(Int32 March !!!:, Int32 From:, 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:, Single CosmicVibes, Single TimeWarp, Int32 VibraFunc, Single Amplify, Matrix modifierTransform, Int32 SineWaveAxis:, Boolean Abs, Boolean FlipAbs, Single Freq, Single Phase, Single Amplitude) => 
  {
    Int32 _0One;// 30:MinusOne->2:One 283865
    Int32 _1Subtract;// 30:MinusOne->1:Subtract 283866
    Int32 _2Modulo;// 103:Modulo 283868
    Int32 _3Add;// 17:Add 283869
    Int32 _4One;// 26:MinusOne->2:One 283872
    Int32 _5Subtract;// 26:MinusOne->1:Subtract 283873
    Int32 _6One;// 15:MinusOne->2:One 283876
    Int32 _7Subtract;// 15:MinusOne->1:Subtract 283877
    Int32 _8Add;// 104:Add 283878
    Boolean _9LessThanOrEqual;// 31:Lesser->0:LessThanOrEqual 283881
    Int32 _10Pass-through: Int32;// 0:Pass-through: Int32 283884
    IArray[Int32] _11Generate;// 7:ArrayFromToStep->3:Generate 283888
    IArray[TriMesh] _106Pass-through: array;// 0:Pass-through: array 284050
    IArray[TriMesh] _107Map;// 6:SelectByIndex->2:Map 284052
    Int32 _108Count;// 83:Count 284053
    Int32 _109Modulo;// 102:Modulo 284054
    Int32 _110One;// 19:PlusOne->1:One 284056
    Int32 _111Add;// 19:PlusOne->0:Add 284057
    IArray[Int32] _112Range;// 88:Range 284058
    Int32 _113One;// 113:SkipOne->2:One 284060
    IArray[Int32] _114Skip;// 113:SkipOne->3:Skip 284061
    IArray[TriMesh] _115Aggregate;// 96:Aggregate 284074
    Vector3 _116XAxis;// 106:ChooseAxis->3:XAxis 284077
    IArray[Vector3] _117Unit;// 2:Array3->2:Unit 284083
    Vector3 _118YAxis;// 106:ChooseAxis->4:YAxis 284078
    IArray[Vector3] _119Append;// 2:Array3->3:Append 284084
    Vector3 _120ZAxis;// 106:ChooseAxis->5:ZAxis 284079
    IArray[Vector3] _121Append;// 2:Array3->6:Append 284085
    Vector3 _122At;// 106:ChooseAxis->1:At 284086
    IArray[Vector3] _123ArrayOf;// 82:ArrayOf 284087
    IArray[Int32] _124Range;// 89:Range 284088
    Single _125Constant;// 0:Constant 284092
    Single _126ToRadians;// 9:ToRadians 283898
    Single _127ToRadians;// 10:ToRadians 283900
    Matrix _128ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 284028
    Matrix _129InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 284029
    Matrix _130Multiply;// 1:NodeTMInLocalSpace->4:Multiply 284030
    Vector3 _131GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 284031
    Single _132Multiply;// 70:Multiply 283984
    Single _133Sin;// 65:Sin 283985
    Single _134Abs;// 61:Abs 283986
    Single _135Constant;// 0:Constant 284005
    Single _136Divide;// 77:Divide 284006
    IArray[Vector3] _137MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283963
    Vector3 _138XAxis;// 39:ChooseAxis->3:XAxis 283942
    IArray[Vector3] _139Unit;// 2:Array3->2:Unit 283948
    Vector3 _140YAxis;// 39:ChooseAxis->4:YAxis 283943
    IArray[Vector3] _141Append;// 2:Array3->3:Append 283949
    Vector3 _142ZAxis;// 39:ChooseAxis->5:ZAxis 283944
    IArray[Vector3] _143Append;// 2:Array3->6:Append 283950
    Vector3 _144At;// 39:ChooseAxis->1:At 283951
    Single _147ToRadians;// 43:ToRadians 283956
    Quaternion _148QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 283957
    Func[Vector3, Vector3] _149Pass-through: function1;// 0:Pass-through: function1 283962
    IArray[Vector3] _150Map;// 2:DeformMeshPoints->1:Map 283964
    TriMesh _151SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283965
    IArray[Vector3] _152MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283978
    Single _153ToRadians;// 56:ToRadians 283967
    Single _154ToRadians;// 55:ToRadians 283969
    Single _155ToRadians;// 57:ToRadians 283971
    Quaternion _156QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 283972
    Func[Vector3, Vector3] _157Pass-through: function1;// 0:Pass-through: function1 283977
    IArray[Vector3] _158Map;// 2:DeformMeshPoints->1:Map 283979
    TriMesh _159SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283980
    IArray[Vector3] _160MeshVertices;// 36:DeformMeshPoints->0:MeshVertices 284012
    Func[Vector3, Vector3] _161Pass-through: function1;// 0:Pass-through: function1 284011
    IArray[Vector3] _162Map;// 36:DeformMeshPoints->1:Map 284013
    TriMesh _163SetMeshVertices;// 36:DeformMeshPoints->4:SetMeshVertices 284014
    Single _164Pi;// 114:Pi 284095
    Single _165Constant;// 0:Constant 284096
    Single _166Constant;// 0:Constant 284112
    Single _167Divide;// 99:Divide 284113
    IArray[Single] _168ParallelMap;// 94:ParallelMap 284130
    IArray[Vector3] _169ParallelCombine;// 95:ParallelCombine 284132
    IArray[TriMesh] _170Combine;// 75:OffsetMeshesByVectors->3:Combine 284143
    TriMesh _171CombineAllMeshes;// 12:CombineAllMeshes 284144
    _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);
