private void InterpolateTransformMode2D()
{
if (this.m_InterpolateMovement != 0f)
{
Vector2 velocity = this.m_RigidBody2D.velocity;
Vector2 vector2 = (Vector2) (((this.m_TargetSyncPosition - this.m_RigidBody2D.position) * this.m_InterpolateMovement) / this.GetNetworkSendInterval());
if (!this.m_Grounded && (vector2.y < 0f))
{
vector2.y = velocity.y;
}
this.m_RigidBody2D.velocity = vector2;
}
if (this.interpolateRotation != 0f)
{
float num = this.m_RigidBody2D.rotation % 360f;
if (num < 0f)
{
num += 360f;
}
Quaternion quaternion = Quaternion.Slerp(base.transform.rotation, Quaternion.Euler(0f, 0f, this.m_TargetSyncRotation2D), (Time.fixedDeltaTime * this.interpolateRotation) / this.GetNetworkSendInterval());
this.m_RigidBody2D.MoveRotation(quaternion.eulerAngles.z);
this.m_TargetSyncRotation2D += (this.m_TargetSyncAngularVelocity2D * Time.fixedDeltaTime) * 0.1f;
}
this.m_TargetSyncPosition += (Vector3) ((this.m_TargetSyncVelocity * Time.fixedDeltaTime) * 0.1f);
}