterThirdPerson.MoveMode moveMode = this.moveMode;
            if (moveMode != CharacterThirdPerson.MoveMode.Directional)
            {
                if (moveMode != CharacterThirdPerson.MoveMode.Strafe)
                {
                    return(Vector3.zero);
                }
                if (flag)
                {
                    return(this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position);
                }
                return((!this.lookInCameraDirection) ? base.transform.forward : (this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position));
            }
            else
            {
                if (flag)
                {
                    return(this.userControl.state.move);
                }
                return((!this.lookInCameraDirection) ? base.transform.forward : (this.userControl.state.lookPos - base.GetComponent <Rigidbody>().position));
            }
        }
 private Vector3 GetMoveDirection()
 {
     CharacterThirdPerson.MoveMode moveMode = this.moveMode;
     if (moveMode == CharacterThirdPerson.MoveMode.Directional)
     {
         this.moveDirection = Vector3.SmoothDamp(this.moveDirection, new Vector3(0f, 0f, this.userControl.state.move.magnitude), ref this.moveDirectionVelocity, this.accelerationTime);
         return(this.moveDirection * this.forwardMlp);
     }
     if (moveMode != CharacterThirdPerson.MoveMode.Strafe)
     {
         return(Vector3.zero);
     }
     this.moveDirection = Vector3.SmoothDamp(this.moveDirection, this.userControl.state.move, ref this.moveDirectionVelocity, this.accelerationTime);
     return(base.transform.InverseTransformDirection(this.moveDirection));
 }