local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_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/Q12034ClientConfig" L2_1 = L2_1(L3_1) L1_1.defaultAlias = "SneakAI" L1_1.PatrolPosNum = 9 L1_1.PatrolNext = 2 L1_1.NarratorTag1 = 0 L1_1.NarratorTag2 = 0 L1_1.NarratorTag3 = 0 L1_1.NarratorTag4 = 0 L3_1 = {} L4_1 = "Q1203413_N12521_Route1" L5_1 = "Q1203413_N12521_Route2" L6_1 = "Q1203413_N12521_Route3" L7_1 = "Q1203413_N12521_Route4" L8_1 = "Q1203413_N12521_Route5" L9_1 = "Q1203413_N12521_Route6" L10_1 = "Q1203413_N12521_Route7" L11_1 = "Q1203413_N12521_Route8" L12_1 = "Q1203413_N12521_Route9" L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 L3_1[4] = L7_1 L3_1[5] = L8_1 L3_1[6] = L9_1 L3_1[7] = L10_1 L3_1[8] = L11_1 L3_1[9] = L12_1 L1_1.Routlist = 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, L11_2 L1_2 = print L2_2 = "PatrolNext=" L3_2 = A0_2.PatrolNext L2_2 = L2_2 .. L3_2 L1_2(L2_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 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.FinishQuestID L4_2 = false L5_2 = 1203413 L2_2(L3_2, L4_2, L5_2) end end L1_2 = A0_2.PatrolNext if L1_2 == 5 then L2_2 = A0_2 L1_2 = A0_2.RunToTask L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L6_2 = A0_2.Routlist L7_2 = A0_2.PatrolNext L6_2 = L6_2[L7_2] L3_2 = L3_2(L4_2, L5_2, L6_2) L3_2 = L3_2.pos L4_2 = A0_2.Behave L5_2 = nil L6_2 = nil function L7_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 2 L0_3(L1_3, L2_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) else L1_2 = A0_2.PatrolNext if L1_2 == 8 then L1_2 = A0_2.NarratorTag1 L1_2 = L1_2 + 1 A0_2.NarratorTag1 = L1_2 L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L6_2 = A0_2.Routlist L7_2 = A0_2.PatrolNext L6_2 = L6_2[L7_2] L3_2 = L3_2(L4_2, L5_2, L6_2) L3_2 = L3_2.pos L4_2 = A0_2.Behave L5_2 = nil L6_2 = nil function L7_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 1 L0_3(L1_3, L2_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L1_2 = A0_2.NarratorTag1 if L1_2 == 1 then 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 = L2_1.Datas L4_2 = L4_2.Narrator4 L5_2 = 12034 L2_2(L3_2, L4_2, L5_2) end end else L1_2 = A0_2.PatrolNext if L1_2 == 9 then L1_2 = A0_2.NarratorTag2 L1_2 = L1_2 + 1 A0_2.NarratorTag2 = L1_2 L2_2 = A0_2 L1_2 = A0_2.RunToTask L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L6_2 = A0_2.Routlist L7_2 = A0_2.PatrolNext L6_2 = L6_2[L7_2] L3_2 = L3_2(L4_2, L5_2, L6_2) L3_2 = L3_2.pos L4_2 = A0_2.Behave L5_2 = nil L6_2 = nil function L7_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 2 L0_3(L1_3, L2_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L1_2 = A0_2.NarratorTag2 if L1_2 == 1 then 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 = L2_1.Datas L4_2 = L4_2.Narrator5 L5_2 = 12034 L2_2(L3_2, L4_2, L5_2) end end else L1_2 = A0_2.PatrolNext if L1_2 ~= 2 then L1_2 = A0_2.PatrolNext if L1_2 ~= 3 then L1_2 = A0_2.PatrolNext if L1_2 ~= 4 then L1_2 = A0_2.PatrolNext if L1_2 ~= 6 then L1_2 = A0_2.PatrolNext if L1_2 ~= 7 then goto lbl_182 end end end end end L1_2 = print L2_2 = "\231\130\185\231\154\132\229\186\143\229\136\151\229\143\183\230\152\175\239\188\154 " L3_2 = A0_2.PatrolNext L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_2 = print L2_2 = "\231\130\185\228\189\141\229\144\141\231\167\176\230\152\175\239\188\154 " L3_2 = A0_2.Routlist L4_2 = A0_2.PatrolNext L3_2 = L3_2[L4_2] L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_2 = print L2_2 = "\229\133\183\228\189\147\229\157\144\230\160\135\228\184\186\239\188\154X=" L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L6_2 = A0_2.Routlist L7_2 = A0_2.PatrolNext L6_2 = L6_2[L7_2] L3_2 = L3_2(L4_2, L5_2, L6_2) L3_2 = L3_2.pos L3_2 = L3_2.x L4_2 = " Y=" L5_2 = sceneData L6_2 = L5_2 L5_2 = L5_2.GetDummyPoint L7_2 = 3 L8_2 = A0_2.Routlist L9_2 = A0_2.PatrolNext L8_2 = L8_2[L9_2] L5_2 = L5_2(L6_2, L7_2, L8_2) L5_2 = L5_2.pos L5_2 = L5_2.y L6_2 = " Z=" L7_2 = sceneData L8_2 = L7_2 L7_2 = L7_2.GetDummyPoint L9_2 = 3 L10_2 = A0_2.Routlist L11_2 = A0_2.PatrolNext L10_2 = L10_2[L11_2] L7_2 = L7_2(L8_2, L9_2, L10_2) L7_2 = L7_2.pos L7_2 = L7_2.z L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2 .. L6_2 .. L7_2 L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L6_2 = A0_2.Routlist L7_2 = A0_2.PatrolNext L6_2 = L6_2[L7_2] L3_2 = L3_2(L4_2, L5_2, L6_2) L3_2 = L3_2.pos L4_2 = A0_2.Behave L5_2 = nil L6_2 = nil function L7_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.SyncPos L2_3 = 1 L0_3(L1_3, L2_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end end end ::lbl_182:: end L1_1.StartPatrol = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L1_2 = print L2_2 = "\230\137\167\232\161\140behave" L3_2 = A0_2.PatrolNext L2_2 = L2_2 .. L3_2 L1_2(L2_2) L1_2 = A0_2.uActor if L1_2 == nil then return end L1_2 = A0_2.PatrolNext if L1_2 == 2 then L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1190 L1_2(L2_2, L3_2) 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) else L1_2 = A0_2.PatrolNext if L1_2 == 3 then 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.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 = "Q1203413_N12521_Route3" 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 = A0_2.NarratorTag3 L1_2 = L1_2 + 1 A0_2.NarratorTag3 = L1_2 L1_2 = A0_2.NarratorTag3 if L1_2 == 1 then 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 = L2_1.Datas L4_2 = L4_2.Narrator2 function L5_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 if A1_3 ~= nil then L2_3 = print L3_3 = "task isFinished=" L4_3 = tostring L5_3 = A1_3.isFinished L4_3 = L4_3(L5_3) L3_3 = L3_3 .. L4_3 L2_3(L3_3) L2_3 = A1_3.isFinished if L2_3 then L2_3 = L1_2 L3_3 = L2_3 L2_3 = L2_3.GetQuestNpcActor L4_3 = "Npc12521" L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.DoFreeStateTrigger L3_3(L4_3) L3_3 = L2_3.PatrolNext L3_3 = L3_3 + 1 L2_3.PatrolNext = L3_3 L4_3 = L2_3 L3_3 = L2_3.StartPatrol L3_3(L4_3) L3_3 = print L4_3 = "task\230\173\163\229\184\184\229\174\140\230\136\144\229\155\158\232\176\131" L3_3(L4_3) else L2_3 = print L3_3 = "task\229\188\130\229\184\184\231\187\147\230\157\159\229\155\158\232\176\131" L2_3(L3_3) end else L2_3 = print L3_3 = "task is nil" L2_3(L3_3) end end L6_2 = 12034 L2_2(L3_2, L4_2, L5_2, L6_2) end end else L1_2 = A0_2.PatrolNext if L1_2 == 5 then L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1190 L1_2(L2_2, L3_2) 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) else L1_2 = A0_2.PatrolNext if L1_2 == 6 then 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.