local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_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 = require L2_1 = "Actor/Npc/NPCEventType" L1_1 = L1_1(L2_1) L2_1 = require L3_1 = "Actor/Npc/NpcMode/NpcModeType" L2_1 = L2_1(L3_1) L3_1 = require L4_1 = "Actor/Npc/NPCUtil" L3_1 = L3_1(L4_1) L4_1 = {} L5_1 = require L6_1 = "Actor/Npc/Config/NpcConfigCommon" L5_1 = L5_1(L6_1) L6_1 = L5_1.VoicePattern L7_1 = L5_1.TalkMode L8_1 = L1_1.DailyNpcEventType L4_1.OnAction = 0 function L9_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2 L1_2 = A0_2.GetNpcConfigId L1_2 = L1_2(L2_2) L2_2 = math L2_2 = L2_2.modf L3_2 = L1_2 / 100 L2_2 = L2_2(L3_2) L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc" L6_2 = tostring L7_2 = L2_2 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = L3_1.NpcEventType L6_2 = L6_2.HIDESELF L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) end L4_1.Start = L9_1 function L9_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2 L1_2 = A0_2.GetNpcConfigId L1_2 = L1_2(L2_2) L2_2 = math L2_2 = L2_2.modf L3_2 = L1_2 / 100 L2_2 = L2_2(L3_2) L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc" L6_2 = tostring L7_2 = L2_2 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = L3_1.NpcEventType L6_2 = L6_2.STARTDAILY L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) end L4_1.OnDestroy = L9_1 function L9_1(A0_2) local L1_2 end L4_1.Register = L9_1 function L9_1(A0_2, A1_2) local L2_2, L3_2 if A1_2 == 9011 or A1_2 == 9012 then L3_2 = A0_2 L2_2 = A0_2.RecoverFromFreeStyle L2_2(L3_2) end end L4_1.InvokeOnResetFreeStyle = L9_1 function L9_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "DailyNpc InvokeOnFinalTalkFinish" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.RecoverFreestyle L1_2(L2_2) end L4_1.InvokeOnFinalTalkFinish = L9_1 function L9_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.Recover L1_2(L2_2) end L4_1.RecoverFromFreeStyle = L9_1 function L9_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.Recover L1_2(L2_2) end L4_1.RecoverFromCollisionEnter = L9_1 function L9_1(A0_2) local L1_2, L2_2 A0_2.OnAction = 0 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) end L4_1.RecoverFreestyle = L9_1 function L9_1(A0_2) local L1_2 end L4_1.Recover = L9_1 function L9_1(A0_2, A1_2) end L4_1.OnEvent = L9_1 function L9_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L2_2 = A0_2.OnAction if L2_2 == 1 then return end L2_2 = A1_2.isSprint if not L2_2 then L2_2 = A1_2.isRun if not L2_2 then goto lbl_74 end end L2_2 = A1_2.isFromBack if L2_2 then A0_2.OnAction = 1 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L4_2 = A0_2 L3_2 = A0_2.GetPos L3_2 = L3_2(L4_2) L4_2 = {} L5_2 = L3_2.x L6_2 = L2_2.x L5_2 = L5_2 - L6_2 L4_2.x = L5_2 L5_2 = L3_2.y L4_2.y = L5_2 L5_2 = L2_2.y L5_2 = -L5_2 L6_2 = L3_2.z L7_2 = L2_2.z L6_2 = L6_2 - L7_2 L4_2.z = L6_2 L4_2[1] = L5_2 L6_2 = A0_2 L5_2 = A0_2.Standby L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.TurnTo L7_2 = L4_2 L5_2(L6_2, L7_2) L6_2 = A0_2 L5_2 = A0_2.DoFreeStyleTask L7_2 = 9010 L8_2 = true L9_2 = A0_2.RecoverFromCollisionEnter L5_2(L6_2, L7_2, L8_2, L9_2) else A0_2.OnAction = 1 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L4_2 = A0_2 L3_2 = A0_2.GetPos L3_2 = L3_2(L4_2) L4_2 = {} L5_2 = L2_2.x L6_2 = L3_2.x L5_2 = L5_2 - L6_2 L4_2.x = L5_2 L5_2 = L2_2.y L6_2 = L3_2.y L5_2 = L5_2 - L6_2 L4_2.y = L5_2 L5_2 = L2_2.z L6_2 = L3_2.z L5_2 = L5_2 - L6_2 L4_2.z = L5_2 L6_2 = A0_2 L5_2 = A0_2.Standby L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.TurnTo L7_2 = L4_2 L5_2(L6_2, L7_2) L6_2 = A0_2 L5_2 = A0_2.DoFreeStyleTask L7_2 = 9020 L8_2 = true L9_2 = A0_2.RecoverFromCollisionEnter L5_2(L6_2, L7_2, L8_2, L9_2) end ::lbl_74:: end L4_1.OnCollisionEnter = L9_1 return L4_1