public void FixedUpdate()
Console.WriteLine("Hello World");
float num4 = UnityEngine.Vector3.Dot(this.m_body.velocity, this.transform.forward);
float num5 = Vector3.Dot(this.m_body.velocity, base.transform.right);
Vector3 vector7 = this.m_body.velocity;
vector7.y -= vector7.y * vector7.y * Mathf.Sign(vector7.y) * this.m_damping * num3;
vector7 -= base.transform.forward * (num4 * num4 * Mathf.Sign(num4)) * this.m_dampingForward * num3;
vector7 -= base.transform.forward * num4 * this.m_dampingForward * num3;
vector7 -= base.transform.right * (num5 * num5 * Mathf.Sign(num5)) * this.m_dampingSideway * num3;
if (vector7.magnitude > this.m_body.velocity.magnitude)
vector7 = vector7.normalized * this.m_body.velocity.magnitude;
if (this.m_players.Count == 0)
this.m_body.velocity = vector7;