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/Npc/NpcActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Test9001" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Test9001" function L2_1(A0_2) local L1_2, L2_2 L1_2 = {} L2_2 = 3 L1_2[1] = L2_2 return L1_2 end L1_1.GetCustomFreeStyleList = L2_1 function L2_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = print L2_2 = "###################_________________" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.RunTo L3_2 = M L3_2 = L3_2.Pos L4_2 = 22.0 L5_2 = 0.0 L6_2 = 43.0 L3_2, L4_2, L5_2, L6_2 = L3_2(L4_2, L5_2, L6_2) L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) L2_2 = A0_2 L1_2 = A0_2.CallOnCollisionEnter L3_2 = A0_2.OnCollisionEnter L1_2(L2_2, L3_2) end L1_1.Start = L2_1 function L2_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "Enter Collision" L2_2(L3_2) L2_2 = print L3_2 = A1_2.isSprint L2_2(L3_2) L2_2 = A1_2.isSprint if L2_2 then L3_2 = A0_2 L2_2 = A0_2.DoOnCollisionEnter L2_2(L3_2) end end L1_1.OnCollisionEnter = L2_1 function L2_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.DoingFreeStyle L1_2 = L1_2(L2_2) if not L1_2 then L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 5 L4_2 = A0_2.GoOn L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyleTask L3_2 = 3 L4_2 = true L5_2 = A0_2.Walk L1_2(L2_2, L3_2, L4_2, L5_2) end end L1_1.DoOnCollisionEnter = L2_1 function L2_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "Go on" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoFreeStateTrigger L2_2(L3_2) end L1_1.GoOn = L2_1 function L2_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "Walk To" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.WalkTo L4_2 = M L4_2 = L4_2.Pos L5_2 = 22.0 L6_2 = 0.0 L7_2 = 43.0 L4_2, L5_2, L6_2, L7_2 = L4_2(L5_2, L6_2, L7_2) L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.Walk = L2_1 return L1_1