local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/EntityActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "QuestActorProxy" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = ActorType L2_1 = L2_1.QUEST_ACTOR L1_1.actorType = L2_1 L1_1.mainQuestID = 0 L1_1.mainQuestConfigID = 0 L1_1.shareData = nil L1_1.clientData = nil L1_1.subStartHandlers = nil L1_1.subFinishHandlers = nil L1_1.subFailedHandlers = nil L1_1.speechBubbleTask = nil L2_1 = nil L3_1 = nil L4_1 = nil L1_1.AliasCache = nil L1_1.NpcTriggerDataDic = nil function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2.AliasCache if nil == L2_2 then L2_2 = {} A0_2.AliasCache = L2_2 end L2_2 = A0_2.AliasCache L2_2 = L2_2[A1_2] if L2_2 == nil then L4_2 = A0_2 L3_2 = A0_2.IsRandom L3_2 = L3_2(L4_2) if L3_2 then L4_2 = A0_2 L3_2 = A0_2.GetRandomNpcAlias L6_2 = A0_2 L5_2 = A0_2.GetRandomFactorValue L7_2 = A1_2 L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2) L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2) L2_2 = L3_2 else L3_2 = A1_2 L4_2 = A0_2.mainQuestID L2_2 = L3_2 .. L4_2 end L3_2 = A0_2.AliasCache L3_2[A1_2] = L2_2 end return L2_2 end L1_1.GetRealAlias = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = "Quest/Share/Q" L2_2 = tostring L3_2 = A0_2.mainQuestConfigID L2_2 = L2_2(L3_2) L3_2 = "ShareConfig" L1_2 = L1_2 .. L2_2 .. L3_2 L2_2 = A0_2.mainQuestID main_id = L2_2 L2_2 = {} sub_ids = L2_2 L2_2 = {} rewind_data = L2_2 L2_2 = {} quest_data = L2_2 L2_2 = util L2_2 = L2_2.do_require L3_2 = L1_2 L2_2(L3_2) L2_2 = {} L3_2 = sub_ids L2_2.SubIds = L3_2 L3_2 = rewind_data L2_2.RewindData = L3_2 L3_2 = quest_data L2_2.QuestData = L3_2 function L3_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L2_3 = A0_3.RewindData L3_3 = tostring L4_3 = A1_3 L3_3 = L3_3(L4_3) L2_3 = L2_3[L3_3] return L2_3 end L2_2.GetRewindData = L3_2 function L3_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L2_3 = A0_3.QuestData L3_3 = tostring L4_3 = A1_3 L3_3 = L3_3(L4_3) L2_3 = L2_3[L3_3] return L2_3 end L2_2.GetQuestData = L3_2 A0_2.shareData = L2_2 L2_2 = "Quest/Client/Q" L3_2 = tostring L4_2 = A0_2.mainQuestConfigID L3_2 = L3_2(L4_2) L4_2 = "ClientConfig" L2_2 = L2_2 .. L3_2 .. L4_2 L3_2 = require L4_2 = L2_2 L3_2 = L3_2(L4_2) A0_2.clientData = L3_2 L3_2 = util L3_2 = L3_2.unrequire L4_2 = L1_2 L3_2(L4_2) L3_2 = util L3_2 = L3_2.unrequire L4_2 = L2_2 L3_2(L4_2) main_id = nil sub_ids = nil rewind_data = nil quest_data = nil L4_2 = A0_2 L3_2 = A0_2.OnDataLoaded L3_2(L4_2) end L1_1.OnDataLoad = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L1_2 = A0_2.uActor if nil == L1_2 then return end L1_2 = A0_2.customFreeStyleLoaded if L1_2 == true then return end A0_2.customFreeStyleLoaded = true L1_2 = A0_2.customFreeStyle if nil == L1_2 then return end L2_2 = A0_2 L1_2 = A0_2.IsRandom L1_2 = L1_2(L2_2) if L1_2 then L1_2 = ipairs L2_2 = A0_2.customFreeStyle L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do L7_2 = A0_2 L6_2 = A0_2.GetRandomFactorValue L8_2 = L5_2.npcId L6_2 = L6_2(L7_2, L8_2) L7_2 = A0_2.uActor L8_2 = L7_2 L7_2 = L7_2.LoadCustomFreeStyle L9_2 = tonumber L10_2 = L6_2 L9_2 = L9_2(L10_2) L10_2 = L5_2.freeStyleList L7_2(L8_2, L9_2, L10_2) end else L1_2 = pairs L2_2 = A0_2.customFreeStyle L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do L6_2 = L5_2.npcId L7_2 = A0_2.uActor L8_2 = L7_2 L7_2 = L7_2.LoadCustomFreeStyle L9_2 = L5_2.npcId L10_2 = L5_2.freeStyleList L7_2(L8_2, L9_2, L10_2) end end end L1_1.LoadCustomFreeStyle = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L1_2 = A0_2.uActor if nil == L1_2 then return end A0_2.customFreeStyleLoaded = nil L1_2 = A0_2.customFreeStyle if nil == L1_2 then return end L2_2 = A0_2 L1_2 = A0_2.IsRandom L1_2 = L1_2(L2_2) if L1_2 then L1_2 = ipairs L2_2 = A0_2.customFreeStyle L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do L7_2 = A0_2 L6_2 = A0_2.GetRandomFactorValue L8_2 = L5_2.npcId L6_2 = L6_2(L7_2, L8_2) L7_2 = A0_2.uActor L8_2 = L7_2 L7_2 = L7_2.ReleaseCustomFreeStyle L9_2 = tonumber L10_2 = L6_2 L9_2 = L9_2(L10_2) L10_2 = L5_2.freeStyleList L7_2(L8_2, L9_2, L10_2) end else L1_2 = pairs L2_2 = A0_2.customFreeStyle L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do L6_2 = L5_2.npcId L7_2 = A0_2.uActor L8_2 = L7_2 L7_2 = L7_2.ReleaseCustomFreeStyle L9_2 = L5_2.npcId L10_2 = L5_2.freeStyleList L7_2(L8_2, L9_2, L10_2) end end end L1_1.ReleaseCustomFreeStyle = L5_1 function L5_1(A0_2) local L1_2 end L1_1.OnDataLoaded = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "********QuestActorProxy OnHandlerBuild" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.OnSubStartHandlerBuild L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.OnSubFinishHandlerBuild L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.OnSubFailedHandlerBuild L1_2(L2_2) end L1_1.OnHandlerBuild = L5_1 function L5_1(A0_2) local L1_2 L1_2 = {} A0_2.subStartHandlers = L1_2 end L1_1.OnSubStartHandlerBuild = L5_1 function L5_1(A0_2) local L1_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 end L1_1.OnSubFinishHandlerBuild = L5_1 function L5_1(A0_2) local L1_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 end L1_1.OnSubFailedHandlerBuild = L5_1 function L5_1(A0_2) local L1_2 L2_1 = A0_2 L1_2 = A0_2.__super L3_1 = L1_2 L1_2 = {} A0_2.AliasCache = L1_2 end L1_1.OnPreInit = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L4_1 = L1_2 L1_2 = L4_1 if L1_2 ~= nil then L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.TryStartActor L1_2(L2_2) end end L1_1.OnPostInit = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 A0_2.alias = A1_2 L3_2 = A0_2 L2_2 = A0_2.CreateUActor L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) A0_2.uActor = L2_2 L4_2 = A0_2 L3_2 = A0_2.Register L3_2(L4_2) end L1_1.OnInit = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = actorUtils L2_2 = L2_2.CreateActor L3_2 = A0_2 L4_2 = ActorType L4_2 = L4_2.QUEST_ACTOR L5_2 = A1_2 L2_2 = L2_2(L3_2, L4_2, L5_2) L3_2 = actorUtils L3_2 = L3_2.CreateQuestActor L4_2 = A0_2.mainQuestID L5_2 = L2_2 L3_2 = L3_2(L4_2, L5_2) L2_2 = L3_2 return L2_2 end L1_1.CreateUActor = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.LoadCustomFreeStyle L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.OnMainStart L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.OnMainStartHandler = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main start " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) end L1_1.OnMainStart = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.LoadCustomFreeStyle L2_2(L3_2) L2_2 = tostring L3_2 = A1_2.QuestConfigId L2_2 = L2_2(L3_2) L3_2 = print L4_2 = "sub start " L5_2 = L2_2 L4_2 = L4_2 .. L5_2 L3_2(L4_2) L3_2 = A0_2.subStartHandlers if L3_2 == nil then return end L3_2 = A0_2.subStartHandlers L3_2 = L3_2[L2_2] if L3_2 ~= nil then L4_2 = L3_2 L5_2 = A0_2 L6_2 = A1_2 L4_2(L5_2, L6_2) end end L1_1.OnSubStart = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = tostring L3_2 = A1_2.QuestConfigId L2_2 = L2_2(L3_2) L3_2 = print L4_2 = "sub finished " L5_2 = L2_2 L4_2 = L4_2 .. L5_2 L3_2(L4_2) L3_2 = A0_2.subFinishHandlers if L3_2 == nil then end L3_2 = A0_2.subFinishHandlers L3_2 = L3_2[L2_2] if L3_2 ~= nil then L4_2 = L3_2 L5_2 = A0_2 L6_2 = A1_2 L4_2(L5_2, L6_2) end end L1_1.OnSubFinished = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.OnMainFinished L4_2 = A1_2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.DoReturnNpc L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ClearAllNpcTrigger L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ReleaseCustomFreeStyle L2_2(L3_2) end L1_1.OnMainFinishedHandler = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 if A1_2 ~= nil then L2_2 = print L3_2 = "main finished " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) else L2_2 = print L3_2 = "main finished nil never start" L2_2(L3_2) end end L1_1.OnMainFinished = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.OnMainFailed L4_2 = A1_2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.DoReturnNpc L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ClearAllNpcTrigger L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ReleaseCustomFreeStyle L2_2(L3_2) end L1_1.OnMainFailedHandler = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 if A1_2 ~= nil then L2_2 = print L3_2 = "main failed " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) else L2_2 = print L3_2 = "main failed nil never start" L2_2(L3_2) end end L1_1.OnMainFailed = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.OnMainCanceled L4_2 = A1_2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.DoReturnNpc L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ClearAllNpcTrigger