    _9LessThanOrEqual = LessThanOrEqual(_5Subtract, _8Add);
    _10Pass-through: Int32 = if (_9LessThanOrEqual)
      {
        _5Subtract;
        }else
      {
        _8Add;
        };
    _11Generate = Generate(_3Add, (Int32 x0) => 
      {
        Boolean _0LessThanOrEqual;// 7:ArrayFromToStep->4:LessThanOrEqual 283886
        _0LessThanOrEqual = LessThanOrEqual(x0, _10Pass-through: Int32);
        _0LessThanOrEqual;
        }, (Int32 x0) => 
      {
        Int32 _0Add;// 7:ArrayFromToStep->5:Add 283887
        _0Add = Add(x0, Step:);
        _0Add;
        });
    _106Pass-through: array = if (Closed Loop?)
      {
        Int32 _14Pass-through: Int32;// 0:Pass-through: Int32 283901
        IArray[Single] _15RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 283937
        Single _16ToRadians;// 9:ToRadians 283898
        Single _17ToRadians;// 10:ToRadians 283900
        Func[Single, Matrix] _18Pass-through: function1;// 0:Pass-through: function1 283936
        IArray[Matrix] _19Map;// 4:SampleLerp->3:Map 283938
        IArray[Vector3] _20MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283963
        Vector3 _21XAxis;// 39:ChooseAxis->3:XAxis 283942
        IArray[Vector3] _22Unit;// 2:Array3->2:Unit 283948
        Vector3 _23YAxis;// 39:ChooseAxis->4:YAxis 283943
        IArray[Vector3] _24Append;// 2:Array3->3:Append 283949
        Vector3 _25ZAxis;// 39:ChooseAxis->5:ZAxis 283944
        IArray[Vector3] _26Append;// 2:Array3->6:Append 283950
        Vector3 _27At;// 39:ChooseAxis->1:At 283951
        Single _30ToRadians;// 43:ToRadians 283956
        Quaternion _31QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 283957
        Func[Vector3, Vector3] _32Pass-through: function1;// 0:Pass-through: function1 283962
        IArray[Vector3] _33Map;// 2:DeformMeshPoints->1:Map 283964
        TriMesh _34SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283965
        IArray[Vector3] _35MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283978
        Single _36ToRadians;// 56:ToRadians 283967
        Single _37ToRadians;// 55:ToRadians 283969
        Single _38ToRadians;// 57:ToRadians 283971
        Quaternion _39QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 283972
        Func[Vector3, Vector3] _40Pass-through: function1;// 0:Pass-through: function1 283977
        IArray[Vector3] _41Map;// 2:DeformMeshPoints->1:Map 283979
        TriMesh _42SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283980
        IArray[Vector3] _43MeshVertices;// 36:DeformMeshPoints->0:MeshVertices 284012
        Single _44Multiply;// 70:Multiply 283984
        Single _45Sin;// 65:Sin 283985
        Single _46Abs;// 61:Abs 283986
        Single _47Constant;// 0:Constant 284005
        Single _48Divide;// 77:Divide 284006
        Func[Vector3, Vector3] _49Pass-through: function1;// 0:Pass-through: function1 284011
        IArray[Vector3] _50Map;// 36:DeformMeshPoints->1:Map 284013
        TriMesh _51SetMeshVertices;// 36:DeformMeshPoints->4:SetMeshVertices 284014
        Matrix _52ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 284028
        Matrix _53InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 284029
        Matrix _54Multiply;// 1:NodeTMInLocalSpace->4:Multiply 284030
        Vector3 _55GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 284031
        IArray[TriMesh] _56Map;// 21:Map 284040
        Int32 _57Count;// 3:LastIndex->2:Count 284043
        Int32 _58One;// 3:MinusOne->2:One 284045
        Int32 _59Subtract;// 3:MinusOne->1:Subtract 284046
        IArray[TriMesh] _60Take;// 34:DropLast->2:Take 284047
        _14Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _12One;// 35:PlusOne->1:One 283893
            Int32 _13Add;// 35:PlusOne->0:Add 283894
            _12One = One();
            _13Add = Add(Count:, _12One);
            _13Add;
            }else
          {
            Count:;
            };
        _15RangeInclusiveFloat = RangeInclusiveFloat(_14Pass-through: Int32);
        _16ToRadians = ToRadians(Start angle:);
        _17ToRadians = ToRadians(End angle:);
        _18Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 283909
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 283912
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 283913
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 283914
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 283915
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 283916
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 283917
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 283918
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 283919
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 283920
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 283921
