using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; namespace ClusterLOD { // Token: 0x0200127B RID: 4731 [Token(Token = "0x200127B")] [BurstCompile] public struct InitSubdivideMeshData : IJob { // Token: 0x06006B60 RID: 27488 RVA: 0x0017D128 File Offset: 0x0017B328 [Token(Token = "0x6006B60")] [Address(RVA = "0x146DA40", Offset = "0x146C840", VA = "0x18146DA40")] public InitSubdivideMeshData(SubdivideMeshData subdivideData, PCIKHFEIHGO mesh) { NativeList elflbeckfef = mesh.ELFLBECKFEF; this.srcIndices = elflbeckfef; NativeList origIndices = subdivideData.origIndices; this.destIndices = origIndices; } // Token: 0x06006B61 RID: 27489 RVA: 0x0017D158 File Offset: 0x0017B358 [Token(Token = "0x6006B61")] [Address(RVA = "0x146D9B0", Offset = "0x146C7B0", VA = "0x18146D9B0", Slot = "4")] public void Execute() { int num = 0; int num2; if (num2 > 0) { num++; } } // Token: 0x040047C5 RID: 18373 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40047C5")] [ReadOnly] public NativeList srcIndices; // Token: 0x040047C6 RID: 18374 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40047C6")] public NativeList destIndices; } }