local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/QuestActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Quest480" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest480" L2_1 = require L3_1 = "Quest/Client/Q480ClientConfig" L2_1 = L2_1(L3_1) q480Cfg = L2_1 L2_1 = q480Cfg L2_1 = L2_1.SubIDs L3_1 = q480Cfg L3_1 = L3_1.AmborData L4_1 = q480Cfg L4_1 = L4_1.WindData function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48005 L1_2["48005"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48001 L1_2["48001"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48002 L1_2["48002"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48003 L1_2["48003"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48004 L1_2["48004"] = L2_2 end L1_1.OnSubStartHandlerBuild = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48001 L1_2["48001"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48002 L1_2["48002"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48003 L1_2["48003"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48004 L1_2["48004"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed48002 L1_2["48002"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = 60 L3_2 = A0_2 L2_2 = A0_2.CountDownUIStart L4_2 = L1_2 L5_2 = 10 L6_2 = 3 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = L1_2 + 4 L5_2 = A0_2.CountDown L2_2(L3_2, L4_2, L5_2) end L1_1.StartCount = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = q480Cfg L3_2 = L3_2.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L2_2 = print L3_2 = "FlyingTest fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 48002 L2_2(L3_2, L4_2, L5_2) end end L1_1.CountDown = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L2_2 = print L3_2 = "48005 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q480Trigger" L5_2 = "Actor/Gadget/Q480Trigger" L6_2 = 70900002 L7_2 = 0 L8_2 = L3_1.bornPos L9_2 = L3_1.bornDir L10_2 = true L11_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.OnSubStart48005 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "48001 start:..." L2_2(L3_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.ChangeWeather L4_2 = "BigWorld/Weather_ClearSky" L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L3_1.AmborID L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart48001 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 L2_2 = print L3_2 = "48002 start:..." L2_2(L3_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.ChangeWeather L4_2 = "BigWorld/Weather_ClearSky" L2_2(L3_2, L4_2) L2_2 = {} L2_2.x = 0 L2_2.y = 0 L2_2.z = 0 L3_2 = L4_1.Pos1 L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q48002Wind101" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L4_2 = L4_2.y L4_2 = L4_2 + 1.5 L3_2.y = L4_2 L3_2 = L4_1.Pos2 L3_2.x = 1883.17 L3_2 = L4_1.Pos2 L3_2.y = 233.1 L3_2 = L4_1.Pos2 L3_2.z = -1274.9 L3_2 = L4_1.Pos4 L3_2.x = 1864.07 L3_2 = L4_1.Pos4 L3_2.y = 242.7 L3_2 = L4_1.Pos4 L3_2.z = -1268.39 L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L4_1.Pos1 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L4_1.Wind1 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 2 L8_2 = L4_1.Pos2 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L4_1.Wind2 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 2 L8_2 = L4_1.Pos4 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L4_1.Wind4 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall L5_2 = A0_2.StartCount L3_2(L4_2, L5_2) L3_2 = q480Cfg L3_2.TriggerNum = 0 L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q480Marks" L6_2 = tostring L7_2 = 1 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q480Marks" L7_2 = 70300064 L8_2 = 0 L9_2 = q480Cfg L9_2 = L9_2.FlyMarks L9_2 = L9_2[1] L9_2 = L9_2.pos L10_2 = q480Cfg L10_2 = L10_2.FlyMarks L10_2 = L10_2[1] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline1 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline1 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc1" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline1 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline1 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline2 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline2 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline2 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline2 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline2 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline2 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline2 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline2 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc2" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline2 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline2 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline2 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline3 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline3 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc3" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline3 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline3 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline4 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline4 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline4 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline4 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline4 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline4 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline4 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline4 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc4" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline4 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline4 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline4 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline5 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline5 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline5 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline5 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline5 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline5 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline5 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline5 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc5" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline5 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline5 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline5 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline7 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline7 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline7 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline7 