using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; namespace ClusterLOD { // Token: 0x0200134B RID: 4939 [Token(Token = "0x200134B")] [BurstCompile] public struct InitSubdivideMeshData : IJob { // Token: 0x06006ED3 RID: 28371 RVA: 0x001856A4 File Offset: 0x001838A4 [Token(Token = "0x6006ED3")] [Address(RVA = "0x1F48CF0", Offset = "0x1F47CF0", VA = "0x181F48CF0")] public InitSubdivideMeshData(SubdivideMeshData subdivideData, PCIKHFEIHGO mesh) { NativeList elflbeckfef = mesh.ELFLBECKFEF; this.srcIndices = elflbeckfef; NativeList origIndices = subdivideData.origIndices; this.destIndices = origIndices; } // Token: 0x06006ED4 RID: 28372 RVA: 0x001856D4 File Offset: 0x001838D4 [Token(Token = "0x6006ED4")] [Address(RVA = "0x1F48C60", Offset = "0x1F47C60", VA = "0x181F48C60", Slot = "4")] public void Execute() { int num = 0; int num2; if (num2 > 0) { num++; } } // Token: 0x04004947 RID: 18759 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4004947")] [ReadOnly] public NativeList srcIndices; // Token: 0x04004948 RID: 18760 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4004948")] public NativeList destIndices; } }