(Int32 From:, Int32 March !!!:, Int32 Step:, Int32 Count:, Int32 To:, Boolean Closed Loop?, INode Pick Curve:, Single Start angle:, Single End angle:, TriMesh mesh, Int32 Align Axis:, Boolean Flip, Single Adjust_Y_Rot:, Single Adjust_X_Rot:, Single Adjust_Z_Rot:, Matrix modifierTransform) => 
  {
    Int32 _0One;// 30:MinusOne->2:One 237690
    Int32 _1Subtract;// 30:MinusOne->1:Subtract 237691
    Int32 _2Modulo;// 20:Modulo 237694
    Int32 _3Add;// 17:Add 237695
    Int32 _4One;// 26:MinusOne->2:One 237698
    Int32 _5Subtract;// 26:MinusOne->1:Subtract 237699
    Int32 _6One;// 15:MinusOne->2:One 237702
    Int32 _7Subtract;// 15:MinusOne->1:Subtract 237703
    Int32 _8Add;// 19:Add 237704
    Int32 _9Subtract;// 36:Subtract 237705
    Boolean _10LessThanOrEqual;// 31:Lesser->0:LessThanOrEqual 237708
    Int32 _11Pass-through: Int32;// 0:Pass-through: Int32 237711
    IArray[Int32] _12Generate;// 7:ArrayFromToStep->3:Generate 237715
    IArray[TriMesh] _89Pass-through: array;// 0:Pass-through: array 237843
    IArray[TriMesh] _90Map;// 6:SelectByIndex->2:Map 237845
    TriMesh _91CombineAllMeshes;// 12:CombineAllMeshes 237846
    _0One = One();
    _1Subtract = Subtract(From:, _0One);
    _2Modulo = Modulo(March !!!:, Step:);
    _3Add = Add(_1Subtract, _2Modulo);
    _4One = One();
    _5Subtract = Subtract(Count:, _4One);
    _6One = One();
    _7Subtract = Subtract(To:, _6One);
    _8Add = Add(_7Subtract, _2Modulo);
    _9Subtract = Subtract(_8Add, Step:);
    _10LessThanOrEqual = LessThanOrEqual(_5Subtract, _9Subtract);
    _11Pass-through: Int32 = if (_10LessThanOrEqual)
      {
        _5Subtract;
        }else
      {
        _9Subtract;
        };
    _12Generate = Generate(_3Add, (Int32 x0) => 
      {
        Boolean _0LessThanOrEqual;// 7:ArrayFromToStep->4:LessThanOrEqual 237713
        _0LessThanOrEqual = LessThanOrEqual(x0, _11Pass-through: Int32);
        _0LessThanOrEqual;
        }, (Int32 x0) => 
      {
        Int32 _0Add;// 7:ArrayFromToStep->5:Add 237714
        _0Add = Add(x0, Step:);
        _0Add;
        });
    _89Pass-through: array = if (Closed Loop?)
      {
        Int32 _15Pass-through: Int32;// 0:Pass-through: Int32 237728
        IArray[Single] _16RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 237764
        Single _17ToRadians;// 9:ToRadians 237725
        Single _18ToRadians;// 10:ToRadians 237727
        Func[Single, Matrix] _19Pass-through: function1;// 0:Pass-through: function1 237763
        IArray[Matrix] _20Map;// 4:SampleLerp->3:Map 237765
        IArray[Vector3] _21MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237790
        Vector3 _22XAxis;// 39:ChooseAxis->3:XAxis 237769
        IArray[Vector3] _23Unit;// 2:Array3->2:Unit 237775
        Vector3 _24YAxis;// 39:ChooseAxis->4:YAxis 237770
        IArray[Vector3] _25Append;// 2:Array3->3:Append 237776
        Vector3 _26ZAxis;// 39:ChooseAxis->5:ZAxis 237771
        IArray[Vector3] _27Append;// 2:Array3->6:Append 237777
        Vector3 _28At;// 39:ChooseAxis->1:At 237778
        Single _31ToRadians;// 43:ToRadians 237783
        Quaternion _32QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 237784
        Func[Vector3, Vector3] _33Pass-through: function1;// 0:Pass-through: function1 237789
        IArray[Vector3] _34Map;// 2:DeformMeshPoints->1:Map 237791
        TriMesh _35SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237792
        IArray[Vector3] _36MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237805
        Single _37ToRadians;// 56:ToRadians 237794
        Single _38ToRadians;// 55:ToRadians 237796
        Single _39ToRadians;// 57:ToRadians 237798
        Quaternion _40QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 237799
        Func[Vector3, Vector3] _41Pass-through: function1;// 0:Pass-through: function1 237804
        IArray[Vector3] _42Map;// 2:DeformMeshPoints->1:Map 237806
        TriMesh _43SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237807
        Matrix _44ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 237821
        Matrix _45InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 237822
        Matrix _46Multiply;// 1:NodeTMInLocalSpace->4:Multiply 237823
        Vector3 _47GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 237824
        IArray[TriMesh] _48Map;// 21:Map 237833
        Int32 _49Count;// 3:LastIndex->2:Count 237836
        Int32 _50One;// 3:MinusOne->2:One 237838
        Int32 _51Subtract;// 3:MinusOne->1:Subtract 237839
        IArray[TriMesh] _52Take;// 34:DropLast->2:Take 237840
        _15Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _13One;// 35:PlusOne->1:One 237720
            Int32 _14Add;// 35:PlusOne->0:Add 237721
            _13One = One();
            _14Add = Add(Count:, _13One);
            _14Add;
            }else
          {
            Count:;
            };
        _16RangeInclusiveFloat = RangeInclusiveFloat(_15Pass-through: Int32);
        _17ToRadians = ToRadians(Start angle:);