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline7 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline7 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline7 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline7 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc7" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline7 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline7 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline7 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end L3_2 = 1 L4_2 = q480Cfg L4_2 = L4_2.Flyline8 L4_2 = #L4_2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = print L8_2 = "Now fengquan" L9_2 = L6_2 L7_2(L8_2, L9_2) L7_2 = {} L8_2 = q480Cfg L8_2 = L8_2.Flyline8 L8_2 = L8_2[2] L8_2 = L8_2.x L9_2 = q480Cfg L9_2 = L9_2.Flyline8 L9_2 = L9_2[1] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline8 L8_2 = L8_2[2] L8_2 = L8_2.y L9_2 = q480Cfg L9_2 = L9_2.Flyline8 L9_2 = L9_2[1] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q480Cfg L8_2 = L8_2.Flyline8 L8_2 = L8_2[2] L8_2 = L8_2.z L9_2 = q480Cfg L9_2 = L9_2.Flyline8 L9_2 = L9_2[1] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = 48002 L11_2 = 70690001 L12_2 = 3 L13_2 = q480Cfg L13_2 = L13_2.Flyline8 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc8" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L8_2 = print L9_2 = q480Cfg L9_2 = L9_2.Flyline8 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L10_2 = q480Cfg L10_2 = L10_2.Flyline8 L10_2 = L10_2[L6_2] L10_2 = L10_2.y L11_2 = q480Cfg L11_2 = L11_2.Flyline8 L11_2 = L11_2[L6_2] L11_2 = L11_2.z L8_2(L9_2, L10_2, L11_2) end end L1_1.OnSubStart48002 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L2_2 = print L3_2 = "48003 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L3_1.AmborID L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind1 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind3 L2_2(L3_2, L4_2) L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline1 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc1" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline2 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc2" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline3 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc3" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline4 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc4" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline5 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc5" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline7 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc7" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline8 L3_2 = #L3_2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc8" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.TotalNum L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = actorMgr L7_2 = L6_2 L6_2 = L6_2.GetActor L8_2 = "Q480Marks" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2 = L6_2(L7_2, L8_2) if L6_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.DestroySelf L7_2(L8_2) end end end L1_1.OnSubStart48003 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L2_2 = print L3_2 = "48004 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L3_1.AmborID L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind1 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = L4_1.Wind3 L2_2(L3_2, L4_2) L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline1 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc1" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline2 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc2" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline3 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc3" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline4 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc4" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline5 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc5" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline7 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc7" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.TotalNum L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = actorMgr L7_2 = L6_2 L6_2 = L6_2.GetActor L8_2 = "Q480Marks" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2 = L6_2(L7_2, L8_2) if L6_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.DestroySelf L7_2(L8_2) end end end L1_1.OnSubStart48004 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 48001" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = L1_3 L2_3 = L1_3.Destroy L4_3 = false L2_3(L3_3, L4_3) end L3_3 = A0_3 L2_3 = A0_3.GetQuestNpcActor L4_3 = "Paimon" L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.DestroyWithDisappear L5_3 = false L3_3(L4_3, L5_3) end end L2_2(L3_2, L4_2) end L1_1.OnSubFinish48001 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 48002" L2_2(L3_2) end L1_1.OnSubFinish48002 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "OnFailed 48002" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.TransmitPlayerByQuestId L3_3 = 48002 L4_3 = 1 L1_3(L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed48002 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 48003" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall L4_2 = A0_2.DestroyNPC L2_2(L3_2, L4_2) end L1_1.OnSubFinish48003 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L2_2 = print L3_2 = "OnFinished 48004" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall L4_2 = A0_2.DestroyNPC L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.CallDelay L3_3 = 1.5 function L4_3(A0_4) local L1_4, L2_4, L3_4, L4_4, L5_4 L2_4 = A0_4 L1_4 = A0_4.NarratorOnlyTaskLegacy L3_4 = q480Cfg L3_4 = L3_4.FinishNarrator L4_4 = nil L5_4 = "Tag" L1_4(L2_4, L3_4, L4_4, L5_4) end L1_3(L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2) L2_2 = 1 L3_2 = q480Cfg L3_2 = L3_2.Flyline8 L3_2 = #L3_2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc8" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L6_2(L7_2, L8_2) end end L1_1.OnSubFinish48004 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "OnFinished 48004" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ShowBlackScreen L4_2 = 0.5 L5_2 = 1.0 L6_2 = 0.5 function L7_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = L1_3 L2_3 = L1_3.Destroy L4_3 = false L2_3(L3_3, L4_3) end L3_3 = A0_3 L2_3 = A0_3.GetQuestNpcActor L4_3 = "Paimon" L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.DestroyWithDisappear L5_3 = false L3_3(L4_3, L5_3) end end L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.DestroyNPC = L5_1 function L5_1(A0_2) local L1_2 end L1_1.Start = L5_1 function L5_1(A0_2) local L1_2 end L1_1.OnDestroy = L5_1 return L1_1