local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_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 = "SneakAI" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Quest/Client/Q2012ClientConfig" L2_1 = L2_1(L3_1) L3_1 = require L4_1 = "Quest/Client/Q1000ClientConfig" L3_1 = L3_1(L4_1) L4_1 = L2_1.FollowNPCData L5_1 = L2_1.Datas L1_1.defaultAlias = "SneakAI" L6_1 = L4_1.PatrolPosNum L1_1.PatrolPosNum = L6_1 L6_1 = L4_1.PatrolPos L1_1.PatrolPos = L6_1 L6_1 = L4_1.PatrolDir L1_1.PatrolDir = L6_1 L1_1.PatrolNext = 0 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L1_2 = {} L2_2 = 1170 L3_2 = 1120 L4_2 = 1190 L5_2 = 0 L6_2 = 1 L7_2 = 2 L8_2 = 3 L1_2[1] = L2_2 L1_2[2] = L3_2 L1_2[3] = L4_2 L1_2[4] = L5_2 L1_2[5] = L6_2 L1_2[6] = L7_2 L1_2[7] = L8_2 return L1_2 end L1_1.GetCustomFreeStyleList = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L1_2 = print L2_2 = "Now StartPatrol" L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L1_2 = A0_2.uActor if L1_2 == nil then return end L1_2 = A0_2.PatrolNext L2_2 = A0_2.PatrolPosNum if L1_2 > L2_2 then L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 3 L1_2(L2_2, L3_2) L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.CreateActorWithPos L3_2 = L5_1.Q201207Trigger_ L3_2 = L3_2.alias L4_2 = L5_1.Q201207Trigger_ L4_2 = L4_2.script L5_2 = L5_1.Q201207Trigger_ L5_2 = L5_2.id L6_2 = 0 L7_2 = L5_1.Q201207Trigger_ L7_2 = L7_2.point L7_2 = L7_2.pos L8_2 = L5_1.Q201207Trigger_ L8_2 = L8_2.point L8_2 = L8_2.rot L9_2 = true L10_2 = false L11_2 = 3 L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_2 = print L2_2 = "Now Noraml Goto" L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L1_2 = A0_2.PatrolNext if L1_2 ~= 6 then L1_2 = A0_2.PatrolNext if L1_2 ~= 7 then L1_2 = A0_2.PatrolNext if L1_2 ~= 9 then L1_2 = A0_2.PatrolNext if L1_2 ~= 10 then L1_2 = A0_2.PatrolNext if L1_2 ~= 11 then goto lbl_61 end end end end end L2_2 = A0_2 L1_2 = A0_2.RunToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolNext L3_2 = L3_2[L4_2] L4_2 = A0_2.Behave L1_2(L2_2, L3_2, L4_2) goto lbl_72 ::lbl_61:: L1_2 = A0_2.PatrolNext L2_2 = A0_2.PatrolPosNum if L1_2 > L2_2 then else L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolNext L3_2 = L3_2[L4_2] L4_2 = A0_2.Behave L1_2(L2_2, L3_2, L4_2) end ::lbl_72:: end L1_1.StartPatrol = L6_1 function L6_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Behave0508 = L6_1 function L6_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) end L1_1.Behave0401 = L6_1 function L6_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Behave0402 = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L1_2 = print L2_2 = "Now Arrive" L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L1_2 = A0_2.uActor if L1_2 == nil then return end L1_2 = A0_2.PatrolNext if L1_2 == 4 then L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L1_2 = A0_2.PatrolNext L1_2 = L1_2 + 1 A0_2.PatrolNext = L1_2 L2_2 = A0_2 L1_2 = A0_2.TurnTo L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q2012NpcFollow04" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.rot L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2) L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1170 L1_2(L2_2, L3_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.NarratorOnlyTaskByData L4_2 = L5_1.NarratorChat01 L2_2(L3_2, L4_2) end L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 12 L5_2 = A0_2.Behave0401 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 16 L5_2 = A0_2.Behave0402 L2_2(L3_2, L4_2, L5_2) else L1_2 = A0_2.PatrolNext if L1_2 == 5 then L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L1_2 = A0_2.PatrolNext L1_2 = L1_2 + 1 A0_2.PatrolNext = L1_2 L2_2 = A0_2 L1_2 = A0_2.TurnTo L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q2012NpcFollow04_1" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.rot L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2) L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1120 L1_2(L2_2, L3_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.NarratorOnlyTaskByData L4_2 = L5_1.NarratorThink01 L2_2(L3_2, L4_2) end L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 8.3 L5_2 = A0_2.Behave0508 L2_2(L3_2, L4_2, L5_2) else L1_2 = A0_2.PatrolNext if L1_2 == 7 then L1_2 = A0_2.PatrolNext L1_2 = L1_2 + 1 A0_2.PatrolNext = L1_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.NarratorOnlyTaskByData L4_2 = L5_1.NarratorThink02 L2_2(L3_2, L4_2) end L3_2 = A0_2 L2_2 = A0_2.StartPatrol L2_2(L3_2) else L1_2 = A0_2.PatrolNext if L1_2 == 8 then L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L1_2 = A0_2.PatrolNext L1_2 = L1_2 + 1 A0_2.PatrolNext = L1_2 L2_2 = A0_2 L1_2 = A0_2.TurnTo L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q2012NpcFollow07" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.rot