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 283922
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 283923
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 283924
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 283925
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 283926
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 283927
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 283928
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 283929
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 283930
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 283931
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 283932
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 283933
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 283934
            _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(_16ToRadians, _17ToRadians, 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;
            };
        _19Map = Map(_15RangeInclusiveFloat, _18Pass-through: function1);
        _20MeshVertices = MeshVertices(mesh);
        _21XAxis = XAxis();
        _22Unit = Unit(_21XAxis);
        _23YAxis = YAxis();
        _24Append = Append(_22Unit, _23YAxis);
        _25ZAxis = ZAxis();
        _26Append = Append(_24Append, _25ZAxis);
        _27At = At(_26Append, Align Axis:);
        _30ToRadians = ToRadians(if (Flip)
          {
            Single _28Constant;// 0:Constant 283953
            _28Constant = -90;
            _28Constant;
            }else
          {
            Single _29Constant;// 0:Constant 283954
            _29Constant = 90;
            _29Constant;
            });
        _31QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_27At, _30ToRadians);
        _32Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 283960
            _0Rotate = Rotate(x0, _31QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _33Map = Map(_20MeshVertices, _32Pass-through: function1);
        _34SetMeshVertices = SetMeshVertices(mesh, _33Map);
        _35MeshVertices = MeshVertices(_34SetMeshVertices);
        _36ToRadians = ToRadians(Adjust_Y_Rot:);
        _37ToRadians = ToRadians(Adjust_X_Rot:);
        _38ToRadians = ToRadians(Adjust_Z_Rot:);
        _39QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_36ToRadians, _37ToRadians, _38ToRadians);
        _40Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 283975
            _0Rotate = Rotate(x0, _39QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _41Map = Map(_35MeshVertices, _40Pass-through: function1);
        _42SetMeshVertices = SetMeshVertices(_34SetMeshVertices, _41Map);
        _43MeshVertices = MeshVertices(_42SetMeshVertices);
        _44Multiply = Multiply(CosmicVibes, TimeWarp);
        _45Sin = Sin(_44Multiply);
        _46Abs = Abs(_45Sin);
        _47Constant = 10;
        _48Divide = Divide(Amplify, _47Constant);
        _49Pass-through: function1 = (Vector3 x0) => 
          {
            IArray[Single] _0Unit;// 4:Array3->2:Unit 283998
            Single _1WrapAngle;// 67:WrapAngle 283987
            Single _2Abs;// 72:Abs 283988
            IArray[Single] _3Append;// 4:Array3->3:Append 283999
            Single _4Log10;// 62:Log10 283989
            IArray[Single] _5Append;// 4:Array3->6:Append 284000
            Single _6LogN;// 64:LogN 283990
            IArray[Single] _7Append;// 69:Array4->5:Append 284001
            Single _8At;// 73:At 284003
            Single _9Multiply;// 66:Multiply 284007
            Vector3 _10MultiplyByScalar;// 59:MultiplyByScalar 284008
            Vector3 _11Add;// 60:Add 284009
            _0Unit = Unit(_46Abs);
            _1WrapAngle = WrapAngle(_44Multiply);
            _2Abs = Abs(_1WrapAngle);
            _3Append = Append(_0Unit, _2Abs);
            _4Log10 = Log10(_44Multiply);
            _5Append = Append(_3Append, _4Log10);
            _6LogN = LogN(_44Multiply);
            _7Append = Append(_5Append, _6LogN);
            _8At = At(_7Append, VibraFunc);
            _9Multiply = Multiply(_8At, _48Divide);
            _10MultiplyByScalar = MultiplyByScalar(x0, _9Multiply);
            _11Add = Add(x0, _10MultiplyByScalar);
            _11Add;
            };
        _50Map = Map(_43MeshVertices, _49Pass-through: function1);
        _51SetMeshVertices = SetMeshVertices(_42SetMeshVertices, _50Map);
        _52ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _53InvertMatrix = InvertMatrix(modifierTransform);
        _54Multiply = Multiply(_52ObjectTransformBeforeWSM, _53InvertMatrix);
        _55GetMatrixTranslation = GetMatrixTranslation(_54Multiply);
        _56Map = Map(_19Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 284020
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 284019
