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 L0_1 = {} L0_1.group_id = 155005102 L1_1 = {} L2_1 = {} L3_1 = {} L4_1 = {} L5_1 = {} L6_1 = 102010 L5_1[1] = L6_1 L6_1 = {} function L7_1(A0_2) local L1_2 end L6_1["0"] = L7_1 function L7_1(A0_2) local L1_2 end L6_1["1"] = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = ScriptLib L1_2 = L1_2.SetGadgetStateByConfigId L2_2 = A0_2 L3_2 = 102010 L4_2 = 202 L1_2(L2_2, L3_2, L4_2) end L6_1["2"] = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = ScriptLib L1_2 = L1_2.GetGroupVariableValue L2_2 = A0_2 L3_2 = "gameplayState" L1_2 = L1_2(L2_2, L3_2) L2_2 = tostring L3_2 = L1_2 L2_2 = L2_2(L3_2) L2_2 = L6_1[L2_2] L3_2 = A0_2 L2_2(L3_2) end UpdateGamePlayState = L7_1 function L7_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = ScriptLib L4_2 = L4_2.GetGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = A3_2[1] if L4_2 == L5_2 then L4_2 = ScriptLib L4_2 = L4_2.SetGroupGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2[2] L4_2(L5_2, L6_2, L7_2, L8_2) else L4_2 = ScriptLib L4_2 = L4_2.GetGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = A3_2[2] if L4_2 == L5_2 then L4_2 = ScriptLib L4_2 = L4_2.SetGroupGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2[1] L4_2(L5_2, L6_2, L7_2, L8_2) end end end GadgetStateSwitcher = L7_1 L7_1 = {} monsters = L7_1 L7_1 = {} npcs = L7_1 L7_1 = {} L8_1 = {} L8_1.config_id = 102010 L8_1.gadget_id = 70360320 L9_1 = {} L9_1.x = 196.66 L9_1.y = 286.333 L9_1.z = 350.507 L8_1.pos = L9_1 L9_1 = {} L9_1.x = 0.0 L9_1.y = 36.083 L9_1.z = 0.0 L8_1.rot = L9_1 L8_1.level = 36 L8_1.area_id = 200 L7_1[1] = L8_1 gadgets = L7_1 L7_1 = {} regions = L7_1 L7_1 = {} L8_1 = {} L8_1.config_id = 1102011 L8_1.name = "GROUP_LOAD_102011" L9_1 = EventType L9_1 = L9_1.EVENT_GROUP_LOAD L8_1.event = L9_1 L8_1.source = "" L8_1.condition = "" L8_1.action = "action_EVENT_GROUP_LOAD_102011" L8_1.trigger_count = 0 L9_1 = {} L9_1.config_id = 1102015 L9_1.name = "VARIABLE_CHANGE_102015" L10_1 = EventType L10_1 = L10_1.EVENT_VARIABLE_CHANGE L9_1.event = L10_1 L9_1.source = "gameplayState" L9_1.condition = "" L9_1.action = "action_EVENT_VARIABLE_CHANGE_102015" L9_1.trigger_count = 0 L7_1[1] = L8_1 L7_1[2] = L9_1 triggers = L7_1 L7_1 = {} L8_1 = {} L8_1.configId = 1 L8_1.name = "gameplayState" L8_1.value = 1 L8_1.no_refresh = true L7_1[1] = L8_1 variables = L7_1 L7_1 = {} L7_1.suite = 1 L7_1.end_suite = 0 L7_1.rand_suite = false init_config = L7_1 L7_1 = {} L8_1 = {} L9_1 = {} L8_1.monsters = L9_1 L9_1 = {} L8_1.gadgets = L9_1 L9_1 = {} L8_1.regions = L9_1 L9_1 = {} L10_1 = "GROUP_LOAD_102011" L11_1 = "VARIABLE_CHANGE_102015" L9_1[1] = L10_1 L9_1[2] = L11_1 L8_1.triggers = L9_1 L8_1.rand_weight = 100 L9_1 = {} L10_1 = {} L9_1.monsters = L10_1 L10_1 = {} L9_1.gadgets = L10_1 L10_1 = {} L9_1.regions = L10_1 L10_1 = {} L9_1.triggers = L10_1 L9_1.rand_weight = 100 L7_1[1] = L8_1 L7_1[2] = L9_1 suites = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = UpdateGamePlayState L3_2 = A0_2 L2_2(L3_2) L2_2 = 0 return L2_2 end action_EVENT_GROUP_LOAD_102011 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = A1_2.param1 L3_2 = A1_2.param2 if L2_2 == L3_2 then L2_2 = -1 return L2_2 end L2_2 = A1_2.param1 L3_2 = A1_2.param2 if L2_2 == L3_2 then L2_2 = -1 return L2_2 end L2_2 = UpdateGamePlayState L3_2 = A0_2 L2_2(L3_2) L2_2 = 0 return L2_2 end action_EVENT_VARIABLE_CHANGE_102015 = L7_1 L7_1 = require L8_1 = "V2_4/EnvState" L7_1(L8_1) L7_1 = require L8_1 = "V2_4/EnvStateWorktop" L7_1(L8_1)