protected void ResetMuscleToDefault()
{
Avatar avatar = null;
if (base.gameObject != null)
{
Animator component = base.gameObject.GetComponent(typeof(Animator)) as Animator;
avatar = component.avatar;
}
for (int i = 0; i < this.m_MuscleCount; i++)
{
float muscleDefaultMin = HumanTrait.GetMuscleDefaultMin(i);
float muscleDefaultMax = HumanTrait.GetMuscleDefaultMax(i);
if ((this.m_MuscleMin[i] != null) && (this.m_MuscleMax[i] != null))
{
this.m_MuscleMin[i].floatValue = this.m_MuscleMinEdit[i] = muscleDefaultMin;
this.m_MuscleMax[i].floatValue = this.m_MuscleMaxEdit[i] = muscleDefaultMax;
}
int index = HumanTrait.BoneFromMuscle(i);
if ((this.m_Modified[index] != null) && (index != -1))
{
this.m_Modified[index].boolValue = false;
}
if (avatar != null)
{
avatar.SetMuscleMinMax(i, muscleDefaultMin, muscleDefaultMax);
}
}
this.WritePose();
}