        _18ToRadians = ToRadians(End angle:);
        _19Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 237736
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 237739
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 237740
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 237741
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 237742
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 237743
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 237744
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 237745
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 237746
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 237747
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 237748
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 237749
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 237750
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 237751
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 237752
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 237753
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 237754
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 237755
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 237756
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 237757
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 237758
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 237759
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 237760
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 237761
            _0YAxis = YAxis();
            _1ShapeFromNode = ShapeFromNode(Pick Curve:);
            _2Constant = 0.001;
            _3Add = Add(x0, _2Constant);
            _4LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _3Add);
            _5ObjectTransform = ObjectTransform(Pick Curve:);
            _6Transform = Transform(_4LerpOnCurve, _5ObjectTransform);
            _7Subtract = Subtract(x0, _2Constant);
            _8LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _7Subtract);
            _9Transform = Transform(_8LerpOnCurve, _5ObjectTransform);
            _10Subtract = Subtract(_6Transform, _9Transform);
            _11Cross = Cross(_0YAxis, _10Subtract);
            _12Normalize = Normalize(_11Cross);
            _13AngleOfVectors = AngleOfVectors(_0YAxis, _10Subtract);
            _14QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_12Normalize, _13AngleOfVectors);
            _15MatrixFromQuaternion = MatrixFromQuaternion(_14QuaternionFromDirectionAngle);
            _16Normalize = Normalize(_10Subtract);
            _17FloatLerp = FloatLerp(_17ToRadians, _18ToRadians, x0);
            _18QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_16Normalize, _17FloatLerp);
            _19MatrixFromQuaternion = MatrixFromQuaternion(_18QuaternionFromDirectionAngle);
            _20Multiply = Multiply(_15MatrixFromQuaternion, _19MatrixFromQuaternion);
            _21ShapeFromNode = ShapeFromNode(Pick Curve:);
            _22LerpOnCurve = LerpOnCurve(_21ShapeFromNode, x0);
            _23SetMatrixTranslation = SetMatrixTranslation(_20Multiply, _22LerpOnCurve);
            _23SetMatrixTranslation;
            };
        _20Map = Map(_16RangeInclusiveFloat, _19Pass-through: function1);
        _21MeshVertices = MeshVertices(mesh);
        _22XAxis = XAxis();
        _23Unit = Unit(_22XAxis);
        _24YAxis = YAxis();
        _25Append = Append(_23Unit, _24YAxis);
        _26ZAxis = ZAxis();
        _27Append = Append(_25Append, _26ZAxis);
        _28At = At(_27Append, Align Axis:);
        _31ToRadians = ToRadians(if (Flip)
          {
            Single _29Constant;// 0:Constant 237780
            _29Constant = -90;
            _29Constant;
            }else
          {
            Single _30Constant;// 0:Constant 237781
            _30Constant = 90;
            _30Constant;
            });
        _32QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_28At, _31ToRadians);
        _33Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 237787
            _0Rotate = Rotate(x0, _32QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _34Map = Map(_21MeshVertices, _33Pass-through: function1);
        _35SetMeshVertices = SetMeshVertices(mesh, _34Map);
        _36MeshVertices = MeshVertices(_35SetMeshVertices);
        _37ToRadians = ToRadians(Adjust_Y_Rot:);
        _38ToRadians = ToRadians(Adjust_X_Rot:);
        _39ToRadians = ToRadians(Adjust_Z_Rot:);
        _40QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_37ToRadians, _38ToRadians, _39ToRadians);
        _41Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 237802
            _0Rotate = Rotate(x0, _40QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _42Map = Map(_36MeshVertices, _41Pass-through: function1);
        _43SetMeshVertices = SetMeshVertices(_35SetMeshVertices, _42Map);
        _44ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _45InvertMatrix = InvertMatrix(modifierTransform);
