local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/QuestActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Quest425" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest425" L2_1 = require L3_1 = "Quest/Client/Q425ClientConfig" L2_1 = L2_1(L3_1) L3_1 = L2_1.SubIDs L4_1 = L2_1.WendyData L5_1 = L2_1.WindCushionData L6_1 = L2_1.WindFlowData function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42501 L1_2["42501"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42502 L1_2["42502"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42503 L1_2["42503"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42504 L1_2["42504"] = L2_2 end L1_1.OnSubStartHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42501 L1_2["42501"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42502 L1_2["42502"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42503 L1_2["42503"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42504 L1_2["42504"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "42501 start:..." L2_2(L3_2) end L1_1.OnSubStart42501 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2 L2_2 = print L3_2 = "42502 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = L4_1.Wendy L5_2 = L4_1.WendyScript L6_2 = L4_1.WendyID L7_2 = 0 L8_2 = L4_1.bornPos L9_2 = L4_1.bornDir L10_2 = true L11_2 = false L12_2 = 1015 L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) end L1_1.OnSubStart42502 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = print L3_2 = "42503 start:..." L2_2(L3_2) L2_2 = L5_1.bornPos L3_2 = L5_1.bornPos L3_2 = L3_2.y L3_2 = L3_2 - 67 L2_2.y = L3_2 L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.SpawnGadget L4_2 = L5_1.WindCushionID L5_2 = L5_1.bornPos L6_2 = L5_1.bornDir L7_2 = L5_1.WindCushion L8_2 = 1015 L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) L3_2 = A0_2 L2_2 = A0_2.TriggerLevelAbility L4_2 = "Avatar_Test_FlyingBomber" L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.EnterBomberMode L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 L5_2 = A0_2.AdvanceQuest L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart42503 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "42504 start:..." L2_2(L3_2) end L1_1.OnSubStart42504 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = false L5_2 = nil L2_2(L3_2, L4_2, L5_2) end end L1_1.AdvanceQuest = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42501" L2_2(L3_2) end L1_1.OnSubFinish42501 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42502" L2_2(L3_2) end L1_1.OnSubFinish42502 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42503" L2_2(L3_2) end L1_1.OnSubFinish42503 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 42504" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ExitBomberMode L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TriggerLevelAbility L4_2 = "Level_Remove_Avatar_Test_FlyingBomber" L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L5_1.WindCushion L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L6_1.WindFlow L2_2(L3_2, L4_2) end L1_1.OnSubFinish42504 = L7_1 function L7_1(A0_2) local L1_2 end L1_1.Start = L7_1 function L7_1(A0_2) local L1_2 end L1_1.OnDestroy = L7_1 return L1_1