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 284021
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 284022
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 284037
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 284036
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 284038
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 284039
            _0MeshVertices = MeshVertices(_51SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 284017
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_51SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 284034
                _0Add = Add(x0, _55GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _57Count = Count(_56Map);
        _58One = One();
        _59Subtract = Subtract(_57Count, _58One);
        _60Take = Take(_56Map, _59Subtract);
        _60Take;
        }else
      {
        Int32 _63Pass-through: Int32;// 0:Pass-through: Int32 283901
        IArray[Single] _64RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 283937
        Single _65ToRadians;// 9:ToRadians 283898
        Single _66ToRadians;// 10:ToRadians 283900
        Func[Single, Matrix] _67Pass-through: function1;// 0:Pass-through: function1 283936
        IArray[Matrix] _68Map;// 4:SampleLerp->3:Map 283938
        IArray[Vector3] _69MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283963
        Vector3 _70XAxis;// 39:ChooseAxis->3:XAxis 283942
        IArray[Vector3] _71Unit;// 2:Array3->2:Unit 283948
        Vector3 _72YAxis;// 39:ChooseAxis->4:YAxis 283943
        IArray[Vector3] _73Append;// 2:Array3->3:Append 283949
        Vector3 _74ZAxis;// 39:ChooseAxis->5:ZAxis 283944
        IArray[Vector3] _75Append;// 2:Array3->6:Append 283950
        Vector3 _76At;// 39:ChooseAxis->1:At 283951
        Single _79ToRadians;// 43:ToRadians 283956
        Quaternion _80QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 283957
        Func[Vector3, Vector3] _81Pass-through: function1;// 0:Pass-through: function1 283962
        IArray[Vector3] _82Map;// 2:DeformMeshPoints->1:Map 283964
        TriMesh _83SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283965
        IArray[Vector3] _84MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 283978
        Single _85ToRadians;// 56:ToRadians 283967
        Single _86ToRadians;// 55:ToRadians 283969
        Single _87ToRadians;// 57:ToRadians 283971
        Quaternion _88QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 283972
        Func[Vector3, Vector3] _89Pass-through: function1;// 0:Pass-through: function1 283977
        IArray[Vector3] _90Map;// 2:DeformMeshPoints->1:Map 283979
        TriMesh _91SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 283980
        IArray[Vector3] _92MeshVertices;// 36:DeformMeshPoints->0:MeshVertices 284012
        Single _93Multiply;// 70:Multiply 283984
        Single _94Sin;// 65:Sin 283985
        Single _95Abs;// 61:Abs 283986
        Single _96Constant;// 0:Constant 284005
        Single _97Divide;// 77:Divide 284006
        Func[Vector3, Vector3] _98Pass-through: function1;// 0:Pass-through: function1 284011
        IArray[Vector3] _99Map;// 36:DeformMeshPoints->1:Map 284013
        TriMesh _100SetMeshVertices;// 36:DeformMeshPoints->4:SetMeshVertices 284014
        Matrix _101ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 284028
        Matrix _102InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 284029
        Matrix _103Multiply;// 1:NodeTMInLocalSpace->4:Multiply 284030
        Vector3 _104GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 284031
        IArray[TriMesh] _105Map;// 21:Map 284040
        _63Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _61One;// 35:PlusOne->1:One 283893
            Int32 _62Add;// 35:PlusOne->0:Add 283894
            _61One = One();
            _62Add = Add(Count:, _61One);
            _62Add;
            }else
          {
            Count:;
            };
        _64RangeInclusiveFloat = RangeInclusiveFloat(_63Pass-through: Int32);
        _65ToRadians = ToRadians(Start angle:);
        _66ToRadians = ToRadians(End angle:);
        _67Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 283909
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 283912
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 283913
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 283914
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 283915
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 283916
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 283917
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 283918
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 283919
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 283920
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 283921