        _46Multiply = Multiply(_44ObjectTransformBeforeWSM, _45InvertMatrix);
        _47GetMatrixTranslation = GetMatrixTranslation(_46Multiply);
        _48Map = Map(_20Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237813
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 237812
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 237814
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237815
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 237830
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 237829
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 237831
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 237832
            _0MeshVertices = MeshVertices(_43SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 237810
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_43SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 237827
                _0Add = Add(x0, _47GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _49Count = Count(_48Map);
        _50One = One();
        _51Subtract = Subtract(_49Count, _50One);
        _52Take = Take(_48Map, _51Subtract);
        _52Take;
        }else
      {
        Int32 _55Pass-through: Int32;// 0:Pass-through: Int32 237728
        IArray[Single] _56RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 237764
        Single _57ToRadians;// 9:ToRadians 237725
        Single _58ToRadians;// 10:ToRadians 237727
        Func[Single, Matrix] _59Pass-through: function1;// 0:Pass-through: function1 237763
        IArray[Matrix] _60Map;// 4:SampleLerp->3:Map 237765
        IArray[Vector3] _61MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237790
        Vector3 _62XAxis;// 39:ChooseAxis->3:XAxis 237769
        IArray[Vector3] _63Unit;// 2:Array3->2:Unit 237775
        Vector3 _64YAxis;// 39:ChooseAxis->4:YAxis 237770
        IArray[Vector3] _65Append;// 2:Array3->3:Append 237776
        Vector3 _66ZAxis;// 39:ChooseAxis->5:ZAxis 237771
        IArray[Vector3] _67Append;// 2:Array3->6:Append 237777
        Vector3 _68At;// 39:ChooseAxis->1:At 237778
        Single _71ToRadians;// 43:ToRadians 237783
        Quaternion _72QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 237784
        Func[Vector3, Vector3] _73Pass-through: function1;// 0:Pass-through: function1 237789
        IArray[Vector3] _74Map;// 2:DeformMeshPoints->1:Map 237791
        TriMesh _75SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237792
        IArray[Vector3] _76MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237805
        Single _77ToRadians;// 56:ToRadians 237794
        Single _78ToRadians;// 55:ToRadians 237796
        Single _79ToRadians;// 57:ToRadians 237798
        Quaternion _80QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 237799
        Func[Vector3, Vector3] _81Pass-through: function1;// 0:Pass-through: function1 237804
        IArray[Vector3] _82Map;// 2:DeformMeshPoints->1:Map 237806
        TriMesh _83SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237807
        Matrix _84ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 237821
        Matrix _85InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 237822
        Matrix _86Multiply;// 1:NodeTMInLocalSpace->4:Multiply 237823
        Vector3 _87GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 237824
        IArray[TriMesh] _88Map;// 21:Map 237833
        _55Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _53One;// 35:PlusOne->1:One 237720
            Int32 _54Add;// 35:PlusOne->0:Add 237721
            _53One = One();
            _54Add = Add(Count:, _53One);
            _54Add;
            }else
          {
            Count:;
            };
        _56RangeInclusiveFloat = RangeInclusiveFloat(_55Pass-through: Int32);
        _57ToRadians = ToRadians(Start angle:);
        _58ToRadians = ToRadians(End angle:);
        _59Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 237736
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 237739
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 237740
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 237741
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 237742
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 237743
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 237744
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 237745
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 237746
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 237747
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 237748
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 237749
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 237750
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 237751
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 237752
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 237753
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 237754
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 237755
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 237756
