private static void UpdateState(Instance smi, float dt) { UpdateCavity(smi, dt); bool flag = IsConfined(smi); bool flag2 = IsOvercrowded(smi); bool flag3 = !smi.isBaby && IsFutureOvercrowded(smi); KPrefabID component = smi.gameObject.GetComponent <KPrefabID>(); component.SetTag(GameTags.Creatures.Confined, flag); component.SetTag(GameTags.Creatures.Overcrowded, flag2); component.SetTag(GameTags.Creatures.Expecting, flag3); SetEffect(smi, stuckEffect, flag); SetEffect(smi, overcrowdedEffect, !flag && flag2); SetEffect(smi, futureOvercrowdedEffect, !flag && flag3); }