private Vector3 GetMovementDirection()
{
float p = m_FPSTiming.Update();
if (this.m_Motion.sqrMagnitude == 0f)
{
this.m_FlySpeed = 0f;
return Vector3.zero;
}
float num2 = !Event.current.shift ? ((float) 1) : ((float) 5);
if (this.m_FlySpeed == 0f)
{
this.m_FlySpeed = 9f;
}
else
{
this.m_FlySpeed *= Mathf.Pow(1.1f, p);
}
return (Vector3) (((this.m_Motion.normalized * this.m_FlySpeed) * num2) * p);
}