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using UnityEngine;

public class RotationHandler : MonoBehaviour
{
	private Transform rotationTarget;

	private Rigidbody hip;

	private Rigidbody torso;

	private Rigidbody head;

	public float rotationTorque;

	public float clamp;

	private InputHandler input;

	private PlayerDeath death;

	[HideInInspector]
	public float hipCorrectionAmount;

	public bool useHip = true;

	public bool useTorso = true;

	public bool useHead = true;

	private void Start()
	{
		death = GetComponent<PlayerDeath>();
		rotationTarget = GetComponentInChildren<RotationTarget>().transform;
		hip = GetComponentInChildren<Hip>().GetComponent<Rigidbody>();
		torso = GetComponentInChildren<Torso>().GetComponent<Rigidbody>();
		head = GetComponentInChildren<Head>().GetComponent<Rigidbody>();
		input = GetComponent<InputHandler>();
	}

	private void FixedUpdate()
	{
		if (!death.dead)
		{
			float num = head.transform.InverseTransformPoint(rotationTarget.position).x;
			float num2 = torso.transform.InverseTransformPoint(rotationTarget.position).x;
			hipCorrectionAmount = hip.transform.InverseTransformPoint(hip.transform.position + input.lastInputDirection * 10f).x;
			float muscleFunction = death.muscleFunction;
			float num3 = 0.3f;
			if (input.inputMovementDirection.magnitude > 0.1f)
			{
				num3 = 1f;
			}
			if (clamp != 0f)
			{
				hipCorrectionAmount = Mathf.Clamp(hipCorrectionAmount, 0f - clamp, clamp);
				num = Mathf.Clamp(num, 0f - clamp, clamp);
				num2 = Mathf.Clamp(num2, 0f - clamp, clamp);
			}
			if (useHip)
			{
				hip.AddTorque(Vector3.up * muscleFunction * rotationTorque * num3 * hipCorrectionAmount, ForceMode.Acceleration);
			}
			if (useTorso)
			{
				torso.AddTorque(Vector3.up * muscleFunction * rotationTorque * num2, ForceMode.Acceleration);
			}
			if (useHead)
			{
				head.AddTorque(Vector3.up * muscleFunction * rotationTorque * num, ForceMode.Acceleration);
			}
		}
	}
}