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 283922
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 283923
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 283924
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 283925
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 283926
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 283927
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 283928
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 283929
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 283930
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 283931
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 283932
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 283933
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 283934
            _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(_65ToRadians, _66ToRadians, 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;
            };
        _68Map = Map(_64RangeInclusiveFloat, _67Pass-through: function1);
        _69MeshVertices = MeshVertices(mesh);
        _70XAxis = XAxis();
        _71Unit = Unit(_70XAxis);
        _72YAxis = YAxis();
        _73Append = Append(_71Unit, _72YAxis);
        _74ZAxis = ZAxis();
        _75Append = Append(_73Append, _74ZAxis);
        _76At = At(_75Append, Align Axis:);
        _79ToRadians = ToRadians(if (Flip)
          {
            Single _77Constant;// 0:Constant 283953
            _77Constant = -90;
            _77Constant;
            }else
          {
            Single _78Constant;// 0:Constant 283954
            _78Constant = 90;
            _78Constant;
            });
        _80QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_76At, _79ToRadians);
        _81Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 283960
            _0Rotate = Rotate(x0, _80QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _82Map = Map(_69MeshVertices, _81Pass-through: function1);
        _83SetMeshVertices = SetMeshVertices(mesh, _82Map);
        _84MeshVertices = MeshVertices(_83SetMeshVertices);
        _85ToRadians = ToRadians(Adjust_Y_Rot:);
        _86ToRadians = ToRadians(Adjust_X_Rot:);
        _87ToRadians = ToRadians(Adjust_Z_Rot:);
        _88QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_85ToRadians, _86ToRadians, _87ToRadians);
        _89Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 283975
            _0Rotate = Rotate(x0, _88QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _90Map = Map(_84MeshVertices, _89Pass-through: function1);
        _91SetMeshVertices = SetMeshVertices(_83SetMeshVertices, _90Map);
        _92MeshVertices = MeshVertices(_91SetMeshVertices);
        _93Multiply = Multiply(CosmicVibes, TimeWarp);
        _94Sin = Sin(_93Multiply);
        _95Abs = Abs(_94Sin);
        _96Constant = 10;
        _97Divide = Divide(Amplify, _96Constant);
        _98Pass-through: function1 = (Vector3 x0) => 
          {
            IArray[Single] _0Unit;// 4:Array3->2:Unit 283998
            Single _1WrapAngle;// 67:WrapAngle 283987
            Single _2Abs;// 72:Abs 283988
            IArray[Single] _3Append;// 4:Array3->3:Append 283999
            Single _4Log10;// 62:Log10 283989
            IArray[Single] _5Append;// 4:Array3->6:Append 284000
            Single _6LogN;// 64:LogN 283990
            IArray[Single] _7Append;// 69:Array4->5:Append 284001
            Single _8At;// 73:At 284003
            Single _9Multiply;// 66:Multiply 284007
            Vector3 _10MultiplyByScalar;// 59:MultiplyByScalar 284008
            Vector3 _11Add;// 60:Add 284009
            _0Unit = Unit(_95Abs);
            _1WrapAngle = WrapAngle(_93Multiply);
            _2Abs = Abs(_1WrapAngle);
            _3Append = Append(_0Unit, _2Abs);
            _4Log10 = Log10(_93Multiply);
            _5Append = Append(_3Append, _4Log10);
            _6LogN = LogN(_93Multiply);
            _7Append = Append(_5Append, _6LogN);
            _8At = At(_7Append, VibraFunc);
            _9Multiply = Multiply(_8At, _97Divide);
            _10MultiplyByScalar = MultiplyByScalar(x0, _9Multiply);
            _11Add = Add(x0, _10MultiplyByScalar);
            _11Add;
            };
        _99Map = Map(_92MeshVertices, _98Pass-through: function1);
        _100SetMeshVertices = SetMeshVertices(_91SetMeshVertices, _99Map);
        _101ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _102InvertMatrix = InvertMatrix(modifierTransform);
        _103Multiply = Multiply(_101ObjectTransformBeforeWSM, _102InvertMatrix);
        _104GetMatrixTranslation = GetMatrixTranslation(_103Multiply);
        _105Map = Map(_68Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 284020
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 284019
