private void InterpolateTransformMode3D()
{
if (this.m_InterpolateMovement != 0f)
{
Vector3 vector = (Vector3) (((this.m_TargetSyncPosition - this.m_RigidBody3D.position) * this.m_InterpolateMovement) / this.GetNetworkSendInterval());
this.m_RigidBody3D.velocity = vector;
}
if (this.interpolateRotation != 0f)
{
this.m_RigidBody3D.MoveRotation(Quaternion.Slerp(this.m_RigidBody3D.rotation, this.m_TargetSyncRotation3D, Time.fixedDeltaTime * this.interpolateRotation));
}
this.m_TargetSyncPosition += (Vector3) ((this.m_TargetSyncVelocity * Time.fixedDeltaTime) * 0.1f);
}