L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ReleaseCustomFreeStyle L2_2(L3_2) end L1_1.OnMainCanceledHandler = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 if A1_2 ~= nil then L2_2 = print L3_2 = "main canceled " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) else L2_2 = print L3_2 = "main canceled nil never start" L2_2(L3_2) end end L1_1.OnMainCanceled = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = tostring L3_2 = A1_2.QuestConfigId L2_2 = L2_2(L3_2) L3_2 = print L4_2 = "sub failed " L5_2 = L2_2 L4_2 = L4_2 .. L5_2 L3_2(L4_2) L3_2 = A0_2.subFailedHandlers if L3_2 == nil then return end L3_2 = A0_2.subFailedHandlers L3_2 = L3_2[L2_2] if L3_2 ~= nil then L4_2 = L3_2 L5_2 = A0_2 L6_2 = A1_2 L4_2(L5_2, L6_2) end end L1_1.OnSubFailed = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "quest rewind " L4_2 = tostring L5_2 = A1_2.QuestConfigId L4_2 = L4_2(L5_2) L5_2 = tostring L6_2 = A1_2.state L5_2 = L5_2(L6_2) L3_2 = L3_2 .. L4_2 .. L5_2 L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoRewind L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetRewindData L6_2 = A1_2.QuestConfigId L4_2 = L4_2(L5_2, L6_2) L5_2 = A1_2 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.OnRewind L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.OnRewindHandler = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "quest soft rewind " L4_2 = tostring L5_2 = A1_2.QuestConfigId L4_2 = L4_2(L5_2) L5_2 = tostring L6_2 = A1_2.state L5_2 = L5_2(L6_2) L3_2 = L3_2 .. L4_2 .. L5_2 L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoSoftRewind L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetRewindData L6_2 = A1_2.QuestConfigId L4_2, L5_2, L6_2 = L4_2(L5_2, L6_2) return L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSoftRewind = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 L3_2 = print L4_2 = A1_2 L3_2(L4_2) if A1_2 == nil then return end L4_2 = A0_2 L3_2 = A0_2.DoRewindNpc L5_2 = A1_2.npcs L6_2 = nil L7_2 = A2_2 L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.DoRewindGadget L5_2 = A1_2.gadgets L6_2 = nil L7_2 = A2_2 L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.DoRewindItem L5_2 = A1_2.items L6_2 = nil L7_2 = A2_2 L3_2(L4_2, L5_2, L6_2, L7_2) end L1_1.DoRewind = L5_1 function L5_1(A0_2, A1_2) end L1_1.OnRewind = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = A1_2 L2_2(L3_2) if A1_2 == nil then return end L2_2 = false return L2_2 end L1_1.DoSoftRewind = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 if A1_2 == nil then L3_2 = false return L3_2 end if A2_2 == nil then A2_2 = true end L3_2 = A1_2.scene_id if L3_2 == nil then L4_2 = sceneData L3_2 = L4_2.DefaultSceneID elseif L3_2 == 0 then L4_2 = sceneData L4_2 = L4_2.currSceneID if L4_2 ~= -1 then L4_2 = sceneData L3_2 = L4_2.currSceneID end end if A2_2 then L4_2 = sceneData L4_2 = L4_2.currSceneID if L3_2 ~= L4_2 then L4_2 = sceneData L4_2 = L4_2.currSceneID if L4_2 ~= 1001 then L4_2 = false return L4_2 end end end L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = L3_2 L7_2 = A1_2.pos L4_2 = L4_2(L5_2, L6_2, L7_2) if L4_2 == nil then return end L5_2 = L2_1 L6_2 = L5_2 L5_2 = L5_2.TransmitPlayer L7_2 = 0 L8_2 = L4_2.pos L9_2 = L4_2.rot L5_2(L6_2, L7_2, L8_2, L9_2) L5_2 = actorUtils L5_2 = L5_2.SyncAvatarMotion L5_2() L5_2 = true return L5_2 end L1_1.DoRewindAvatar = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = A1_2.isMale if L2_2 ~= nil then L2_2 = A1_2.isMale L3_2 = actorUtils L3_2 = L3_2.IsMalePlayer L3_2 = L3_2() if L2_2 ~= L3_2 then L2_2 = false return L2_2 end end L2_2 = true return L2_2 end L1_1.CheckDataCondition = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 if A1_2 == nil then L4_2 = false return L4_2 end if A2_2 == nil then A2_2 = false end L4_2 = false L5_2 = 1 L6_2 = #A1_2 L7_2 = 1 for L8_2 = L5_2, L6_2, L7_2 do L9_2 = A1_2[L8_2] if L9_2 ~= nil then L11_2 = A0_2 L10_2 = A0_2.CheckDataCondition L12_2 = L9_2 L10_2 = L10_2(L11_2, L12_2) if L10_2 ~= false then L10_2 = L9_2.alias if L10_2 ~= nil then L10_2 = print L11_2 = "Lua want to create npc " L12_2 = L9_2.alias L11_2 = L11_2 .. L12_2 L10_2(L11_2) else L10_2 = print L11_2 = "Lua want to create npc " L12_2 = L9_2.id L11_2 = L11_2 .. L12_2 L10_2(L11_2) end L10_2 = L9_2.scene_id if L10_2 == nil then L11_2 = sceneData L10_2 = L11_2.DefaultSceneID elseif L10_2 == 0 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= -1 then L11_2 = sceneData L10_2 = L11_2.currSceneID end end if A2_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L10_2 ~= L11_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= 1001 then goto lbl_72 end end end L11_2 = actorData L12_2 = L11_2 L11_2 = L11_2.GetByNpcRewindData L13_2 = L9_2 L14_2 = A0_2 L15_2 = A3_2.QuestId L11_2 = L11_2(L12_2, L13_2, L14_2, L15_2) if L11_2 ~= nil then L12_2 = actorMgr L13_2 = L12_2 L12_2 = L12_2.CreateActorWithData L14_2 = L11_2 L12_2(L13_2, L14_2) end L4_2 = true end end ::lbl_72:: end return L4_2 end L1_1.DoRewindNpc = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 if A1_2 == nil then return end if A2_2 == nil then A2_2 = false end L4_2 = false L5_2 = 1 L6_2 = #A1_2 L7_2 = 1 for L8_2 = L5_2, L6_2, L7_2 do L9_2 = A1_2[L8_2] if L9_2 ~= nil then L11_2 = A0_2 L10_2 = A0_2.CheckDataCondition L12_2 = L9_2 L10_2 = L10_2(L11_2, L12_2) if L10_2 ~= false then L10_2 = L9_2.alias if L10_2 ~= nil then L10_2 = print L11_2 = "Lua want to create gadget " L12_2 = L9_2.alias L11_2 = L11_2 .. L12_2 L10_2(L11_2) else L10_2 = print L11_2 = "Lua want to create gadget " L12_2 = L9_2.id L11_2 = L11_2 .. L12_2 L10_2(L11_2) end L10_2 = L9_2.scene_id if L10_2 == nil then L11_2 = sceneData L10_2 = L11_2.DefaultSceneID elseif L10_2 == 0 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= -1 then L11_2 = sceneData L10_2 = L11_2.currSceneID end end if A2_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L10_2 ~= L11_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= 1001 then goto lbl_122 end end end L11_2 = nil L12_2 = nil L13_2 = nil L15_2 = A0_2 L14_2 = A0_2.IsRandom L14_2 = L14_2(L15_2) if L14_2 then L14_2 = tonumber L16_2 = A0_2 L15_2 = A0_2.GetRandomFactorValue L17_2 = L9_2.id L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 = L15_2(L16_2, L17_2) L14_2 = L14_2(L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) L11_2 = L14_2 L15_2 = A0_2 L14_2 = A0_2.GetRandomGadgetAlias L16_2 = L9_2.alias L14_2 = L14_2(L15_2, L16_2) L12_2 = L14_2 L15_2 = A0_2 L14_2 = A0_2.GetRandomFactorValue L16_2 = L9_2.pos L14_2 = L14_2(L15_2, L16_2) L13_2 = L14_2 else L11_2 = L9_2.id L12_2 = L9_2.alias L13_2 = L9_2.pos end L14_2 = sceneData L15_2 = L14_2 L14_2 = L14_2.GetDummyPoint L16_2 = L10_2 L17_2 = L13_2 L14_2 = L14_2(L15_2, L16_2, L17_2) if L14_2 == nil then L15_2 = print L16_2 = "Dummy Point " L17_2 = L13_2 L18_2 = " is nil" L16_2 = L16_2 .. L17_2 .. L18_2 L15_2(L16_2) else L15_2 = L9_2.script if L15_2 ~= nil then L15_2 = actorData L16_2 = L15_2 L15_2 = L15_2.GetByGadgetRewindData L17_2 = L9_2 L18_2 = A0_2 L19_2 = A3_2.QuestId L15_2 = L15_2(L16_2, L17_2, L18_2, L19_2) if L15_2 ~= nil then L16_2 = actorMgr L17_2 = L16_2 L16_2 = L16_2.CreateActorWithData L18_2 = L15_2 L16_2(L17_2, L18_2) end else L16_2 = A0_2 L15_2 = A0_2.SpawnGadgetImpl L17_2 = L11_2 L18_2 = L14_2.pos L19_2 = L14_2.rot L20_2 = L12_2 L21_2 = L10_2 L22_2 = nil L23_2 = A3_2.QuestId L24_2 = L9_2.room_id L15_2(L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) end L4_2 = true end end end ::lbl_122:: end end L1_1.DoRewindGadget = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 if A1_2 == nil then return end if A2_2 == nil then A2_2 = false end L4_2 = false L5_2 = 1 L6_2 = #A1_2 L7_2 = 1 for L8_2 = L5_2, L6_2, L7_2 do L9_2 = A1_2[L8_2] if L9_2 ~= nil then L11_2 = A0_2 L10_2 = A0_2.CheckDataCondition L12_2 = L9_2 L10_2 = L10_2(L11_2, L12_2) if L10_2 ~= false then L10_2 = L9_2.alias if L10_2 ~= nil then L10_2 = print L11_2 = "Lua want to create item " L12_2 = L9_2.alias L11_2 = L11_2 .. L12_2 L10_2(L11_2) else L10_2 = print L11_2 = "Lua want to create item " L12_2 = L9_2.id L11_2 = L11_2 .. L12_2 L10_2(L11_2) end L10_2 = L9_2.scene_id if L10_2 == nil then L11_2 = sceneData L10_2 = L11_2.DefaultSceneID elseif L10_2 == 0 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= -1 then L11_2 = sceneData L10_2 = L11_2.currSceneID end end if A2_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L10_2 ~= L11_2 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= 1001 then goto lbl_106 end end end L11_2 = nil L12_2 = nil L13_2 = nil L15_2 = A0_2 L14_2 = A0_2.IsRandom L14_2 = L14_2(L15_2) if L14_2 then L14_2 = tonumber L16_2 = A0_2 L15_2 = A0_2.GetRandomFactorValue L17_2 = L9_2.id L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 = L15_2(L16_2, L17_2) L14_2 = L14_2(L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) L11_2 = L14_2 L15_2 = A0_2 L14_2 = A0_2.GetRandomItemAlias L16_2 = L9_2.alias L14_2 = L14_2(L15_2, L16_2) L12_2 = L14_2 L15_2 = A0_2 L14_2 = A0_2.GetRandomFactorValue L16_2 = L9_2.pos L14_2 = L14_2(L15_2, L16_2) L13_2 = L14_2 else L11_2 = L9_2.id L12_2 = L9_2.alias L13_2 = L9_2.pos end L14_2 = sceneData L15_2 = L14_2 L14_2 = L14_2.GetDummyPoint L16_2 = L10_2 L17_2 = L13_2 L14_2 = L14_2(L15_2, L16_2, L17_2) if L14_2 == nil then L15_2 = print L16_2 = "Dummy Point " L17_2 = L9_2.pos L18_2 = " is nil" L16_2 = L16_2 .. L17_2 .. L18_2 L15_2(L16_2) else L16_2 = A0_2 L15_2 = A0_2.SpawnItemImpl L17_2 = L11_2 L18_2 = L14_2.pos L19_2 = L14_2.rot L20_2 = L12_2 L21_2 = L10_2 L22_2 = L9_2.born_type L23_2 = A3_2.QuestId L24_2 = L9_2.room_id L15_2(L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) L4_2 = true end end end ::lbl_106:: end end L1_1.DoRewindItem = L5_1 function L5_1(A0_2) local L1_2, 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, L18_2, L19_2 L1_2 = {} L2_2 = A0_2.shareData L2_2 = L2_2.RewindData L3_2 = A0_2.shareData L3_2 = L3_2.QuestData if L2_2 ~= nil then L4_2 = pairs L5_2 = L2_2 L4_2, L5_2, L6_2 = L4_2(L5_2) for L7_2, L8_2 in L4_2, L5_2, L6_2 do if L8_2 ~= nil then L9_2 = L8_2.npcs if L9_2 ~= nil then L9_2 = L8_2.npcs L10_2 = 1 L11_2 = #L9_2 L12_2 = 1 for L13_2 = L10_2, L11_2, L12_2 do L14_2 = L9_2[L13_2] if L14_2 ~= nil then L15_2 = nil L17_2 = A0_2 L16_2 = A0_2.IsRandom L16_2 = L16_2(L17_2) if L16_2 then L16_2 = tonumber L18_2 = A0_2 L17_2 = A0_2.GetRandomFactorValue L19_2 = L14_2.id L17_2, L18_2, L19_2 = L17_2(L18_2, L19_2) L16_2 = L16_2(L17_2, L18_2, L19_2) L15_2 = L16_2 else L15_2 = L14_2.id end L16_2 = L1_2[L15_2] if L16_2 == nil then L1_2[L15_2] = true L16_2 = A0_2.uActor L17_2 = L16_2 L16_2 = L16_2.ReturnQuestNpc L18_2 = L15_2 L16_2(L17_2, L18_2) end end end end end end end if L3_2 ~= nil then L4_2 = pairs L5_2 = L3_2 L4_2, L5_2, L6_2 = L4_2(L5_2) for L7_2, L8_2 in L4_2, L5_2, L6_2 do if L8_2 ~= nil then L9_2 = L8_2.npcs if L9_2 ~= nil then L9_2 = L8_2.npcs L10_2 = 1 L11_2 = #L9_2 L12_2 = 1 for L13_2 = L10_2, L11_2, L12_2 do L14_2 = L9_2[L13_2] if L14_2 ~= nil then L15_2 = nil L17_2 = A0_2 L16_2 = A0_2.IsRandom L16_2 = L16_2(L17_2) if L16_2 then L16_2 = tonumber L18_2 = A0_2 L17_2 = A0_2.GetRandomFactorValue L19_2 = L14_2.id L17_2, L18_2, L19_2 = L17_2(L18_2, L19_2) L16_2 = L16_2(L17_2, L18_2, L19_2) L15_2 = L16_2 else L15_2 = L14_2.id end L16_2 = L1_2[L15_2] if L16_2 == nil then L1_2[L15_2] = true L16_2 = A0_2.uActor L17_2 = L16_2 L16_2 = L16_2.ReturnQuestNpc L18_2 = L15_2 L16_2(L17_2, L18_2) end end end end end end end L1_2 = nil end L1_1.DoReturnNpc = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.TryFinishCurrQuest L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.FinishQuest = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.TryFinishCurrQuestID L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.FinishQuestID = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.TryUnFinishCurrQuest L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.UnFinishQuest = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = type L3_2 = A1_2 L2_2 = L2_2(L3_2) if L2_2 == "string" then L2_2 = string L2_2 = L2_2.find L3_2 = A1_2 L4_2 = "{" L2_2 = L2_2(L3_2, L4_2) if L2_2 == 1 then goto lbl_15 end end do return A1_2 end goto lbl_20 ::lbl_15:: L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.GetRandomFactorValue L4_2 = A1_2 do return L2_2(L3_2, L4_2) end ::lbl_20:: end L1_1.GetRandomFactorValue = L5_1 function L5_1(A0_2) local L1_2 L1_2 = A0_2.mainQuestID L1_2 = 100000 <= L1_2 return L1_2 end L1_1.IsRandom = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = "Npc" L3_2 = tostring L4_2 = A0_2.mainQuestID L3_2 = L3_2(L4_2) L4_2 = A1_2 L2_2 = L2_2 .. L3_2 .. L4_2 return L2_2 end L1_1.GetRandomNpcAlias = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = "Gadget" L3_2 = tostring L4_2 = A0_2.mainQuestID L3_2 = L3_2(L4_2) L4_2 = A1_2 L2_2 = L2_2 .. L3_2 .. L4_2 return L2_2 end L1_1.GetRandomGadgetAlias = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = "Item" L3_2 = tostring L4_2 = A0_2.mainQuestID L3_2 = L3_2(L4_2) L4_2 = A1_2 L2_2 = L2_2 .. L3_2 .. L4_2 return L2_2 end L1_1.GetRandomItemAlias = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = "Monster" L3_2 = tostring L4_2 = A0_2.mainQuestID L3_2 = L3_2(L4_2) L4_2 = A1_2 L2_2 = L2_2 .. L3_2 .. L4_2 return L2_2 end L1_1.GetRandomMonsterAlias = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.GetGivingRecord L4_2 = A1_2 return L2_2(L3_2, L4_2) end L1_1.GetGivingRecord = L5_1 L1_1.TaskOnPauseReminder = 1001 L1_1.TaskOnResumeReminder = 1002 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.StartQuest L3_2 = "+" L4_2 = A0_2.OnMainStartHandler L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.StartSubQuest L3_2 = "+" L4_2 = A0_2.OnSubStart L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.FinishSubQuest L3_2 = "+" L4_2 = A0_2.OnSubFinished L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.FinishQuest L3_2 = "+" L4_2 = A0_2.OnMainFinishedHandler L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.FailMainQuest L3_2 = "+" L4_2 = A0_2.OnMainFailedHandler L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.CancelMainQuest L3_2 = "+" L4_2 = A0_2.OnMainCanceledHandler L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.FailedSubQuest L3_2 = "+" L4_2 = A0_2.OnSubFailed L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.RewindQuest L3_2 = "+" L4_2 = A0_2.OnRewindHandler L1_2(L2_2, L3_2, L4_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.RegisterSoftRewindQuest L3_2 = A0_2.OnSoftRewind L1_2(L2_2, L3_2) L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.StartQuestTask L3_2 = "+" L4_2 = A0_2.OnStartQuestTask L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.RegisterTaskCB L1_2(L2_2) end L1_1.Register = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "here quest start" L1_2(L2_2) end L1_1.Start = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.UnregisterTaskCB L2_2(L3_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.StartQuest L4_2 = "-" L5_2 = A0_2.OnMainStartHandler L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.StartSubQuest L4_2 = "-" L5_2 = A0_2.OnSubStart L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.FinishSubQuest L4_2 = "-" L5_2 = A0_2.OnSubFinished L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.FinishQuest L4_2 = "-" L5_2 = A0_2.OnMainFinishedHandler L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.FailMainQuest L4_2 = "-" L5_2 = A0_2.OnMainFailedHandler L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.CancelMainQuest L4_2 = "-" L5_2 = A0_2.OnMainCanceledHandler L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.FailedSubQuest L4_2 = "-" L5_2 = A0_2.OnSubFailed L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RewindQuest L4_2 = "-" L5_2 = A0_2.OnRewind L2_2(L3_2, L4_2, L5_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.UnregisterSoftRewindQuest L4_2 = A0_2.OnSoftRewind L2_2(L3_2, L4_2) L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.StartQuestTask L4_2 = "-" L5_2 = A0_2.OnStartQuestTask L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.ClearAllNpcTrigger L2_2(L3_2) A0_2.NpcTriggerDataDic = nil L3_2 = A0_2 L2_2 = A0_2.OnDestroy L2_2(L3_2) L2_2 = L1_1.DestroyActor L3_2 = A0_2.uActor L4_2 = A1_2 L2_2(L3_2, L4_2) A0_2.uActor = nil A0_2.shareData = nil A0_2.clientData = nil A0_2.mainQuestID = nil A0_2.mainQuestConfigID = nil A0_2.subStartHandlers = nil A0_2.subFinishHandlers = nil A0_2.subFailedHandlers = nil end L1_1.Destroy = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 L8_2 = A0_2.speechBubbleTask if L8_2 == nil then L9_2 = A0_2 L8_2 = A0_2.CreateTask L10_2 = TaskID L10_2 = L10_2.NARRATOR_TASK_ID L11_2 = LuaTaskType L11_2 = L11_2.SPEECH_BUBBLE L12_2 = "Speech" L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2) A0_2.speechBubbleTask = L8_2 end L8_2 = A0_2.speechBubbleTask if L8_2 ~= nil then if A7_2 == nil then A7_2 = false end L8_2 = A0_2.speechBubbleTask L9_2 = L8_2 L8_2 = L8_2.CreateQuestSpeechBubble L10_2 = A1_2 L11_2 = A0_2.mainQuestID L12_2 = A2_2 L13_2 = A3_2 L14_2 = A5_2 L15_2 = A6_2 L16_2 = A4_2 L17_2 = A7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2) end end L1_1.CreateSpeechBubbleTask = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.speechBubbleTask if L1_2 ~= nil then L1_2 = A0_2.speechBubbleTask L2_2 = L1_2 L1_2 = L1_2.FinishTask L1_2(L2_2) A0_2.speechBubbleTask = nil end end L1_1.ClearSpeechBubbleTask = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2.speechBubbleTask if L2_2 ~= nil then L2_2 = A0_2.speechBubbleTask