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 284021
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 284022
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 284037
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 284036
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 284038
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 284039
            _0MeshVertices = MeshVertices(_100SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 284017
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_100SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 284034
                _0Add = Add(x0, _104GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _105Map;
        };
    _107Map = Map(_11Generate, (Int32 x0) => 
      {
        TriMesh _0At;// 6:SelectByIndex->3:At 284051
        _0At = At(_106Pass-through: array, x0);
        _0At;
        });
    _108Count = Count(_107Map);
    _109Modulo = Modulo(March !!!:, _108Count);
    _110One = One();
    _111Add = Add(_109Modulo, _110One);
    _112Range = Range(_111Add);
    _113One = One();
    _114Skip = Skip(_112Range, _113One);
    _115Aggregate = Aggregate(_114Skip, _107Map, (IArray[TriMesh] x0, Int32 x1) => 
      {
        Int32 _0One;// 3:SkipOne->2:One 284065
        IArray[TriMesh] _1Skip;// 3:SkipOne->3:Skip 284066
        Boolean _2True;// 101:ArrayRecycleFirstToLast->8:True 284067
        IArray[TriMesh] _6Append;// 101:ArrayRecycleFirstToLast->4:Append 284073
        _0One = One();
        _1Skip = Skip(x0, _0One);
        _2True = True();
        _6Append = Append(_1Skip, if (_2True)
          {
            Int32 _3Zero;// 10:First->2:Zero 284069
            TriMesh _4At;// 10:First->0:At 284070
            _3Zero = Zero();
            _4At = At(x0, _3Zero);
            _4At;
            }else
          {
            TriMesh _5At;// 101:ArrayRecycleFirstToLast->2:At 284071
            _5At = At(x0, x1);
            _5At;
            });
        _6Append;
        });
    _116XAxis = XAxis();
    _117Unit = Unit(_116XAxis);
    _118YAxis = YAxis();
    _119Append = Append(_117Unit, _118YAxis);
    _120ZAxis = ZAxis();
    _121Append = Append(_119Append, _120ZAxis);
    _122At = At(_121Append, SineWaveAxis:);
    _123ArrayOf = ArrayOf(_122At, _108Count);
    _124Range = Range(_108Count);
    _125Constant = 1;
    _126ToRadians = ToRadians(Start angle:);
    _127ToRadians = ToRadians(End angle:);
    _128ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
    _129InvertMatrix = InvertMatrix(modifierTransform);
    _130Multiply = Multiply(_128ObjectTransformBeforeWSM, _129InvertMatrix);
    _131GetMatrixTranslation = GetMatrixTranslation(_130Multiply);
    _132Multiply = Multiply(CosmicVibes, TimeWarp);
    _133Sin = Sin(_132Multiply);
    _134Abs = Abs(_133Sin);
    _135Constant = 10;
    _136Divide = Divide(Amplify, _135Constant);
    _137MeshVertices = MeshVertices(mesh);
    _138XAxis = XAxis();
    _139Unit = Unit(_138XAxis);
    _140YAxis = YAxis();
    _141Append = Append(_139Unit, _140YAxis);
    _142ZAxis = ZAxis();
    _143Append = Append(_141Append, _142ZAxis);
    _144At = At(_143Append, Align Axis:);
    _147ToRadians = ToRadians(if (Flip)
      {
        Single _145Constant;// 0:Constant 283953
        _145Constant = -90;
        _145Constant;
        }else
      {
        Single _146Constant;// 0:Constant 283954
        _146Constant = 90;
        _146Constant;
        });
    _148QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_144At, _147ToRadians);
    _149Pass-through: function1 = (Vector3 x0) => 
      {
        Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 283960
        _0Rotate = Rotate(x0, _148QuaternionFromDirectionAngle);
        _0Rotate;
        };
    _150Map = Map(_137MeshVertices, _149Pass-through: function1);
    _151SetMeshVertices = SetMeshVertices(mesh, _150Map);
    _152MeshVertices = MeshVertices(_151SetMeshVertices);
    _153ToRadians = ToRadians(Adjust_Y_Rot:);
    _154ToRadians = ToRadians(Adjust_X_Rot:);
    _155ToRadians = ToRadians(Adjust_Z_Rot:);
    _156QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_153ToRadians, _154ToRadians, _155ToRadians);
    _157Pass-through: function1 = (Vector3 x0) => 
      {
        Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 283975
        _0Rotate = Rotate(x0, _156QuaternionFromYawPitchRoll);
        _0Rotate;
        };
    _158Map = Map(_152MeshVertices, _157Pass-through: function1);
    _159SetMeshVertices = SetMeshVertices(_151SetMeshVertices, _158Map);
    _160MeshVertices = MeshVertices(_159SetMeshVertices);
    _161Pass-through: function1 = (Vector3 x0) => 
      {
        IArray[Single] _0Unit;// 4:Array3->2:Unit 283998
        Single _1WrapAngle;// 67:WrapAngle 283987
        Single _2Abs;// 72:Abs 283988
