local L0_1, L1_1, L2_1, L3_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Gadget/GadgetActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Q11043Marks" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Q11043Marks" function L2_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L0_2 = q11043Cfg L0_2 = L0_2.TriggerNum L1_2 = q11043Cfg L1_2 = L1_2.TotalNum if L0_2 < L1_2 then L0_2 = q11043Cfg L0_2 = L0_2.TriggerNum L0_2 = L0_2 + 1 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.CreateActorWithPos L3_2 = "Q11043Marks" L4_2 = tostring L5_2 = L0_2 L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L4_2 = "Actor/Gadget/Q11043Marks" L5_2 = 70300064 L6_2 = 0 L7_2 = q11043Cfg L7_2 = L7_2.FlyMarks L7_2 = L7_2[L0_2] L7_2 = L7_2.pos L8_2 = q11043Cfg L8_2 = L8_2.FlyMarks L8_2 = L8_2[L0_2] L8_2 = L8_2.rot L9_2 = true L10_2 = false L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) end end function L3_1(A0_2) local L1_2 end L1_1.OnPostDataPrepare = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = A0_2 L1_2 = A0_2.AddComponentTrigger L3_2 = 5 L4_2 = DistType L4_2 = L4_2.EULER L5_2 = M L5_2 = L5_2.Pos L6_2 = 0 L7_2 = 0 L8_2 = 0 L5_2 = L5_2(L6_2, L7_2, L8_2) L6_2 = A0_2.TriggerIn L7_2 = A0_2.TriggerOut L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnPostComponentPrepare = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L1_2 = q11043Cfg L2_2 = q11043Cfg L2_2 = L2_2.TriggerNum L2_2 = L2_2 + 1 L1_2.TriggerNum = L2_2 L1_2 = print L2_2 = "NowTrigger is" L3_2 = q11043Cfg L3_2 = L3_2.TriggerNum L1_2(L2_2, L3_2) L1_2 = q11043Cfg L1_2 = L1_2.TriggerNum if L1_2 == 1 then L2_2 = A0_2 L1_2 = A0_2.CountNumUIStart L1_2(L2_2) end L2_2 = A0_2 L1_2 = A0_2.CountNumUIUpdate L3_2 = q11043Cfg L3_2 = L3_2.TriggerNum L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L2_2 = q11043Cfg L2_2 = L2_2.TriggerNum L3_2 = q11043Cfg L3_2 = L3_2.TotalNum if L2_2 < L3_2 then L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Marker_Active_AS_Task" L5_2 = L1_2 L6_2 = nil L7_2 = M L7_2 = L7_2.Pos L8_2 = 2 L9_2 = 2 L10_2 = 2 L7_2, L8_2, L9_2, L10_2 = L7_2(L8_2, L9_2, L10_2) L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L2_2 = L2_1 L2_2() L3_2 = A0_2 L2_2 = A0_2.DestroySelf L2_2(L3_2) else L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Marker_Active_AS_Task" L5_2 = L1_2 L6_2 = nil L7_2 = M L7_2 = L7_2.Pos L8_2 = 2 L9_2 = 2 L10_2 = 2 L7_2, L8_2, L9_2, L10_2 = L7_2(L8_2, L9_2, L10_2) L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = q11043Cfg L4_2 = L4_2.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = false L6_2 = 1104302 L3_2(L4_2, L5_2, L6_2) end L4_2 = A0_2 L3_2 = A0_2.DestroySelf L3_2(L4_2) end end L1_1.TriggerIn = L3_1 function L3_1(A0_2) local L1_2 end L1_1.TriggerOut = L3_1 return L1_1