private void DoOneLayer(Rect rect, int index, ref bool even)
{
bool flag3;
bool flag4;
int visibleLayers = Tools.visibleLayers;
int lockedLayers = Tools.lockedLayers;
int num3 = ((int) 1) << this.s_LayerMasks[index];
bool visible = (visibleLayers & num3) != 0;
bool locked = (lockedLayers & num3) != 0;
this.DoLayerEntry(rect, this.s_LayerNames[index], even, true, true, visible, locked, out flag3, out flag4);
if (flag3)
{
Tools.visibleLayers ^= num3;
RepaintAllSceneViews();
}
if (flag4)
{
Tools.lockedLayers ^= num3;
}
even = !even;
}