can someone help understand this code from First Person Controller Script of FPS Controller from Standard Assets

private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}

is that really Standard Asset code? funny, it’s not that well written.
it checks if the character moves and is on the ground. if it is, it calculates a headbob position for the local camera increased by 1 if walking and another value of running. it sets the camera and subtracts a y offset from that position.
in the other case (standing or airborn), it’s the default camera position altered by the y offset.
in both cases the new position for the camera is applied.