L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2) L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1190 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 3 L4_2 = A0_2.Behave0508 L1_2(L2_2, L3_2, L4_2) else L1_2 = A0_2.PatrolNext L1_2 = L1_2 + 1 A0_2.PatrolNext = L1_2 L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end end end end end L1_1.Behave = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L1_2 = print L2_2 = "********************ReturnToPatrol" L1_2(L2_2) L1_2 = print L2_2 = "Return Now Goto " L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L1_2 = A0_2.PatrolNext L2_2 = A0_2.PatrolPosNum if L1_2 > L2_2 then L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.CreateActorWithPos L3_2 = L5_1.Q201207Trigger_ L3_2 = L3_2.alias L4_2 = L5_1.Q201207Trigger_ L4_2 = L4_2.script L5_2 = L5_1.Q201207Trigger_ L5_2 = L5_2.id L6_2 = 0 L7_2 = L5_1.Q201207Trigger_ L7_2 = L7_2.point L7_2 = L7_2.pos L8_2 = L5_1.Q201207Trigger_ L8_2 = L8_2.point L8_2 = L8_2.rot L9_2 = true L10_2 = false L11_2 = 3 L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_2 = print L2_2 = "Now Noraml Goto" L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L1_2 = A0_2.PatrolNext if L1_2 ~= 6 then L1_2 = A0_2.PatrolNext if L1_2 ~= 7 then L1_2 = A0_2.PatrolNext if L1_2 ~= 9 then L1_2 = A0_2.PatrolNext if L1_2 ~= 10 then goto lbl_56 end end end end L2_2 = A0_2 L1_2 = A0_2.RunToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolNext L3_2 = L3_2[L4_2] L4_2 = A0_2.Behave L1_2(L2_2, L3_2, L4_2) goto lbl_67 ::lbl_56:: L1_2 = A0_2.PatrolNext L2_2 = A0_2.PatrolPosNum if L1_2 > L2_2 then else L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PatrolPos L4_2 = A0_2.PatrolNext L3_2 = L3_2[L4_2] L4_2 = A0_2.Behave L1_2(L2_2, L3_2, L4_2) end ::lbl_67:: end L1_1.ReturnToPatrol = L6_1 function L6_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.UnCallFunc L3_2 = A0_2.Behave0508 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.Behave0401 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = A0_2.Behave0402 L1_2(L2_2, L3_2) L1_2 = print L2_2 = "Aware Now Next " L3_2 = A0_2.PatrolNext L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.ClearFollowTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_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.NarratorOnlyTaskByData L4_2 = L5_1.NarratorWarnFound L2_2(L3_2, L4_2) end L3_2 = A0_2 L2_2 = A0_2.GetPos L2_2 = L2_2(L3_2) L3_2 = L2_2.y L3_2 = L3_2 + 1 L2_2.y = L3_2 L3_2 = actorUtils L3_2 = L3_2.GetAvatarPos L3_2 = L3_2() L5_2 = A0_2 L4_2 = A0_2.GetPos L4_2 = L4_2(L5_2) L5_2 = {} L6_2 = L3_2.x L7_2 = L4_2.x L6_2 = L6_2 - L7_2 L5_2.x = L6_2 L6_2 = L3_2.y L7_2 = L4_2.y L6_2 = L6_2 - L7_2 L5_2.y = L6_2 L6_2 = L3_2.z L7_2 = L4_2.z L6_2 = L6_2 - L7_2 L5_2.z = L6_2 L7_2 = A0_2 L6_2 = A0_2.TurnTo L8_2 = L5_2 L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.DoFreeStyle L8_2 = 1190 L6_2(L7_2, L8_2) end L1_1.Aware = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "********************CheckLure" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 3 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 6 L4_2 = A0_2.ReturnToPatrol L1_2(L2_2, L3_2, L4_2) end L1_1.CheckLure = L6_1 function L6_1(A0_2, A1_2, A2_2) end L1_1.OnLure = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L1_2 = print L2_2 = "********************Discover" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.ClearNarratorTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StopNarrator L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 0.5 function L4_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.NarratorOnlyTaskByData L2_3 = L5_1.NarratorFailFound L0_3(L1_3, L2_3) end L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 2 L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L3_2 = A0_2 L2_2 = A0_2.EnterSceneLookCamera L4_2 = L1_2 L5_2 = 0 L6_2 = 2 L7_2 = true L8_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.EnablePlayerInput L4_2 = false L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 11 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3 L0_3 = globalActor L1_3 = L0_3 L0_3 = L0_3.EnablePlayerInput L2_3 = true L0_3(L1_3, L2_3) L0_3 = actorMgr L1_3 = L0_3 L0_3 = L0_3.GetActor L2_3 = L2_1.ActorAlias L0_3 = L0_3(L1_3, L2_3) if L0_3 ~= nil then L1_3 = print L2_3 = "Sneak Failed OOOMG" L1_3(L2_3) L2_3 = L0_3 L1_3 = L0_3.FinishQuestID L3_3 = true L4_3 = 201207 L1_3(L2_3, L3_3, L4_3) end end L2_2(L3_2, L4_2, L5_2) end L1_1.Discover = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A0_2 L1_2 = A0_2.ThreatTask L3_2 = A0_2.Discover L4_2 = A0_2.Aware L5_2 = A0_2.ReturnToPatrol L6_2 = A0_2.OnLure L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Start = L6_1 return L1_1