public static Vector3 AdustVectorAxisX(Vector3 targetVector, Vector3 fromVector, Vector3 toVector) { targetVector.x = 0f; fromVector.x = 0f; toVector.x = 0f; float num = MyPhysics.AngleAxisX(fromVector, toVector); float num2 = MyPhysics.AngleAxisX(fromVector, targetVector); if (num2 <= num) { return(targetVector); } if (360f - num2 < num2 - num) { return(fromVector); } return(toVector); }