public static Vector2 GetAimVector(Facings defaultFacing = Facings.Right) { Vector2 vector2 = Aim.Value; if (vector2 == Vector2.zero) { //if (SaveData.Instance != null && SaveData.Instance.Assists.DashAssist) // return Input.LastAim; LastAim = Vector2.right * (float)defaultFacing; } //else if (SaveData.Instance != null && SaveData.Instance.Assists.ThreeSixtyDashing) //{ // LastAim = vector2.normalized; //} else { float radiansA = vector2.Angle(); float num = (float)(0.392699092626572 - ((double)radiansA < 0.0 ? 1.0 : 0.0) * 0.0872664600610733); LastAim = (double)Util.AbsAngleDiff(radiansA, 0.0f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, 3.141593f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, -1.570796f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, 1.570796f) >= (double)num ? new Vector2((float)Mathf.Sign(vector2.x), (float)Mathf.Sign(vector2.y)).normalized : new Vector2(0.0f, 1f)) : new Vector2(0.0f, -1f)) : new Vector2(-1f, 0.0f)) : new Vector2(1f, 0.0f); } return(LastAim); }