        IArray[Single] _3Append;// 4:Array3->3:Append 283999
        Single _4Log10;// 62:Log10 283989
        IArray[Single] _5Append;// 4:Array3->6:Append 284000
        Single _6LogN;// 64:LogN 283990
        IArray[Single] _7Append;// 69:Array4->5:Append 284001
        Single _8At;// 73:At 284003
        Single _9Multiply;// 66:Multiply 284007
        Vector3 _10MultiplyByScalar;// 59:MultiplyByScalar 284008
        Vector3 _11Add;// 60:Add 284009
        _0Unit = Unit(_134Abs);
        _1WrapAngle = WrapAngle(_132Multiply);
        _2Abs = Abs(_1WrapAngle);
        _3Append = Append(_0Unit, _2Abs);
        _4Log10 = Log10(_132Multiply);
        _5Append = Append(_3Append, _4Log10);
        _6LogN = LogN(_132Multiply);
        _7Append = Append(_5Append, _6LogN);
        _8At = At(_7Append, VibraFunc);
        _9Multiply = Multiply(_8At, _136Divide);
        _10MultiplyByScalar = MultiplyByScalar(x0, _9Multiply);
        _11Add = Add(x0, _10MultiplyByScalar);
        _11Add;
        };
    _162Map = Map(_160MeshVertices, _161Pass-through: function1);
    _163SetMeshVertices = SetMeshVertices(_159SetMeshVertices, _162Map);
    _164Pi = Pi();
    _165Constant = 0;
    _166Constant = 10;
    _167Divide = Divide(Freq, _166Constant);
    _168ParallelMap = ParallelMap(_124Range, (Int32 x0) => 
      {
        if (Abs)
          {
            if (FlipAbs)
              {
                Single _0TwoPi;// 92:SineWave->5:TwoPi 284120
                Single _1AsFloat;// 85:AsFloat 284091
                Single _2Subtract;// 80:Remap->11:Subtract 284102
                Single _3Constant;// 80:Remap->0:Constant 284103
                Boolean _4Equal;// 80:Remap->10:Equal 284104
                Single _11Pass-through: Single;// 0:Pass-through: Single 284116
                Single _12Multiply;// 92:SineWave->6:Multiply 284121
                Single _13Multiply;// 92:SineWave->9:Multiply 284122
                Single _14Add;// 92:SineWave->10:Add 284123
                Single _15Sin;// 92:SineWave->4:Sin 284124
                Single _16Multiply;// 92:SineWave->7:Multiply 284125
                Single _17Abs;// 108:Abs 284126
                Single _18NegativeFloat;// 116:NegativeFloat 284127
                _0TwoPi = TwoPi();
                _1AsFloat = AsFloat(_108Count);
                _2Subtract = Subtract(_1AsFloat, _125Constant);
                _3Constant = 0;
                _4Equal = Equal(_2Subtract, _3Constant);
                _11Pass-through: Single = if (_4Equal)
                  {
                    _3Constant;
                    }else
                  {
                    Single _5AsFloat;// 93:AsFloat 284094
                    Single _6Subtract;// 80:Remap->7:Subtract 284105
                    Single _7Subtract;// 80:Remap->9:Subtract 284106
                    Single _8Multiply;// 80:Remap->13:Multiply 284107
                    Single _9Add;// 80:Remap->17:Add 284108
                    Single _10Divide;// 80:Remap->15:Divide 284109
                    _5AsFloat = AsFloat(x0);
                    _6Subtract = Subtract(_5AsFloat, _125Constant);
                    _7Subtract = Subtract(_164Pi, _165Constant);
                    _8Multiply = Multiply(_6Subtract, _7Subtract);
                    _9Add = Add(_8Multiply, _165Constant);
                    _10Divide = Divide(_9Add, _2Subtract);
                    _10Divide;
                    };
                _12Multiply = Multiply(_0TwoPi, _11Pass-through: Single);
                _13Multiply = Multiply(_12Multiply, _167Divide);
                _14Add = Add(_13Multiply, Phase);
                _15Sin = Sin(_14Add);
                _16Multiply = Multiply(_15Sin, Amplitude);
                _17Abs = Abs(_16Multiply);
                _18NegativeFloat = NegativeFloat(_17Abs);
                _18NegativeFloat;
                }else
              {
                Single _19TwoPi;// 92:SineWave->5:TwoPi 284120
                Single _20AsFloat;// 85:AsFloat 284091
                Single _21Subtract;// 80:Remap->11:Subtract 284102
                Single _22Constant;// 80:Remap->0:Constant 284103
                Boolean _23Equal;// 80:Remap->10:Equal 284104
                Single _30Pass-through: Single;// 0:Pass-through: Single 284116
                Single _31Multiply;// 92:SineWave->6:Multiply 284121
                Single _32Multiply;// 92:SineWave->9:Multiply 284122
                Single _33Add;// 92:SineWave->10:Add 284123
                Single _34Sin;// 92:SineWave->4:Sin 284124
                Single _35Multiply;// 92:SineWave->7:Multiply 284125
                Single _36Abs;// 108:Abs 284126
                _19TwoPi = TwoPi();
                _20AsFloat = AsFloat(_108Count);
