local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_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 = "Quest482" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest482" L2_1 = require L3_1 = "Quest/Client/Q482ClientConfig" L2_1 = L2_1(L3_1) L3_1 = L2_1.SubIDs L4_1 = L2_1.AmborData L5_1 = L2_1.WindCushionData L6_1 = L2_1.WindData L7_1 = L2_1.InitRisingWind function L8_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48201 L1_2["48201"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48202 L1_2["48202"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48203 L1_2["48203"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48209 L1_2["48209"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48207 L1_2["48207"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48204 L1_2["48204"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48208 L1_2["48208"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart48205 L1_2["48205"] = L2_2 end L1_1.OnSubStartHandlerBuild = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48201 L1_2["48201"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48202 L1_2["48202"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48203 L1_2["48203"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48204 L1_2["48204"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish48205 L1_2["48205"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = 999 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 = L8_1 function L8_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 = L2_1.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 = 48209 L2_2(L3_2, L4_2, L5_2) end end L1_1.CountDown = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.CreateActorWithPos L3_2 = L4_1.Ambor L4_2 = L4_1.AmborScript L5_2 = L4_1.AmborID L6_2 = 0 L7_2 = L4_1.bornPos L8_2 = L4_1.bornDir L9_2 = true L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2) L1_2 = print L2_2 = "Ambor Born" L1_2(L2_2) end L1_1.CreateAmbor = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ActionSafeCall function L3_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L1_3 = actorMgr L2_3 = L1_3 L1_3 = L1_3.GetActor L3_3 = L4_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 end L1_2(L2_2, L3_2) end L1_1.AmborVanish = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.RequestInteraction L3_2 = L4_1.Ambor L1_2(L2_2, L3_2) L1_2 = print L2_2 = "Black Callback NOW" L1_2(L2_2) end L1_1.Interaction = L8_1 function L8_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 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = false L5_2 = nil L2_2(L3_2, L4_2, L5_2) end end L1_1.AdvanceQuest = L8_1 function L8_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 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = true L5_2 = nil L2_2(L3_2, L4_2, L5_2) end end L1_1.FailQuest = L8_1 function L8_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 L2_2 = print L3_2 = "48201 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = L4_1.Ambor L5_2 = L4_1.AmborScript L6_2 = L4_1.AmborID L7_2 = 0 L8_2 = L4_1.bornPos L9_2 = L4_1.bornDir L10_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q482Trigger" L5_2 = "Actor/Gadget/Q482Trigger" L6_2 = 70900002 L7_2 = 0 L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 3 L11_2 = "Q48202Ambor" L8_2 = L8_2(L9_2, L10_2, L11_2) L8_2 = L8_2.pos L9_2 = sceneData L10_2 = L9_2 L9_2 = L9_2.GetDummyPoint L11_2 = 3 L12_2 = "Q48202Ambor" L9_2 = L9_2(L10_2, L11_2, L12_2) L9_2 = L9_2.rot 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.OnSubStart48201 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "48202 start:..." L2_2(L3_2) end L1_1.OnSubStart48202 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "48203 start:..." L2_2(L3_2) end L1_1.OnSubStart48203 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L2_2 = print L3_2 = "48209 start:..." L2_2(L3_2) L2_2 = {} L2_2.x = 0 L2_2.y = 0 L2_2.z = 0 L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall L5_2 = A0_2.StartCount L3_2(L4_2, L5_2) L3_2 = L5_1.bornPos L4_2 = L5_1.bornPos L4_2 = L4_2.y L3_2.y = L4_2 L3_2 = 1 L4_2 = L2_1.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 = {} L8_2 = L2_1.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = L2_1.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 = L2_1.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = L2_1.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 = L2_1.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = L2_1.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 end L4_2 = A0_2 L3_2 = A0_2.TriggerLevelAbility L5_2 = "Avatar_Test_FlyingBomber" L3_2(L4_2, L5_2) L4_2 = A0_2 L3_2 = A0_2.TriggerLevelAbility L5_2 = "Avatar_Player_StaminaReduced" L3_2(L4_2, L5_2) L4_2 = A0_2 L3_2 = A0_2.EnterBomberMode L3_2(L4_2) end L1_1.OnSubStart48209 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "48207 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ExitBomberMode L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TriggerLevelAbility L4_2 = "Level_Remove_Avatar_Test_FlyingBomber" L2_2(L3_2, L4_2) end L1_1.OnSubStart48207 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "48204 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 L5_2 = A0_2.CreateAmbor L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart48204 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "48208 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 function L5_2(A0_3) local L1_3 end L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.ExitBomberMode L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TriggerLevelAbility L4_2 = "Level_Remove_Avatar_Test_FlyingBomber" L2_2(L3_2, L4_2) end L1_1.OnSubStart48208 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "48205 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 L5_2 = A0_2.CreateAmbor L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart48205 = L8_1 function L8_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 48201" L2_2(L3_2) L2_2 = curtainUtils L2_2 = L2_2.CreateEntityCreateTask L3_2 = {} L4_2 = L4_1.Ambor L3_2[1] = L4_2 L2_2 = L2_2(L3_2) L4_2 = A0_2 L3_2 = A0_2.ShowBlackScreen L5_2 = 1.0 L6_2 = 0.5 L7_2 = 0.0 L8_2 = A0_2.CreateAmbor L9_2 = A0_2.Interaction L10_2 = L2_2 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) end L1_1.OnSubFinish48201 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 48202" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.AmborVanish L2_2(L3_2) end L1_1.OnSubFinish48202 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 48203" L2_2(L3_2) end L1_1.OnSubFinish48203 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 48204" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.AmborVanish L2_2(L3_2) end L1_1.OnSubFinish48204 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 48205" 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, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3 L1_3 = actorMgr L2_3 = L1_3 L1_3 = L1_3.GetActor L3_3 = L4_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 L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.CreateActorWithPos L4_3 = L4_1.Ambor L5_3 = L4_1.AmborScript L6_3 = L4_1.AmborID L7_3 = 0 L8_3 = sceneData L9_3 = L8_3 L8_3 = L8_3.GetDummyPoint L10_3 = 3 L11_3 = "Ambor_FlyBegin" L8_3 = L8_3(L9_3, L10_3, L11_3) L8_3 = L8_3.pos L9_3 = sceneData L10_3 = L9_3 L9_3 = L9_3.GetDummyPoint L11_3 = 3 L12_3 = "Ambor_FlyBegin" L9_3 = L9_3(L10_3, L11_3, L12_3) L9_3 = L9_3.pos L10_3 = true L11_3 = false L2_3(L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish48205 = L8_1 function L8_1(A0_2) local L1_2 end L1_1.Start = L8_1 function L8_1(A0_2) local L1_2 end L1_1.OnDestroy = L8_1 return L1_1