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 = "Q1203413_N12521_Route6" 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 = 1280 L1_2(L2_2, L3_2) L1_2 = A0_2.NarratorTag4 L1_2 = L1_2 + 1 A0_2.NarratorTag4 = L1_2 L1_2 = A0_2.NarratorTag4 if L1_2 == 1 then 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 = L2_1.Datas L4_2 = L4_2.Narrator3 function L5_2(A0_3, A1_3) local L2_3, L3_3, L4_3 if A1_3 ~= nil then L2_3 = A1_3.isFinished if L2_3 then L2_3 = L1_2 L3_3 = L2_3 L2_3 = L2_3.GetQuestNpcActor L4_3 = "Npc12521" L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.DoFreeStateTrigger L3_3(L4_3) L3_3 = L2_3.PatrolNext L3_3 = L3_3 + 1 L2_3.PatrolNext = L3_3 L4_3 = L2_3 L3_3 = L2_3.StartPatrol L3_3(L4_3) L3_3 = print L4_3 = "task\230\173\163\229\184\184\229\174\140\230\136\144\229\155\158\232\176\131" L3_3(L4_3) else L2_3 = print L3_3 = "task\229\188\130\229\184\184\231\187\147\230\157\159\229\155\158\232\176\131" L2_3(L3_3) end else L2_3 = print L3_3 = "task is nil" L2_3(L3_3) end end L6_2 = 12034 L2_2(L3_2, L4_2, L5_2, L6_2) end end 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 = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "\230\186\156\228\186\134\230\186\156\228\186\134" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.ReturnToPatrol = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = print L2_2 = "\229\143\145\231\142\176\228\189\160\228\186\134\239\188\129" L1_2(L2_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) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) L1_2 = actorUtils L1_2 = L1_2.GetAvatarPos L1_2 = L1_2() L3_2 = A0_2 L2_2 = A0_2.GetPos L2_2 = L2_2(L3_2) L3_2 = {} L4_2 = L1_2.x L5_2 = L2_2.x L4_2 = L4_2 - L5_2 L3_2.x = L4_2 L4_2 = L1_2.y L5_2 = L2_2.y L4_2 = L4_2 - L5_2 L3_2.y = L4_2 L4_2 = L1_2.z L5_2 = L2_2.z L4_2 = L4_2 - L5_2 L3_2.z = L4_2 L5_2 = A0_2 L4_2 = A0_2.TurnTo L6_2 = L3_2 L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.DoFreeStyle L6_2 = 1050 L4_2(L5_2, L6_2) end L1_1.Aware = 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 = print L2_2 = "\230\138\147\229\136\176\228\189\160\228\186\134\239\188\129" 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) L1_2 = actorUtils L1_2 = L1_2.GetAvatarPos L1_2 = L1_2() L3_2 = A0_2 L2_2 = A0_2.GetPos L2_2 = L2_2(L3_2) L3_2 = {} L4_2 = L1_2.x L5_2 = L2_2.x L4_2 = L4_2 - L5_2 L3_2.x = L4_2 L4_2 = L1_2.y L5_2 = L2_2.y L4_2 = L4_2 - L5_2 L3_2.y = L4_2 L4_2 = L1_2.z L5_2 = L2_2.z L4_2 = L4_2 - L5_2 L3_2.z = L4_2 L5_2 = A0_2 L4_2 = A0_2.EnterSceneLookCamera L6_2 = L2_2 L7_2 = 0 L8_2 = 4 L9_2 = true L10_2 = true L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L5_2 = A0_2 L4_2 = A0_2.TurnTo L6_2 = L3_2 L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.DoFreeStyle L6_2 = 1141 L4_2(L5_2, L6_2) L4_2 = actorMgr L5_2 = L4_2 L4_2 = L4_2.GetActor L6_2 = L2_1.ActorAlias L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.NarratorOnlyTaskByData L7_2 = L2_1.Datas L7_2 = L7_2.NarratorFailAware function L8_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3 L0_3 = L4_2 L1_3 = L0_3 L0_3 = L0_3.FinishQuestID L2_3 = true L3_3 = 1203413 L0_3(L1_3, L2_3, L3_3) L0_3 = L4_2 L1_3 = L0_3 L0_3 = L0_3.ShowBlackScreen L2_3 = 0.5 L3_3 = 0.5 L4_3 = 0.5 function L5_3() local L0_4, L1_4, L2_4 L0_4 = L4_2 L1_4 = L0_4 L0_4 = L0_4.DestroyQuestNpcActor L2_4 = "Npc12521" L0_4(L1_4, L2_4) end L6_3 = nil L7_3 = nil L8_3 = "" L9_3 = false L10_3 = true L0_3(L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3) end L9_2 = 12034 L5_2(L6_2, L7_2, L8_2, L9_2) end end L1_1.Discover = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_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 L1_2(L2_2, L3_2, L4_2, L5_2) L2_2 = A0_2 L1_2 = A0_2.StartPatrol L1_2(L2_2) end L1_1.Start = L3_1 return L1_1