internal void ResetValuesFromProperties()
{
this.m_ArmTwistFactor = this.m_ArmTwistProperty.floatValue;
this.m_ForeArmTwistFactor = this.m_ForeArmTwistProperty.floatValue;
this.m_UpperLegTwistFactor = this.m_UpperLegTwistProperty.floatValue;
this.m_LegTwistFactor = this.m_LegTwistProperty.floatValue;
this.m_ArmStretchFactor = this.m_ArmStretchProperty.floatValue;
this.m_LegStretchFactor = this.m_LegStretchProperty.floatValue;
this.m_FeetSpacingFactor = this.m_FeetSpacingProperty.floatValue;
this.m_HasTranslationDoF = this.m_HasTranslationDoFProperty.boolValue;
for (int i = 0; i < this.m_Bones.Length; i++)
{
if (this.m_Modified[i] != null)
{
bool boolValue = this.m_Modified[i].boolValue;
int index = HumanTrait.MuscleFromBone(i, 0);
int num3 = HumanTrait.MuscleFromBone(i, 1);
int num4 = HumanTrait.MuscleFromBone(i, 2);
if (index != -1)
{
this.m_MuscleMinEdit[index] = !boolValue ? HumanTrait.GetMuscleDefaultMin(index) : this.m_MuscleMin[index].floatValue;
this.m_MuscleMaxEdit[index] = !boolValue ? HumanTrait.GetMuscleDefaultMax(index) : this.m_MuscleMax[index].floatValue;
}
if (num3 != -1)
{
this.m_MuscleMinEdit[num3] = !boolValue ? HumanTrait.GetMuscleDefaultMin(num3) : this.m_MuscleMin[num3].floatValue;
this.m_MuscleMaxEdit[num3] = !boolValue ? HumanTrait.GetMuscleDefaultMax(num3) : this.m_MuscleMax[num3].floatValue;
}
if (num4 != -1)
{
this.m_MuscleMinEdit[num4] = !boolValue ? HumanTrait.GetMuscleDefaultMin(num4) : this.m_MuscleMin[num4].floatValue;
this.m_MuscleMaxEdit[num4] = !boolValue ? HumanTrait.GetMuscleDefaultMax(num4) : this.m_MuscleMax[num4].floatValue;
}
}
}
}