private void AddHeadCollider()
{
int num2;
float num3;
if (this.head.GetComponent<Collider>() != null)
{
Object.Destroy(this.head.GetComponent<Collider>());
}
float num = Vector3.Distance(this.leftArm.transform.position, this.rightArm.transform.position) / 4f;
SphereCollider collider = this.head.gameObject.AddComponent<SphereCollider>();
collider.radius = num;
Vector3 zero = Vector3.zero;
CalculateDirection(this.head.InverseTransformPoint(this.pelvis.position), out num2, out num3);
if (num3 > 0f)
{
zero[num2] = -num;
}
else
{
zero[num2] = num;
}
collider.center = zero;
}