local L0_1, L1_1, L2_1, L3_1, L4_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 = "Quest382" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest382" L2_1 = nil L3_1 = nil function L4_1(A0_2) local L1_2 L1_2 = A0_2.clientData L2_1 = L1_2 L1_2 = L2_1.SubIDs L3_1 = L1_2 end L1_1.OnDataLoaded = L4_1 function L4_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart38201 L1_2["38201"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart38202 L1_2["38202"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart38203 L1_2["38203"] = L2_2 end L1_1.OnSubStartHandlerBuild = L4_1 function L4_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish38201 L1_2["38201"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish38202 L1_2["38202"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish38203 L1_2["38203"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L4_1 function L4_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 = "38201 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q382Trigger" L5_2 = "Actor/Gadget/Q382Trigger" L6_2 = 70900002 L7_2 = 0 L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 3 L11_2 = "Q382DragonTill" 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 = "Q382DragonTill" 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.OnSubStart38201 = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "38202 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 20 L5_2 = A0_2.DestroyMark L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart38202 = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "38203 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = L2_1.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuest L5_2 = false L6_2 = nil L3_2(L4_2, L5_2, L6_2) end end L1_1.OnSubStart38203 = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "OnFinished 38201" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.EnterSceneLookCamera L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q382DragonTillChest" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = 4.5 L6_2 = 3 L7_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnSubFinish38201 = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 38202" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnSpawn L4_2 = "Tearchest" L2_2(L3_2, L4_2) end L1_1.OnSubFinish38202 = L4_1 function L4_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.UnSpawn L3_2 = "Tearchest" L1_2(L2_2, L3_2) end L1_1.DestroyMark = L4_1 function L4_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 38202" L2_2(L3_2) end L1_1.OnSubFinish38203 = L4_1 function L4_1(A0_2) local L1_2 end L1_1.Start = L4_1 function L4_1(A0_2) local L1_2 end L1_1.OnDestroy = L4_1 return L1_1