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/Quest/SQ413" L0_1 = L0_1(L1_1) L1_1 = require L2_1 = "Actor/Npc/ConfigNpcActorProxy" L1_1 = L1_1(L2_1) L2_1 = class L3_1 = "Pastor" L4_1 = L1_1 L2_1 = L2_1(L3_1, L4_1) L2_1.defaultAlias = "Pastor" function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.ClearFollowTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = pastorData L3_2 = L3_2.showPos function L4_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = q413Cfg L4_3 = L4_3.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 = false L6_3 = nil L3_3(L4_3, L5_3, L6_3) end L4_3 = A0_3 L3_3 = A0_3.TurnTo L5_3 = M L5_3 = L5_3.Euler2DirXZ L6_3 = pastorData L6_3 = L6_3.showDir L5_3, L6_3 = L5_3(L6_3) L3_3(L4_3, L5_3, L6_3) L4_3 = A0_3 L3_3 = A0_3.Standby L3_3(L4_3) end L1_2(L2_2, L3_2, L4_2) end L2_1.Show = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.ClearFollowTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = pastorData L3_2 = L3_2.bornPos function L4_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L3_3 = A0_3 L2_3 = A0_3.Destroy L4_3 = false L2_3(L3_3, L4_3) end L1_2(L2_2, L3_2, L4_2) end L2_1.Vanish = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "start!Pastor" L1_2(L2_2) end L2_1.Start = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "Pastor destroied" L1_2(L2_2) end L2_1.OnDestroy = L3_1 return L2_1