L3_2 = L2_2 L2_2 = L2_2.StopQuestSpeechBubbleByNpc L4_2 = A1_2 L5_2 = A0_2.mainQuestID L2_2(L3_2, L4_2, L5_2) end end L1_1.StopQuestSpeechBubbleByNpc = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = A0_2.uActor L5_2 = L4_2 L4_2 = L4_2.SetQuestVar L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L4_2(L5_2, L6_2, L7_2, L8_2) end L1_1.SetQuestVar = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L5_2 = A0_2.randomseed if L5_2 == nil then L5_2 = os L5_2 = L5_2.time L5_2 = L5_2() A0_2.randomseed = L5_2 L5_2 = math L5_2 = L5_2.randomseed L6_2 = A0_2.randomseed L5_2(L6_2) end L5_2 = math L5_2 = L5_2.random L6_2 = A3_2 L7_2 = A4_2 L5_2 = L5_2(L6_2, L7_2) L6_2 = A0_2.uActor L7_2 = L6_2 L6_2 = L6_2.SetQuestVar L8_2 = A1_2 L9_2 = A2_2 L10_2 = L5_2 L6_2(L7_2, L8_2, L9_2, L10_2) return L5_2 end L1_1.SetQuestVarWithInterval = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = actorUtils L3_2 = L3_2.SetQuestVarByMainId L4_2 = A0_2.mainQuestID L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.SetQuestVarByMainId = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = A0_2.randomseed if L4_2 == nil then L4_2 = os L4_2 = L4_2.time L4_2 = L4_2() A0_2.randomseed = L4_2 L4_2 = math L4_2 = L4_2.randomseed L5_2 = A0_2.randomseed L4_2(L5_2) end L4_2 = math L4_2 = L4_2.random L5_2 = A2_2 L6_2 = A3_2 L4_2 = L4_2(L5_2, L6_2) L5_2 = actorUtils L5_2 = L5_2.SetQuestVarByMainId L6_2 = A0_2.mainQuestID L7_2 = A1_2 L8_2 = L4_2 L5_2(L6_2, L7_2, L8_2) return L4_2 end L1_1.SetQuestVarByMainIdWithInterval = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.GetQuestVar L5_2 = A1_2 L6_2 = A2_2 return L3_2(L4_2, L5_2, L6_2) end L1_1.GetQuestVar = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if A5_2 == nil then A5_2 = false end L6_2 = A0_2.uActor L7_2 = L6_2 L6_2 = L6_2.PlayCutsceneIndex L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = A4_2 L12_2 = A5_2 L13_2 = A0_2.mainQuestID L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.PlayCutsceneIndex = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2.uActor L6_2 = L5_2 L5_2 = L5_2.PlayCutscene L7_2 = A1_2 L8_2 = A2_2 L9_2 = A3_2 L10_2 = A4_2 L11_2 = A0_2.mainQuestID L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.PlayCutscene = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RequestInteraction L5_2 = A0_2 L4_2 = A0_2.GetRealAlias L6_2 = A1_2 L4_2, L5_2, L6_2 = L4_2(L5_2, L6_2) L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.RequestInteraction = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RequestInteraction L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RequestInteractionForceAlias = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 L6_2 = A1_2.QuestConfigId L7_2 = A0_2.shareData L8_2 = L7_2 L7_2 = L7_2.GetQuestData L9_2 = L6_2 L7_2 = L7_2(L8_2, L9_2) L8_2 = actorMgr L9_2 = L8_2 L8_2 = L8_2.CreateQuestNpcActorInternal L10_2 = A0_2.mainQuestID L11_2 = A2_2 L12_2 = L7_2 L13_2 = A0_2 L14_2 = A3_2 L15_2 = nil L16_2 = nil L17_2 = A4_2 L18_2 = A5_2 return L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2) end L1_1.CreateQuestNpc = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2 L9_2 = A0_2 L8_2 = A0_2.SelectByPlayerIsMale L10_2 = A2_2 L11_2 = A3_2 L8_2 = L8_2(L9_2, L10_2, L11_2) L10_2 = A0_2 L9_2 = A0_2.SelectByPlayerIsMale L11_2 = A4_2 L12_2 = A5_2 L9_2 = L9_2(L10_2, L11_2, L12_2) L11_2 = A0_2 L10_2 = A0_2.CreateQuestNpc L12_2 = A1_2 L13_2 = L8_2 L14_2 = L9_2 L15_2 = A6_2 L16_2 = A7_2 return L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2) end L1_1.CreateQuestNpc_MaleCond = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 L6_2 = A0_2.shareData L7_2 = L6_2 L6_2 = L6_2.GetQuestData L8_2 = A1_2 L6_2 = L6_2(L7_2, L8_2) L7_2 = actorMgr L8_2 = L7_2 L7_2 = L7_2.CreateQuestNpcActorInternal L9_2 = A0_2.mainQuestID L10_2 = A2_2 L11_2 = L6_2 L12_2 = A0_2 L13_2 = A3_2 L14_2 = nil L15_2 = nil L16_2 = A4_2 L17_2 = A5_2 return L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2) end L1_1.CreateQuestNpcById = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L8_2 = A1_2.QuestConfigId L9_2 = A0_2.shareData L10_2 = L9_2 L9_2 = L9_2.GetQuestData L11_2 = L8_2 L9_2 = L9_2(L10_2, L11_2) L10_2 = actorMgr L11_2 = L10_2 L10_2 = L10_2.CreateQuestNpcActorInternal L12_2 = A0_2.mainQuestID L13_2 = A2_2 L14_2 = L9_2 L15_2 = A0_2 L16_2 = A3_2 L17_2 = A4_2 L18_2 = A5_2 L19_2 = A6_2 L20_2 = A7_2 return L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.CreateQuestNpcWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2 L8_2 = A0_2.shareData L9_2 = L8_2 L8_2 = L8_2.GetQuestData L10_2 = A1_2 L8_2 = L8_2(L9_2, L10_2) L9_2 = actorMgr L10_2 = L9_2 L9_2 = L9_2.CreateQuestNpcActorInternal L11_2 = A0_2.mainQuestID L12_2 = A2_2 L13_2 = L8_2 L14_2 = A0_2 L15_2 = A3_2 L16_2 = A4_2 L17_2 = A5_2 L18_2 = A6_2 L19_2 = A7_2 return L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2) end L1_1.CreateQuestNpcByIdWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L7_2 = A0_2 L6_2 = A0_2.CreateQuestNpcById L8_2 = A2_2 L9_2 = A3_2 L10_2 = A4_2 L6_2(L7_2, L8_2, L9_2, L10_2) L7_2 = A0_2 L6_2 = A0_2.CreateQuestNpcWithTriggerInternal L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = A4_2 L12_2 = A5_2 L13_2 = "Actor/Gadget/RequestInteractionNPCTrigger" L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.CreateQuestNpcWithTrigger = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L8_2 = A0_2 L7_2 = A0_2.CreateQuestNpcWithTriggerInternal L9_2 = A1_2 L10_2 = A2_2 L11_2 = A3_2 L12_2 = A4_2 L13_2 = A5_2 L14_2 = "Actor/Gadget/CreateNPCWithBlackTrigger" L15_2 = A6_2 L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_1.CreateQuestNpcWithTriggerBlack = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2 L8_2 = A1_2 if L8_2 == nil then L9_2 = print L10_2 = "try to creat npc trigger , triggerAlias is nil. " L11_2 = A3_2 L10_2 = L10_2 .. L11_2 L9_2(L10_2) return end L9_2 = 70900002 L10_2 = A0_2.shareData L11_2 = L10_2 L10_2 = L10_2.GetQuestData L12_2 = A2_2 L10_2 = L10_2(L11_2, L12_2) L11_2 = A0_2.mainQuestID L12_2 = nil L13_2 = nil L14_2 = nil if L10_2 == nil then L15_2 = print L16_2 = "try to create npc" L17_2 = A3_2 L18_2 = " on " L19_2 = L11_2 L20_2 = "but data not exist" L16_2 = L16_2 .. L17_2 .. L18_2 .. L19_2 .. L20_2 L15_2(L16_2) return end L15_2 = L10_2.npcs if L15_2 == nil then L16_2 = print L17_2 = "try to create npc" L18_2 = A3_2 L19_2 = " on " L20_2 = L11_2 L21_2 = "but npcs not in data" L17_2 = L17_2 .. L18_2 .. L19_2 .. L20_2 .. L21_2 L16_2(L17_2) return end L16_2 = nil L17_2 = #L15_2 L18_2 = 1 L19_2 = L17_2 L20_2 = 1 for L21_2 = L18_2, L19_2, L20_2 do L22_2 = L15_2[L21_2] if L22_2 ~= nil then if A3_2 ~= nil then L23_2 = L22_2.id if L23_2 == A3_2 then L16_2 = L22_2 break end else L16_2 = L22_2 break end end end if L16_2 == nil then return end L18_2 = NG_HSOD_DEBUG if L18_2 then L18_2 = assert L19_2 = L16_2.id L19_2 = L19_2 ~= nil L20_2 = "CreateQuestNpcWithTrigger : npc alias is null in shareconfig" L18_2(L19_2, L20_2) L18_2 = assert L19_2 = L16_2.alias L19_2 = L19_2 ~= nil L20_2 = "CreateQuestNpcWithTrigger : npc alias is null in shareconfig" L18_2(L19_2, L20_2) L18_2 = assert L19_2 = L16_2.script L19_2 = L19_2 ~= nil L20_2 = "CreateQuestNpcWithTrigger : npc script is null in shareconfig" L18_2(L19_2, L20_2) L18_2 = assert L19_2 = L16_2.pos L19_2 = L19_2 ~= nil L20_2 = "CreateQuestNpcWithTrigger : npc pos is null in shareconfig or param" L18_2(L19_2, L20_2) end L12_2 = L16_2.scene_id if L12_2 == nil then L18_2 = sceneData L12_2 = L18_2.DefaultSceneID elseif L12_2 == 0 then L18_2 = sceneData L18_2 = L18_2.currSceneID if L18_2 ~= -1 then L18_2 = sceneData L12_2 = L18_2.currSceneID end end L18_2 = sceneData L19_2 = L18_2 L18_2 = L18_2.GetDummyPoint L20_2 = L12_2 L21_2 = L16_2.pos L18_2 = L18_2(L19_2, L20_2, L21_2) L13_2 = L18_2.pos L18_2 = sceneData L19_2 = L18_2 L18_2 = L18_2.GetDummyPoint L20_2 = L12_2 L21_2 = L16_2.pos L18_2 = L18_2(L19_2, L20_2, L21_2) L14_2 = L18_2.rot if A7_2 == nil then A7_2 = 2 end L18_2 = {} L18_2.dist = A5_2 L19_2 = {} L19_2.x = 0 L19_2.y = 0.8 L19_2.z = 0 L18_2.offset = L19_2 L18_2.questID = A2_2 L19_2 = A0_2.clientData L19_2 = L19_2.ActorAlias L18_2.actorAlias = L19_2 L18_2.npcID = A3_2 L18_2.npcIndex = A4_2 L19_2 = L16_2.alias L18_2.npcAlias = L19_2 L18_2.durationKeepBlack = A7_2 L19_2 = actorMgr L19_2 = L19_2.GadgetTriggerDic L19_2[L8_2] = L18_2 L19_2 = A0_2.NpcTriggerDataDic if nil == L19_2 then L19_2 = {} A0_2.NpcTriggerDataDic = L19_2 end L19_2 = A0_2.NpcTriggerDataDic L19_2[L8_2] = A2_2 L19_2 = actorMgr L20_2 = L19_2 L19_2 = L19_2.CreateActorWithPos L21_2 = L8_2 L22_2 = A6_2 L23_2 = L9_2 L24_2 = 0 L25_2 = L13_2 L26_2 = L14_2 L27_2 = true L28_2 = false L29_2 = L12_2 L19_2 = L19_2(L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2) if