                _21Subtract = Subtract(_20AsFloat, _125Constant);
                _22Constant = 0;
                _23Equal = Equal(_21Subtract, _22Constant);
                _30Pass-through: Single = if (_23Equal)
                  {
                    _22Constant;
                    }else
                  {
                    Single _24AsFloat;// 93:AsFloat 284094
                    Single _25Subtract;// 80:Remap->7:Subtract 284105
                    Single _26Subtract;// 80:Remap->9:Subtract 284106
                    Single _27Multiply;// 80:Remap->13:Multiply 284107
                    Single _28Add;// 80:Remap->17:Add 284108
                    Single _29Divide;// 80:Remap->15:Divide 284109
                    _24AsFloat = AsFloat(x0);
                    _25Subtract = Subtract(_24AsFloat, _125Constant);
                    _26Subtract = Subtract(_164Pi, _165Constant);
                    _27Multiply = Multiply(_25Subtract, _26Subtract);
                    _28Add = Add(_27Multiply, _165Constant);
                    _29Divide = Divide(_28Add, _21Subtract);
                    _29Divide;
                    };
                _31Multiply = Multiply(_19TwoPi, _30Pass-through: Single);
                _32Multiply = Multiply(_31Multiply, _167Divide);
                _33Add = Add(_32Multiply, Phase);
                _34Sin = Sin(_33Add);
                _35Multiply = Multiply(_34Sin, Amplitude);
                _36Abs = Abs(_35Multiply);
                _36Abs;
                };
            }else
          {
            Single _37TwoPi;// 92:SineWave->5:TwoPi 284120
            Single _38AsFloat;// 85:AsFloat 284091
            Single _39Subtract;// 80:Remap->11:Subtract 284102
            Single _40Constant;// 80:Remap->0:Constant 284103
            Boolean _41Equal;// 80:Remap->10:Equal 284104
            Single _48Pass-through: Single;// 0:Pass-through: Single 284116
            Single _49Multiply;// 92:SineWave->6:Multiply 284121
            Single _50Multiply;// 92:SineWave->9:Multiply 284122
            Single _51Add;// 92:SineWave->10:Add 284123
            Single _52Sin;// 92:SineWave->4:Sin 284124
            Single _53Multiply;// 92:SineWave->7:Multiply 284125
            _37TwoPi = TwoPi();
            _38AsFloat = AsFloat(_108Count);
            _39Subtract = Subtract(_38AsFloat, _125Constant);
            _40Constant = 0;
            _41Equal = Equal(_39Subtract, _40Constant);
            _48Pass-through: Single = if (_41Equal)
              {
                _40Constant;
                }else
              {
                Single _42AsFloat;// 93:AsFloat 284094
                Single _43Subtract;// 80:Remap->7:Subtract 284105
                Single _44Subtract;// 80:Remap->9:Subtract 284106
                Single _45Multiply;// 80:Remap->13:Multiply 284107
                Single _46Add;// 80:Remap->17:Add 284108
                Single _47Divide;// 80:Remap->15:Divide 284109
                _42AsFloat = AsFloat(x0);
                _43Subtract = Subtract(_42AsFloat, _125Constant);
                _44Subtract = Subtract(_164Pi, _165Constant);
                _45Multiply = Multiply(_43Subtract, _44Subtract);
                _46Add = Add(_45Multiply, _165Constant);
                _47Divide = Divide(_46Add, _39Subtract);
                _47Divide;
                };
            _49Multiply = Multiply(_37TwoPi, _48Pass-through: Single);
            _50Multiply = Multiply(_49Multiply, _167Divide);
            _51Add = Add(_50Multiply, Phase);
            _52Sin = Sin(_51Add);
            _53Multiply = Multiply(_52Sin, Amplitude);
            _53Multiply;
            };
        });
    _169ParallelCombine = ParallelCombine(_123ArrayOf, _168ParallelMap, (Vector3 x0, Single x1) => 
      {
        Vector3 _0MultiplyByScalar;// 81:MultiplyByScalar 284131
        _0MultiplyByScalar = MultiplyByScalar(x0, x1);
        _0MultiplyByScalar;
        });
    _170Combine = Combine(_115Aggregate, _169ParallelCombine, (TriMesh x0, Vector3 x1) => 
      {
        IArray[Vector3] _0MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 284140
        Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 284139
        IArray[Vector3] _2Map;// 0:DeformMeshPoints->1:Map 284141
        TriMesh _3SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 284142
        _0MeshVertices = MeshVertices(x0);
        _1Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Add;// 4:OffsetMesh->2:Add 284137
            _0Add = Add(x0, x1);
            _0Add;
            };
        _2Map = Map(_0MeshVertices, _1Pass-through: function1);
        _3SetMeshVertices = SetMeshVertices(x0, _2Map);
        _3SetMeshVertices;
        });
    _171CombineAllMeshes = CombineAllMeshes(_170Combine);
    _171CombineAllMeshes;
    }