private void DrawRotationInterpolation()
{
Quaternion identity = Quaternion.identity;
if (this.m_NetworkTransform.rigidbody3D != null)
{
identity = this.m_NetworkTransform.targetSyncRotation3D;
}
if (this.m_NetworkTransform.rigidbody2D != null)
{
identity = Quaternion.Euler(0f, 0f, this.m_NetworkTransform.targetSyncRotation2D);
}
if (identity != Quaternion.identity)
{
GL.Begin(1);
GL.Color(Color.yellow);
GL.Vertex3(base.transform.position.x, base.transform.position.y, base.transform.position.z);
Vector3 vector4 = base.transform.position + base.transform.right;
GL.Vertex3(vector4.x, vector4.y, vector4.z);
GL.End();
GL.Begin(1);
GL.Color(Color.green);
GL.Vertex3(base.transform.position.x, base.transform.position.y, base.transform.position.z);
Vector3 vector8 = (Vector3) (identity * Vector3.right);
Vector3 vector9 = base.transform.position + vector8;
GL.Vertex3(vector9.x, vector9.y, vector9.z);
GL.End();
}
}