local L0_1, L1_1, L2_1, L3_1, L4_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Npc/NpcActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Gaia22003" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Actor/Quest/Q220/Config/Q220Config" L2_1 = L2_1(L3_1) L3_1 = L2_1.GaiaData L1_1.defaultAlias = "Gaia22003" function L4_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2 L1_2 = A0_2.BeFollowTask L3_2 = L3_1.FirstPos L4_2 = L3_1.BeFollowLen L5_2 = L3_1.BeFollowFailedLen function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_3.BeFollowState L3_3 = BeFollowState L3_3 = L3_3.FAILED if L2_3 == L3_3 then L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.FinishQuest L5_3 = true L6_3 = nil L3_3(L4_3, L5_3, L6_3) end L4_3 = A0_3 L3_3 = A0_3.Destroy L5_3 = false L3_3(L4_3, L5_3) else L2_3 = A0_3.BeFollowState L3_3 = BeFollowState L3_3 = L3_3.SUCCESS if L2_3 == L3_3 then L3_3 = A0_3 L2_3 = A0_3.TurnTo L4_3 = M L4_3 = L4_3.Euler2DirXZ L5_3 = L3_1.bornDir L4_3, L5_3, L6_3 = L4_3(L5_3) L2_3(L3_3, L4_3, L5_3, L6_3) L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) end end end function L7_2(A0_3, A1_3) local L2_3, L3_3 L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.StartBeFollow = L4_1 function L4_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "start!gaia22003" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartBeFollow L1_2(L2_2) end L1_1.Start = L4_1 return L1_1