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 237757
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 237758
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 237759
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 237760
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 237761
            _0YAxis = YAxis();
            _1ShapeFromNode = ShapeFromNode(Pick Curve:);
            _2Constant = 0.001;
            _3Add = Add(x0, _2Constant);
            _4LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _3Add);
            _5ObjectTransform = ObjectTransform(Pick Curve:);
            _6Transform = Transform(_4LerpOnCurve, _5ObjectTransform);
            _7Subtract = Subtract(x0, _2Constant);
            _8LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _7Subtract);
            _9Transform = Transform(_8LerpOnCurve, _5ObjectTransform);
            _10Subtract = Subtract(_6Transform, _9Transform);
            _11Cross = Cross(_0YAxis, _10Subtract);
            _12Normalize = Normalize(_11Cross);
            _13AngleOfVectors = AngleOfVectors(_0YAxis, _10Subtract);
            _14QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_12Normalize, _13AngleOfVectors);
            _15MatrixFromQuaternion = MatrixFromQuaternion(_14QuaternionFromDirectionAngle);
            _16Normalize = Normalize(_10Subtract);
            _17FloatLerp = FloatLerp(_57ToRadians, _58ToRadians, x0);
            _18QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_16Normalize, _17FloatLerp);
            _19MatrixFromQuaternion = MatrixFromQuaternion(_18QuaternionFromDirectionAngle);
            _20Multiply = Multiply(_15MatrixFromQuaternion, _19MatrixFromQuaternion);
            _21ShapeFromNode = ShapeFromNode(Pick Curve:);
            _22LerpOnCurve = LerpOnCurve(_21ShapeFromNode, x0);
            _23SetMatrixTranslation = SetMatrixTranslation(_20Multiply, _22LerpOnCurve);
            _23SetMatrixTranslation;
            };
        _60Map = Map(_56RangeInclusiveFloat, _59Pass-through: function1);
        _61MeshVertices = MeshVertices(mesh);
        _62XAxis = XAxis();
        _63Unit = Unit(_62XAxis);
        _64YAxis = YAxis();
        _65Append = Append(_63Unit, _64YAxis);
        _66ZAxis = ZAxis();
        _67Append = Append(_65Append, _66ZAxis);
        _68At = At(_67Append, Align Axis:);
        _71ToRadians = ToRadians(if (Flip)
          {
            Single _69Constant;// 0:Constant 237780
            _69Constant = -90;
            _69Constant;
            }else
          {
            Single _70Constant;// 0:Constant 237781
            _70Constant = 90;
            _70Constant;
            });
        _72QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_68At, _71ToRadians);
        _73Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 237787
            _0Rotate = Rotate(x0, _72QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _74Map = Map(_61MeshVertices, _73Pass-through: function1);
        _75SetMeshVertices = SetMeshVertices(mesh, _74Map);
        _76MeshVertices = MeshVertices(_75SetMeshVertices);
        _77ToRadians = ToRadians(Adjust_Y_Rot:);
        _78ToRadians = ToRadians(Adjust_X_Rot:);
        _79ToRadians = ToRadians(Adjust_Z_Rot:);
        _80QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_77ToRadians, _78ToRadians, _79ToRadians);
        _81Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 237802
            _0Rotate = Rotate(x0, _80QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _82Map = Map(_76MeshVertices, _81Pass-through: function1);
        _83SetMeshVertices = SetMeshVertices(_75SetMeshVertices, _82Map);
        _84ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _85InvertMatrix = InvertMatrix(modifierTransform);
        _86Multiply = Multiply(_84ObjectTransformBeforeWSM, _85InvertMatrix);
        _87GetMatrixTranslation = GetMatrixTranslation(_86Multiply);
        _88Map = Map(_60Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 237813
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 237812
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 237814
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 237815
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 237830
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 237829
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 237831
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 237832
            _0MeshVertices = MeshVertices(_83SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 237810
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_83SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 237827
                _0Add = Add(x0, _87GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _88Map;
        };
    _90Map = Map(_12Generate, (Int32 x0) => 
      {
        TriMesh _0At;// 6:SelectByIndex->3:At 237844
        _0At = At(_89Pass-through: array, x0);
        _0At;
        });
    _91CombineAllMeshes = CombineAllMeshes(_90Map);
    _91CombineAllMeshes;
    }