public static Quaternion GetQuatSquad(float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1)
{
float num = (2f * t) * (1f - t);
Quaternion p = Slerp(q0, q1, t);
Quaternion q = Slerp(a0, a1, t);
Quaternion quaternion3 = Slerp(p, q, num);
float num2 = Mathf.Sqrt((((quaternion3.x * quaternion3.x) + (quaternion3.y * quaternion3.y)) + (quaternion3.z * quaternion3.z)) + (quaternion3.w * quaternion3.w));
quaternion3.x /= num2;
quaternion3.y /= num2;
quaternion3.z /= num2;
quaternion3.w /= num2;
return quaternion3;
}