private static Vector3 GetMovementDirection()
{
float p = s_FPSTiming.Update();
if (s_Motion.sqrMagnitude == 0f)
{
s_FlySpeed = 0f;
return(Vector3.zero);
}
float num2 = !Event.current.shift ? ((float)1) : ((float)5);
if (s_FlySpeed == 0f)
{
s_FlySpeed = 9f;
}
else
{
s_FlySpeed *= Mathf.Pow(1.8f, p);
}
return((Vector3)(((s_Motion.normalized * s_FlySpeed) * num2) * p));
}