L19_2 == nil then L20_2 = print L21_2 = "try to create trigger, failed" L22_2 = A3_2 L23_2 = " on " L24_2 = L11_2 L21_2 = L21_2 .. L22_2 .. L23_2 .. L24_2 L20_2(L21_2) L20_2 = actorMgr L20_2 = L20_2.GadgetTriggerDic L20_2[L8_2] = nil L20_2 = A0_2.NpcTriggerDataDic L20_2[L8_2] = nil return end end L1_1.CreateQuestNpcWithTriggerInternal = L5_1 function L5_1(A0_2, A1_2) local L2_2 L2_2 = A0_2.NpcTriggerDataDic if nil == L2_2 then L2_2 = {} A0_2.NpcTriggerDataDic = L2_2 end L2_2 = A0_2.NpcTriggerDataDic L2_2 = L2_2[A1_2] return L2_2 end L1_1.GetNpcTriggerData = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.NpcTriggerDataDic if L2_2 == nil then return end L2_2 = actorMgr L2_2 = L2_2.GadgetTriggerDic L2_2[A1_2] = nil L2_2 = A0_2.NpcTriggerDataDic L2_2[A1_2] = nil L2_2 = NG_HSOD_DEBUG if L2_2 then L2_2 = print L3_2 = "clear npc trigger data, " L4_2 = A1_2 L3_2 = L3_2 .. L4_2 L2_2(L3_2) end end L1_1.ClearNpcTriggerData = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActorInternal L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DestroySelf L3_2(L4_2) end L4_2 = A0_2 L3_2 = A0_2.ClearNpcTriggerData L5_2 = A1_2 L3_2(L4_2, L5_2) end L1_1.DestroyNpcTrigger = 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 L2_2 = A0_2.NpcTriggerDataDic if L2_2 ~= nil then L2_2 = pairs L3_2 = A0_2.NpcTriggerDataDic L2_2, L3_2, L4_2 = L2_2(L3_2) for L5_2, L6_2 in L2_2, L3_2, L4_2 do if L5_2 ~= nil and L6_2 == A1_2 then L7_2 = actorMgr L8_2 = L7_2 L7_2 = L7_2.GetActorInternal L9_2 = L5_2 L7_2 = L7_2(L8_2, L9_2) if L7_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DestroySelf L8_2(L9_2) else L8_2 = print L9_2 = "npc trigger is nil, alias is " L10_2 = L5_2 L11_2 = ", while quest id is " L12_2 = A1_2 L9_2 = L9_2 .. L10_2 .. L11_2 .. L12_2 L8_2(L9_2) end L8_2 = actorMgr L8_2 = L8_2.GadgetTriggerDic L8_2[L5_2] = nil L8_2 = A0_2.NpcTriggerDataDic L8_2[L5_2] = nil end end end end L1_1.ClearNpcTriggerByQuestId = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = A0_2.NpcTriggerDataDic if L1_2 ~= nil then L1_2 = pairs L2_2 = A0_2.NpcTriggerDataDic L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do if L4_2 ~= nil then L6_2 = actorMgr L7_2 = L6_2 L6_2 = L6_2.GetActorInternal L8_2 = L4_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) else L7_2 = print L8_2 = "npc trigger is nil, alias is " L9_2 = L4_2 L8_2 = L8_2 .. L9_2 L7_2(L8_2) end L7_2 = actorMgr L7_2 = L7_2.GadgetTriggerDic L7_2[L4_2] = nil end end A0_2.NpcTriggerDataDic = nil end end L1_1.ClearAllNpcTrigger = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetRealAlias L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L2_2 return L3_2(L4_2, L5_2) end L1_1.GetQuestNpcActor = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L4_2 = A0_2 L3_2 = A0_2.SelectByPlayerIsMale L5_2 = A1_2 L6_2 = A2_2 L3_2 = L3_2(L4_2, L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.GetQuestNpcActor L6_2 = L3_2 return L4_2(L5_2, L6_2) end L1_1.GetQuestNpcActor_MaleCond = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetRealAlias L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActorInternal L5_2 = L2_2 return L3_2(L4_2, L5_2) end L1_1.GetQuestNpcActorNoDummy = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 L4_2 = A0_2 L3_2 = A0_2.GetRealAlias L5_2 = A1_2 L3_2 = L3_2(L4_2, L5_2) L4_2 = actorMgr L5_2 = L4_2 L4_2 = L4_2.DestroyEntityActor L6_2 = L3_2 L7_2 = A2_2 return L4_2(L5_2, L6_2, L7_2) end L1_1.DestroyQuestNpcActor = L5_1 function L5_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 L4_2 = A0_2 L3_2 = A0_2.GetRealAlias L5_2 = A1_2 L3_2 = L3_2(L4_2, L5_2) L4_2 = actorMgr L5_2 = L4_2 L4_2 = L4_2.DestroyNpcActorByAlias L6_2 = L3_2 L7_2 = A2_2 return L4_2(L5_2, L6_2, L7_2) end L1_1.DestroyQuestNpcActorByAlias = 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 if A1_2 == nil then L2_2 = nil return L2_2 end L2_2 = 1 L3_2 = #A1_2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = A1_2[L5_2] L8_2 = A0_2 L7_2 = A0_2.GetRealAlias L9_2 = L6_2 L7_2 = L7_2(L8_2, L9_2) A1_2[L5_2] = L7_2 end L2_2 = curtainUtils L2_2 = L2_2.CreateEntityCreateTask L3_2 = A1_2 return L2_2(L3_2) end L1_1.CreateQuestNpcCreateTask = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 if A5_2 == nil then L9_2 = sceneData A5_2 = L9_2.DefaultSceneID elseif A5_2 == 0 then L9_2 = sceneData L9_2 = L9_2.currSceneID if L9_2 ~= -1 then L9_2 = sceneData A5_2 = L9_2.currSceneID end end if A3_2 == nil then L9_2 = {} L9_2.x = 0.0 L9_2.y = 0.0 L9_2.z = 0.0 A3_2 = L9_2 else L9_2 = type L10_2 = A3_2 L9_2 = L9_2(L10_2) if L9_2 == "number" then L9_2 = {} L9_2.x = 0.0 L9_2.y = A3_2 L9_2.z = 0.0 A3_2 = L9_2 end end if A4_2 == nil then A4_2 = "" end if A6_2 == nil then A6_2 = 1 end if not A7_2 then A7_2 = 0 end if not A8_2 then A8_2 = 0 end L9_2 = A0_2.uActor L10_2 = L9_2 L9_2 = L9_2.SpawnItem L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L14_2 = A5_2 L15_2 = A4_2 L16_2 = A6_2 L17_2 = A7_2 L18_2 = A8_2 L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2) end L1_1.SpawnItemImpl = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 L9_2 = type L10_2 = A1_2 L9_2 = L9_2(L10_2) if L9_2 == "number" then L10_2 = A0_2 L9_2 = A0_2.SpawnItemImpl L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = A6_2 L17_2 = A7_2 L18_2 = A8_2 L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2) return end L9_2 = A1_2.QuestConfigId L11_2 = A0_2 L10_2 = A0_2.SpawnItemById L12_2 = L9_2 L13_2 = A2_2 L14_2 = A3_2 L10_2(L11_2, L12_2, L13_2, L14_2) end L1_1.SpawnItem = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L7_2 = A1_2.QuestConfigId L9_2 = A0_2 L8_2 = A0_2.SpawnItemByIdWithPos L10_2 = L7_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A5_2 L15_2 = A6_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_1.SpawnItemWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2 L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetQuestData L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if nil == L4_2 then return end L5_2 = nil if nil ~= A3_2 then L6_2 = L4_2.items L5_2 = L6_2[A3_2] else L6_2 = 1 L7_2 = L4_2.items L7_2 = #L7_2 L8_2 = 1 for L9_2 = L6_2, L7_2, L8_2 do L10_2 = L4_2.items L10_2 = L10_2[L9_2] L11_2 = L10_2.id if L11_2 == A2_2 then L5_2 = L10_2 break end end end if nil == L5_2 then return end L6_2 = L5_2.scene_id if L6_2 == nil then L7_2 = sceneData L6_2 = L7_2.DefaultSceneID elseif L6_2 == 0 then L7_2 = sceneData L7_2 = L7_2.currSceneID if L7_2 ~= -1 then L7_2 = sceneData L6_2 = L7_2.currSceneID end end L7_2 = nil L8_2 = nil L9_2 = nil L11_2 = A0_2 L10_2 = A0_2.IsRandom L10_2 = L10_2(L11_2) if L10_2 then L11_2 = A0_2 L10_2 = A0_2.GetRandomFactorValue L12_2 = L5_2.id L10_2 = L10_2(L11_2, L12_2) L11_2 = tonumber L12_2 = L10_2 L11_2 = L11_2(L12_2) L7_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomItemAlias L13_2 = L5_2.alias L11_2 = L11_2(L12_2, L13_2) L8_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L5_2.pos L11_2 = L11_2(L12_2, L13_2) L9_2 = L11_2 else L7_2 = L5_2.id L8_2 = L5_2.alias L9_2 = L5_2.pos end L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = L6_2 L13_2 = L9_2 L10_2 = L10_2(L11_2, L12_2, L13_2) L12_2 = A0_2 L11_2 = A0_2.SpawnItemImpl L13_2 = L7_2 L14_2 = L10_2.pos L15_2 = L10_2.rot L16_2 = L8_2 L17_2 = L6_2 L18_2 = L5_2.born_type L19_2 = A1_2 L20_2 = L5_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.SpawnItemById = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L7_2 = A0_2.shareData L8_2 = L7_2 L7_2 = L7_2.GetQuestData L9_2 = A1_2 L7_2 = L7_2(L8_2, L9_2) if nil == L7_2 then return end L8_2 = nil if nil ~= A3_2 then L9_2 = L7_2.items L8_2 = L9_2[A3_2] else L9_2 = 1 L10_2 = L7_2.items L10_2 = #L10_2 L11_2 = 1 for L12_2 = L9_2, L10_2, L11_2 do L13_2 = L7_2.items L13_2 = L13_2[L12_2] L14_2 = L13_2.id if L14_2 == A2_2 then L8_2 = L13_2 break end end end if nil == L8_2 then return end L9_2 = nil L10_2 = nil L12_2 = A0_2 L11_2 = A0_2.IsRandom L11_2 = L11_2(L12_2) if L11_2 then L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L8_2.id L11_2 = L11_2(L12_2, L13_2) L12_2 = tonumber L13_2 = L11_2 L12_2 = L12_2(L13_2) L9_2 = L12_2 L13_2 = A0_2 L12_2 = A0_2.GetRandomItemAlias L14_2 = A6_2 or L14_2 if not A6_2 then L14_2 = L8_2.alias end L12_2 = L12_2(L13_2, L14_2) L10_2 = L12_2 else L9_2 = L8_2.id L10_2 = A6_2 or L10_2 if not A6_2 then L10_2 = L8_2.alias end end L12_2 = A0_2 L11_2 = A0_2.SpawnItemImpl L13_2 = L9_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = L10_2 L17_2 = L8_2.scene_id L18_2 = L8_2.born_type L19_2 = A1_2 L20_2 = L8_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.SpawnItemByIdWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2) local L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2 if A8_2 == nil then L11_2 = sceneData A8_2 = L11_2.DefaultSceneID elseif A8_2 == 0 then L11_2 = sceneData L11_2 = L11_2.currSceneID if L11_2 ~= -1 then L11_2 = sceneData A8_2 = L11_2.currSceneID end end if A4_2 == nil then L11_2 = {} L11_2.x = 0.0 L11_2.y = 0.0 L11_2.z = 0.0 A4_2 = L11_2 else L11_2 = type L12_2 = A4_2 L11_2 = L11_2(L12_2) if L11_2 == "number" then L11_2 = {} L11_2.x = 0.0 L11_2.y = A4_2 L11_2.z = 0.0 A4_2 = L11_2 end end if A6_2 == nil then A6_2 = 1.0 end if A9_2 == nil then A9_2 = 0 end if A7_2 == nil then A7_2 = "" end if not A10_2 then A10_2 = 0 end L11_2 = A0_2.uActor L12_2 = L11_2 L11_2 = L11_2.SpawnMonster L13_2 = A1_2 L14_2 = A2_2 L15_2 = A3_2 L16_2 = A4_2 L17_2 = A6_2 L18_2 = A8_2 L19_2 = A7_2 L20_2 = A9_2 L21_2 = A10_2 L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) end L1_1.SpawnMonsterImpl = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2) local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L10_2 = type L11_2 = A1_2 L10_2 = L10_2(L11_2) if L10_2 == "number" then L11_2 = A0_2 L10_2 = A0_2.SpawnMonsterImpl L12_2 = A1_2 L13_2 = A2_2 L14_2 = A3_2 L15_2 = A4_2 L16_2 = A5_2 L17_2 = A6_2 L18_2 = A7_2 L19_2 = A8_2 L20_2 = A9_2 L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) return end L10_2 = A1_2.QuestConfigId L12_2 = A0_2 L11_2 = A0_2.SpawnMonsterById L13_2 = L10_2 L14_2 = A2_2 L15_2 = A3_2 L11_2(L12_2, L13_2, L14_2, L15_2) end L1_1.SpawnMonster = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L7_2 = A1_2.QuestConfigId L9_2 = A0_2 L8_2 = A0_2.SpawnMonsterByIdWithPos L10_2 = L7_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A5_2 L15_2 = A6_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_1.SpawnMonsterWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2, L21_2, L22_2 L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetQuestData L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if nil == L4_2 then return end L5_2 = nil if nil ~= A3_2 then L6_2 = L4_2.monsters L5_2 = L6_2[A3_2] else L6_2 = 1 L7_2 = L4_2.monsters L7_2 = #L7_2 L8_2 = 1 for L9_2 = L6_2, L7_2, L8_2 do L10_2 = L4_2.monsters L10_2 = L10_2[L9_2] L11_2 = L10_2.id if L11_2 == A2_2 then L5_2 = L10_2 break end end end if nil == L5_2 then return end L6_2 = L5_2.scene_id if L6_2 == nil then L7_2 = sceneData L6_2 = L7_2.DefaultSceneID elseif L6_2 == 0 then L7_2 = sceneData L7_2 = L7_2.currSceneID if L7_2 ~= -1 then L7_2 = sceneData L6_2 = L7_2.currSceneID end end L7_2 = nil L8_2 = nil L9_2 = nil L11_2 = A0_2 L10_2 = A0_2.IsRandom L10_2 = L10_2(L11_2) if L10_2 then L11_2 = A0_2 L10_2 = A0_2.GetRandomFactorValue L12_2 = L5_2.id L10_2 = L10_2(L11_2, L12_2) L11_2 = tonumber L12_2 = L10_2 L11_2 = L11_2(L12_2) L7_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomMonsterAlias L13_2 = L5_2.alias L11_2 = L11_2(L12_2, L13_2) L8_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L5_2.pos L11_2 = L11_2(L12_2, L13_2) L9_2 = L11_2 else L7_2 = L5_2.id L8_2 = L5_2.alias L9_2 = L5_2.pos end L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = L6_2 L13_2 = L9_2 L10_2 = L10_2(L11_2, L12_2, L13_2) L12_2 = A0_2 L11_2 = A0_2.SpawnMonsterImpl L13_2 = L7_2 L14_2 = L5_2.level L15_2 = L10_2.pos L16_2 = L10_2.rot L17_2 = nil L18_2 = L5_2.scale L19_2 = L8_2 L20_2 = L6_2 L21_2 = A1_2 L22_2 = L5_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2) end L1_1.SpawnMonsterById = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2 L7_2 = A0_2.shareData L8_2 = L7_2 L7_2 = L7_2.GetQuestData L9_2 = A1_2 L7_2 = L7_2(L8_2, L9_2) if nil == L7_2 then return end L8_2 = nil if nil ~= A3_2 then L9_2 = L7_2.monsters L8_2 = L9_2[A3_2] else L9_2 = 1 L10_2 = L7_2.monsters L10_2 = #L10_2 L11_2 = 1 for L12_2 = L9_2, L10_2, L11_2 do L13_2 = L7_2.monsters L13_2 = L13_2[L12_2] L14_2 = L13_2.id if L14_2 == A2_2 then L8_2 = L13_2 break end end end if nil == L8_2 then return end L9_2 = nil L10_2 = nil L12_2 = A0_2 L11_2 = A0_2.IsRandom L11_2 = L11_2(L12_2) if L11_2 then L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L8_2.id L11_2 = L11_2(L12_2, L13_2) L12_2 = tonumber L13_2 = L11_2 L12_2 = L12_2(L13_2) L9_2 = L12_2 L13_2 = A0_2 L12_2 = A0_2.GetRandomMonsterAlias L14_2 = A6_2 or L14_2 if not A6_2 then L14_2 = L8_2.alias end L12_2 = L12_2(L13_2, L14_2) L10_2 = L12_2 else L9_2 = L8_2.id L10_2 = A6_2 or L10_2 if not A6_2 then L10_2 = L8_2.alias end end L12_2 = A0_2 L11_2 = A0_2.SpawnMonsterImpl L13_2 = L9_2 L14_2 = L8_2.level L15_2 = A4_2 L16_2 = A5_2 L17_2 = nil L18_2 = L8_2.scale L19_2 = L10_2 L20_2 = L8_2.scene_id L21_2 = A1_2 L22_2 = L8_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2) end L1_1.SpawnMonsterByIdWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2 if A5_2 == nil then L9_2 = sceneData A5_2 = L9_2.DefaultSceneID elseif A5_2 == 0 then L9_2 = sceneData L9_2 = L9_2.currSceneID if L9_2 ~= -1 then L9_2 = sceneData A5_2 = L9_2.currSceneID end end if A4_2 == nil then A4_2 = "" end if not A7_2 then A7_2 = 0 end if not A8_2 then A8_2 = 0 end L9_2 = A0_2.uActor L10_2 = L9_2 L9_2 = L9_2.SpawnGadget L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L14_2 = A5_2 L15_2 = A4_2 L16_2 = A7_2 L17_2 = A8_2 L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2) end L1_1.SpawnGadgetImpl = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 L9_2 = type L10_2 = A1_2 L9_2 = L9_2(L10_2) if L9_2 == "number" then L10_2 = A0_2 L9_2 = A0_2.SpawnGadgetImpl L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = A6_2 L17_2 = A7_2 L18_2 = A8_2 L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2) return end L9_2 = A1_2.QuestConfigId L11_2 = A0_2 L10_2 = A0_2.SpawnGadgetById L12_2 = L9_2 L13_2 = A2_2 L14_2 = A3_2 L10_2(L11_2, L12_2, L13_2, L14_2) end L1_1.SpawnGadget = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L7_2 = A1_2.QuestConfigId L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetByIdWithPos L10_2 = L7_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A5_2 L15_2 = A6_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_1.SpawnGadgetWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2 L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetQuestData L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if nil == L4_2 then return end L5_2 = nil if nil ~= A3_2 then L6_2 = L4_2.gadgets L5_2 = L6_2[A3_2] else L6_2 = 1 L7_2 = L4_2.gadgets L7_2 = #L7_2 L8_2 = 1 for L9_2 = L6_2, L7_2, L8_2 do L10_2 = L4_2.gadgets L10_2 = L10_2[L9_2] L11_2 = L10_2.id if L11_2 == A2_2 then L5_2 = L10_2 break end end end if nil == L5_2 then return end L6_2 = L5_2.scene_id if L6_2 == nil then L7_2 = sceneData L6_2 = L7_2.DefaultSceneID elseif L6_2 == 0 then L7_2 = sceneData L7_2 = L7_2.currSceneID if L7_2 ~= -1 then L7_2 = sceneData L6_2 = L7_2.currSceneID end end L7_2 = nil L8_2 = nil L9_2 = nil L11_2 = A0_2 L10_2 = A0_2.IsRandom L10_2 = L10_2(L11_2) if L10_2 then L11_2 = A0_2 L10_2 = A0_2.GetRandomFactorValue L12_2 = L5_2.id L10_2 = L10_2(L11_2, L12_2) L11_2 = tonumber L12_2 = L10_2 L11_2 = L11_2(L12_2) L7_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomGadgetAlias L13_2 = L5_2.alias L11_2 = L11_2(L12_2, L13_2) L8_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L5_2.pos L11_2 = L11_2(L12_2, L13_2) L9_2 = L11_2 else L7_2 = L5_2.id L8_2 = L5_2.alias L9_2 = L5_2.pos end L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = L6_2 L13_2 = L9_2 L10_2 = L10_2(L11_2, L12_2, L13_2) L12_2 = A0_2 L11_2 = A0_2.SpawnGadgetImpl L13_2 = L7_2 L14_2 = L10_2.pos L15_2 = L10_2.rot L16_2 = L8_2 L17_2 = L6_2 L18_2 = nil L19_2 = A1_2 L20_2 = L5_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.SpawnGadgetById = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L7_2 = A0_2.shareData L8_2 = L7_2 L7_2 = L7_2.GetQuestData L9_2 = A1_2 L7_2 = L7_2(L8_2, L9_2) if nil == L7_2 then return end L8_2 = nil if nil ~= A3_2 then L9_2 = L7_2.gadgets L8_2 = L9_2[A3_2] else L9_2 = 1 L10_2 = L7_2.gadgets L10_2 = #L10_2 L11_2 = 1 for L12_2 = L9_2, L10_2, L11_2 do L13_2 = L7_2.gadgets L13_2 = L13_2[L12_2] L14_2 = L13_2.id if L14_2 == A2_2 then L8_2 = L13_2 break end end end if nil == L8_2 then return end L9_2 = nil L10_2 = nil L12_2 = A0_2 L11_2 = A0_2.IsRandom L11_2 = L11_2(L12_2) if L11_2 then L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L8_2.id L11_2 = L11_2(L12_2, L13_2) L12_2 = tonumber L13_2 = L11_2 L12_2 = L12_2(L13_2) L9_2 = L12_2 L13_2 = A0_2 L12_2 = A0_2.GetRandomGadgetAlias L14_2 = A6_2 or L14_2 if not A6_2 then L14_2 = L8_2.alias end L12_2 = L12_2(L13_2, L14_2) L10_2 = L12_2 else L9_2 = L8_2.id L10_2 = A6_2 or L10_2 if not A6_2 then L10_2 = L8_2.alias end end L12_2 = A0_2 L11_2 = A0_2.SpawnGadgetImpl L13_2 = L9_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = L10_2 L17_2 = L8_2.scene_id L18_2 = nil L19_2 = A1_2 L20_2 = L8_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.SpawnGadgetByIdWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2) local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 if A5_2 == nil then L10_2 = sceneData A5_2 = L10_2.DefaultSceneID elseif A5_2 == 0 then L10_2 = sceneData L10_2 = L10_2.currSceneID if L10_2 ~= -1 then L10_2 = sceneData A5_2 = L10_2.currSceneID end end if A4_2 == nil then A4_2 = "" end if A6_2 == nil then A6_2 = 0 end if A7_2 == nil then A7_2 = false end if A8_2 == nil then A8_2 = 0 end if not A9_2 then A9_2 = 0 end L10_2 = A0_2.uActor L11_2 = L10_2 L10_2 = L10_2.SpawnChest L12_2 = A1_2 L13_2 = A2_2 L14_2 = A3_2 L15_2 = A5_2 L16_2 = A4_2 L17_2 = A6_2 L18_2 = A7_2 L19_2 = A8_2 L20_2 = A9_2 L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.SpawnChestImpl = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 L9_2 = type L10_2 = A1_2 L9_2 = L9_2(L10_2) if L9_2 == "number" then L10_2 = A0_2 L9_2 = A0_2.SpawnChestImpl L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = A6_2 L17_2 = A7_2 L18_2 = A8_2 L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2) return end L9_2 = A1_2.QuestConfigId L11_2 = A0_2 L10_2 = A0_2.SpawnChestById L12_2 = L9_2 L13_2 = A2_2 L14_2 = A3_2 L10_2(L11_2, L12_2, L13_2, L14_2) end L1_1.SpawnChest = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L7_2 = A1_2.QuestConfigId L9_2 = A0_2 L8_2 = A0_2.SpawnChestByIdWithPos L10_2 = L7_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A5_2 L15_2 = A6_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_1.SpawnChestWithPos = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2) local 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, L18_2, L19_2, L20_2, L21_2 L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetQuestData L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if nil == L4_2 then return end L5_2 = nil if nil ~= A3_2 then L6_2 = L4_2.gadgets L5_2 = L6_2[A3_2] else L6_2 = 1 L7_2 = L4_2.gadgets L7_2 = #L7_2 L8_2 = 1 for L9_2 = L6_2, L7_2, L8_2 do L10_2 = L4_2.gadgets L10_2 = L10_2[L9_2] L11_2 = L10_2.id if L11_2 == A2_2 then L5_2 = L10_2 break end end end if nil == L5_2 then return end L6_2 = L5_2.scene_id if L6_2 == nil then L7_2 = sceneData L6_2 = L7_2.DefaultSceneID elseif L6_2 == 0 then L7_2 = sceneData L7_2 = L7_2.currSceneID if L7_2 ~= -1 then L7_2 = sceneData L6_2 = L7_2.currSceneID end end L7_2 = nil L8_2 = nil L9_2 = nil L11_2 = A0_2 L10_2 = A0_2.IsRandom L10_2 = L10_2(L11_2) if L10_2 then L11_2 = A0_2 L10_2 = A0_2.GetRandomFactorValue L12_2 = L5_2.id L10_2 = L10_2(L11_2, L12_2) L11_2 = tonumber L12_2 = L10_2 L11_2 = L11_2(L12_2) L7_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomGadgetAlias L13_2 = L5_2.alias L11_2 = L11_2(L12_2, L13_2) L8_2 = L11_2 L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L5_2.pos L11_2 = L11_2(L12_2, L13_2) L9_2 = L11_2 else L7_2 = L5_2.id L8_2 = L5_2.alias L9_2 = L5_2.pos end L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = L6_2 L13_2 = L9_2 L10_2 = L10_2(L11_2, L12_2, L13_2) L12_2 = A0_2 L11_2 = A0_2.SpawnChestImpl L13_2 = L7_2 L14_2 = L10_2.pos L15_2 = L10_2.rot L16_2 = L8_2 L17_2 = L6_2 L18_2 = L5_2.chest_drop_id L19_2 = L5_2.is_show_cutscene L20_2 = A1_2 L21_2 = L5_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) end L1_1.SpawnChestById = L5_1 function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2 L7_2 = A0_2.shareData L8_2 = L7_2 L7_2 = L7_2.GetQuestData L9_2 = A1_2 L7_2 = L7_2(L8_2, L9_2) if nil == L7_2 then return end L8_2 = nil if nil ~= A3_2 then L9_2 = L7_2.gadgets L8_2 = L9_2[A3_2] else L9_2 = 1 L10_2 = L7_2.gadgets L10_2 = #L10_2 L11_2 = 1 for L12_2 = L9_2, L10_2, L11_2 do L13_2 = L7_2.gadgets L13_2 = L13_2[L12_2] L14_2 = L13_2.id if L14_2 == A2_2 then L8_2 = L13_2 break end end end if nil == L8_2 then return end L9_2 = nil L10_2 = nil L12_2 = A0_2 L11_2 = A0_2.IsRandom L11_2 = L11_2(L12_2) if L11_2 then L12_2 = A0_2 L11_2 = A0_2.GetRandomFactorValue L13_2 = L8_2.id L11_2 = L11_2(L12_2, L13_2) L12_2 = tonumber L13_2 = L11_2 L12_2 = L12_2(L13_2) L9_2 = L12_2 L13_2 = A0_2 L12_2 = A0_2.GetRandomGadgetAlias L14_2 = A6_2 or L14_2 if not A6_2 then L14_2 = L8_2.alias end L12_2 = L12_2(L13_2, L14_2) L10_2 = L12_2 else L9_2 = L8_2.id L10_2 = A6_2 or L10_2 if not A6_2 then L10_2 = L8_2.alias end end L12_2 = A0_2 L11_2 = A0_2.SpawnChestImpl L13_2 = L9_2 L14_2 = A4_2 L15_2 = A5_2 L16_2 = L10_2 L17_2 = L8_2.scene_id L18_2 = L8_2.chest_drop_id L19_2 = L8_2.is_show_cutscene L20_2 = A1_2 L21_2 = L8_2.room_id L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) end L1_1.SpawnChestByIdWithPos = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SayNarrator L4_2 = A1_2 L5_2 = A0_2.mainQuestID L2_2(L3_2, L4_2, L5_2) end L1_1.SayNarrator = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = A0_2.x L3_2 = A1_2.x L2_2 = L2_2 == L3_2 return L2_2 end function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L9_2 = A0_2 L8_2 = A0_2.GetTransmitCfgByPos L10_2 = A1_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2) L9_2 = 0 L10_2 = 0 if nil ~= L8_2 then L9_2 = A1_2.QuestConfigId L10_2 = L8_2.point_id else L11_2 = CS L11_2 = L11_2.MoleMole L11_2 = L11_2.SuperDebug L11_2 = L11_2.LogError L12_2 = "[Lua]Quest Transmit with no share config!!! questId:" L13_2 = tostring L14_2 = A1_2.QuestConfigId L13_2 = L13_2(L14_2) L12_2 = L12_2 .. L13_2 L11_2(L12_2) end L12_2 = A0_2 L11_2 = A0_2.TransmitPlayer L13_2 = A2_2 L14_2 = A3_2 L15_2 = A4_2 L16_2 = A5_2 L17_2 = A6_2 L18_2 = A7_2 L19_2 = L9_2 L20_2 = L10_2 return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.TransmitPlayerByPos = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2) local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 L11_2 = A0_2 L10_2 = A0_2.GetTransmitCfgByPos L12_2 = A1_2 L13_2 = A2_2 L14_2 = A3_2 L15_2 = A4_2 L10_2 = L10_2(L11_2, L12_2, L13_2, L14_2, L15_2) L11_2 = 0 L12_2 = 0 if nil ~= L10_2 then L11_2 = A1_2.QuestConfigId L12_2 = L10_2.point_id else L13_2 = CS L13_2 = L13_2.MoleMole L13_2 = L13_2.SuperDebug L13_2 = L13_2.LogError L14_2 = "[Lua]Quest Transmit with no share config!!! questId:" L15_2 = tostring L16_2 = A1_2.QuestConfigId L15_2 = L15_2(L16_2) L14_2 = L14_2 .. L15_2 L13_2(L14_2) end L14_2 = A0_2 L13_2 = A0_2.TransmitPlayerWithText L15_2 = A2_2 L16_2 = A3_2 L17_2 = A4_2 L18_2 = A5_2 L19_2 = A6_2 L20_2 = A7_2 L21_2 = A8_2 L22_2 = A9_2 L23_2 = L11_2 L24_2 = L12_2 return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) end L1_1.TransmitPlayerWithTextByPos = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2 L8_2 = A0_2 L7_2 = A0_2.GetTransmitCfgByDummyPoint L9_2 = A1_2 L10_2 = A2_2 L11_2 = A3_2 L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L8_2 = 0 L9_2 = 0 L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = A2_2 L13_2 = A3_2 L10_2 = L10_2(L11_2, L12_2, L13_2) if nil ~= L7_2 then L8_2 = A1_2.QuestConfigId L9_2 = L7_2.point_id else L11_2 = CS L11_2 = L11_2.MoleMole L11_2 = L11_2.SuperDebug L11_2 = L11_2.LogError L12_2 = "[Lua]Quest Transmit with no share config!!! questId:" L13_2 = tostring L14_2 = A1_2.QuestConfigId L13_2 = L13_2(L14_2) L12_2 = L12_2 .. L13_2 L11_2(L12_2) end L12_2 = A0_2 L11_2 = A0_2.TransmitPlayer L13_2 = A2_2 L14_2 = L10_2.pos L15_2 = L10_2.rot L16_2 = A4_2 L17_2 = A5_2 L18_2 = A6_2 L19_2 = L8_2 L20_2 = L9_2 return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2) end L1_1.TransmitPlayerByDummyPoint = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2) local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 L10_2 = A0_2 L9_2 = A0_2.GetTransmitCfgByDummyPoint L11_2 = A1_2 L12_2 = A2_2 L13_2 = A3_2 L9_2 = L9_2(L10_2, L11_2, L12_2, L13_2) L10_2 = 0 L11_2 = 0 L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = A2_2 L15_2 = A3_2 L12_2 = L12_2(L13_2, L14_2, L15_2) if nil ~= L9_2 then L10_2 = A1_2.QuestConfigId L11_2 = L9_2.point_id else L13_2 = CS L13_2 = L13_2.MoleMole L13_2 = L13_2.SuperDebug L13_2 = L13_2.LogError L14_2 = "[Lua]Quest Transmit with no share config!!! questId:" L15_2 = tostring L16_2 = A1_2.QuestConfigId L15_2 = L15_2(L16_2) L14_2 = L14_2 .. L15_2 L13_2(L14_2) end L14_2 = A0_2 L13_2 = A0_2.TransmitPlayerWithText L15_2 = A2_2 L16_2 = L12_2.pos L17_2 = L12_2.rot L18_2 = A4_2 L19_2 = A5_2 L20_2 = A6_2 L21_2 = A7_2 L22_2 = A8_2 L23_2 = L10_2 L24_2 = L11_2 return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) end L1_1.TransmitPlayerWithTextByDummyPoint = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2 L8_2 = A0_2 L7_2 = A0_2.GetTransmitCfgById L9_2 = A1_2 L10_2 = A2_2 L7_2 = L7_2(L8_2, L9_2, L10_2) L8_2 = 0 L9_2 = 0 L10_2 = nil L11_2 = 0 if nil ~= L7_2 then L8_2 = A1_2.QuestConfigId L9_2 = L7_2.point_id L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = L7_2.scene_id L15_2 = L7_2.pos L12_2 = L12_2(L13_2, L14_2, L15_2) L10_2 = L12_2 L11_2 = L7_2.scene_id else L12_2 = CS L12_2 = L12_2.MoleMole L12_2 = L12_2.SuperDebug L12_2 = L12_2.LogError L13_2 = "[Lua]Quest Transmit with no share config!!! questId:" L14_2 = tostring L15_2 = A1_2.QuestConfigId L14_2 = L14_2(L15_2) L13_2 = L13_2 .. L14_2 L12_2(L13_2) L12_2 = false return L12_2 end L13_2 = A0_2 L12_2 = A0_2.TransmitPlayer L14_2 = L11_2 L15_2 = L10_2.pos L16_2 = L10_2.rot L17_2 = A3_2 L18_2 = A4_2 L19_2 = A5_2 L20_2 = L8_2 L21_2 = L9_2 L22_2 = A6_2 return L12_2(L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2) end L1_1.TransmitPlayerById = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 L9_2 = A0_2 L8_2 = A0_2.GetTransmitCfgById L10_2 = A1_2 L11_2 = A2_2 L8_2 = L8_2(L9_2, L10_2, L11_2) L9_2 = 0 L10_2 = 0 L11_2 = nil L12_2 = 0 if nil ~= L8_2 then L9_2 = A1_2.QuestConfigId L10_2 = L8_2.point_id L13_2 = sceneData L14_2 = L13_2 L13_2 = L13_2.GetDummyPoint L15_2 = L8_2.scene_id L16_2 = L8_2.pos L13_2 = L13_2(L14_2, L15_2, L16_2) L11_2 = L13_2 L12_2 = L8_2.scene_id else L13_2 = CS L13_2 = L13_2.MoleMole L13_2 = L13_2.SuperDebug L13_2 = L13_2.LogError L14_2 = "[Lua]Quest Transmit with no share config!!! questId:" L15_2 = tostring L16_2 = A1_2.QuestConfigId L15_2 = L15_2(L16_2) L14_2 = L14_2 .. L15_2 L13_2(L14_2) L13_2 = false return L13_2 end L14_2 = A0_2 L13_2 = A0_2.TransmitPlayerWithText L15_2 = L12_2 L16_2 = L11_2.pos L17_2 = L11_2.rot L18_2 = A3_2 L19_2 = A4_2 L20_2 = A5_2 L21_2 = A6_2 L22_2 = A7_2 L23_2 = L9_2 L24_2 = L10_2 return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2) end L1_1.TransmitPlayerWithTextById = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2 L8_2 = A0_2 L7_2 = A0_2.GetTransmitCfgByQuestId L9_2 = A1_2 L10_2 = A2_2 L7_2 = L7_2(L8_2, L9_2, L10_2) L8_2 = 0 L9_2 = nil L10_2 = 0 if nil ~= L7_2 then L8_2 = L7_2.point_id L11_2 = sceneData L12_2 = L11_2 L11_2 = L11_2.GetDummyPoint L13_2 = L7_2.scene_id L14_2 = L7_2.pos L11_2 = L11_2(L12_2, L13_2, L14_2) L9_2 = L11_2 L10_2 = L7_2.scene_id else L11_2 = CS L11_2 = L11_2.MoleMole L11_2 = L11_2.SuperDebug L11_2 = L11_2.LogError L12_2 = "[Lua]Quest Transmit with no share config!!! questId:" L13_2 = tostring L14_2 = A1_2 L13_2 = L13_2(L14_2) L12_2 = L12_2 .. L13_2 L11_2(L12_2) L11_2 = false return L11_2 end L12_2 = A0_2 L11_2 = A0_2.TransmitPlayer L13_2 = L10_2 L14_2 = L9_2.pos L15_2 = L9_2.rot L16_2 = A3_2 L17_2 = A4_2 L18_2 = A5_2 L19_2 = A1_2 L20_2 = L8_2 L21_2 = A6_2 return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) end L1_1.TransmitPlayerByQuestId = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2 L9_2 = A0_2 L8_2 = A0_2.GetTransmitCfgByQuestId L10_2 = A1_2 L11_2 = A2_2 L8_2 = L8_2(L9_2, L10_2, L11_2) L9_2 = 0 L10_2 = nil L11_2 = 0 if nil ~= L8_2 then L9_2 = L8_2.point_id L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = L8_2.scene_id L15_2 = L8_2.pos L12_2 = L12_2(L13_2, L14_2, L15_2) L10_2 = L12_2 L11_2 = L8_2.scene_id else L12_2 = CS L12_2 = L12_2.MoleMole L12_2 = L12_2.SuperDebug L12_2 = L12_2.LogError L13_2 = "[Lua]Quest Transmit with no share config!!! questId:" L14_2 = tostring L15_2 = A1_2 L14_2 = L14_2(L15_2) L13_2 = L13_2 .. L14_2 L12_2(L13_2) L12_2 = false return L12_2 end L13_2 = A0_2 L12_2 = A0_2.TransmitPlayerWithText L14_2 = L11_2 L15_2 = L10_2.pos L16_2 = L10_2.rot L17_2 = A3_2 L18_2 = A4_2 L19_2 = A5_2 L20_2 = A6_2 L21_2 = A7_2 L22_2 = A1_2 L23_2 = L9_2 return L12_2(L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2) end L1_1.TransmitPlayerWithTextByQuestId = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2 L5_2 = A1_2.QuestConfigId L6_2 = A0_2.shareData L7_2 = L6_2 L6_2 = L6_2.GetQuestData L8_2 = L5_2 L6_2 = L6_2(L7_2, L8_2) if nil ~= L6_2 then L7_2 = L6_2.transmit_points if nil ~= L7_2 then goto lbl_13 end end L7_2 = nil do return L7_2 end ::lbl_13:: L7_2 = pairs L8_2 = L6_2.transmit_points L7_2, L8_2, L9_2 = L7_2(L8_2) for L10_2, L11_2 in L7_2, L8_2, L9_2 do L12_2 = L11_2.scene_id if L12_2 == A2_2 then L12_2 = L11_2.pos if L12_2 ~= nil then L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = L11_2.scene_id L15_2 = L11_2.pos L12_2 = L12_2(L13_2, L14_2, L15_2) if nil ~= L12_2 then L13_2 = L5_1 L14_2 = L12_2.pos L15_2 = A3_2 L13_2 = L13_2(L14_2, L15_2) if L13_2 then L13_2 = L5_1 L14_2 = L12_2.rot L15_2 = A4_2 L13_2 = L13_2(L14_2, L15_2) if L13_2 then return L11_2 end end end end end end L7_2 = nil return L7_2 end L1_1.GetTransmitCfgByPos = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L3_2 = A1_2.QuestConfigId L4_2 = A0_2.shareData L5_2 = L4_2 L4_2 = L4_2.GetQuestData L6_2 = L3_2 L4_2 = L4_2(L5_2, L6_2) if nil ~= L4_2 then L5_2 = L4_2.transmit_points if nil ~= L5_2 then goto lbl_13 end end L5_2 = nil do return L5_2 end ::lbl_13:: L5_2 = pairs L6_2 = L4_2.transmit_points L5_2, L6_2, L7_2 = L5_2(L6_2) for L8_2, L9_2 in L5_2, L6_2, L7_2 do L10_2 = L9_2.point_id if L10_2 == A2_2 then return L9_2 end end L5_2 = nil return L5_2 end L1_1.GetTransmitCfgById = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L3_2 = A0_2.shareData L4_2 = L3_2 L3_2 = L3_2.GetQuestData L5_2 = A1_2 L3_2 = L3_2(L4_2, L5_2) if nil ~= L3_2 then L4_2 = L3_2.transmit_points if nil ~= L4_2 then goto lbl_12 end end L4_2 = nil do return L4_2 end ::lbl_12:: L4_2 = pairs L5_2 = L3_2.transmit_points L4_2, L5_2, L6_2 = L4_2(L5_2) for L7_2, L8_2 in L4_2, L5_2, L6_2 do L9_2 = L8_2.point_id if L9_2 == A2_2 then return L8_2 end end L4_2 = nil return L4_2 end L1_1.GetTransmitCfgByQuestId = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L4_2 = A1_2.QuestConfigId L5_2 = A0_2.shareData L6_2 = L5_2 L5_2 = L5_2.GetQuestData L7_2 = L4_2 L5_2 = L5_2(L6_2, L7_2) if nil ~= L5_2 then L6_2 = L5_2.transmit_points if nil ~= L6_2 then goto lbl_13 end end L6_2 = nil do return L6_2 end ::lbl_13:: L6_2 = pairs L7_2 = L5_2.transmit_points L6_2, L7_2, L8_2 = L6_2(L7_2) for L9_2, L10_2 in L6_2, L7_2, L8_2 do L11_2 = L10_2.scene_id if L11_2 == A2_2 then L11_2 = L10_2.pos if L11_2 == A3_2 then return L10_2 end end end L6_2 = nil return L6_2 end L1_1.GetTransmitCfgByDummyPoint = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2 L5_2 = A1_2.QuestConfigId if A4_2 == nil or A4_2 <= 0 then L7_2 = A0_2 L6_2 = A0_2.SpawnGadgetById L8_2 = L5_2 L9_2 = A2_2 L10_2 = A3_2 L6_2(L7_2, L8_2, L9_2, L10_2) return end L7_2 = A0_2 L6_2 = A0_2.CallDelay L8_2 = A4_2 L9_2 = A0_2.SpawnGadgetById L10_2 = L5_2 L11_2 = A2_2 L12_2 = A3_2 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) end L1_1.DelaySpawnGadget = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 L8_2 = A0_2 L7_2 = A0_2.SelectByPlayerIsMale L9_2 = A2_2 L10_2 = A3_2 L7_2 = L7_2(L8_2, L9_2, L10_2) L9_2 = A0_2 L8_2 = A0_2.SelectByPlayerIsMale L10_2 = A4_2 L11_2 = A5_2 L8_2 = L8_2(L9_2, L10_2, L11_2) L10_2 = A0_2 L9_2 = A0_2.DelaySpawnGadget L11_2 = A1_2 L12_2 = L7_2 L13_2 = L8_2 L14_2 = A6_2 return L9_2(L10_2, L11_2, L12_2, L13_2, L14_2) end L1_1.DelaySpawnGadget_MaleCond = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2 L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall function L5_2() local L0_3, L1_3, L2_3, L3_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.DestroyQuestNpcActor L2_3 = A1_2 L3_3 = A2_2 L0_3(L1_3, L2_3, L3_3) end L3_2(L4_2, L5_2) end L1_1.SafeDestroyQuestNpc = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L5_2 = A0_2 L4_2 = A0_2.SelectByPlayerIsMale L6_2 = A1_2 L7_2 = A2_2 L4_2 = L4_2(L5_2, L6_2, L7_2) L6_2 = A0_2 L5_2 = A0_2.SafeDestroyQuestNpc L7_2 = L4_2 L8_2 = A3_2 return L5_2(L6_2, L7_2, L8_2) end L1_1.SafeDestroyQuestNpc_MaleCond = L6_1 function L6_1(A0_2) local L1_2 L1_2 = actorUtils L1_2 = L1_2.GenNextTaskUniqId return L1_2() end L1_1.GetNextTaskUniqId = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L3_2 = A0_2.curRunningTask if L3_2 == nil then L3_2 = false return L3_2 end L3_2 = A0_2.curRunningTask L3_2 = L3_2[A2_2] if L3_2 == nil then L4_2 = false return L4_2 end L4_2 = actorUtils L4_2 = L4_2.CacheQuestTask L5_2 = A1_2.alias L6_2 = A0_2.mainQuestID L7_2 = A2_2 L8_2 = L3_2.cmdType L4_2(L5_2, L6_2, L7_2, L8_2) L4_2 = true return L4_2 end L1_1.PushTaskCache = L6_1 function L6_1(A0_2, A1_2) local L2_2 L2_2 = A0_2.curRunningTask if L2_2 == nil then return end L2_2 = A0_2.curRunningTask L2_2 = L2_2[A1_2] return L2_2 end L1_1.GetTaskCache = L6_1 function L6_1(A0_2, A1_2) local L2_2 L2_2 = A0_2.curRunningTask if L2_2 == nil then return end L2_2 = A0_2.curRunningTask L2_2[A1_2] = nil end L1_1.FinishTask = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2.curRunningTask if L2_2 == nil then return end L2_2 = pairs L3_2 = A0_2.curRunningTask L2_2, L3_2, L4_2 = L2_2(L3_2) for L5_2, L6_2 in L2_2, L3_2, L4_2 do L7_2 = L6_2.cmdType if L7_2 == A1_2 then L7_2 = A0_2.curRunningTask L7_2[L5_2] = nil end end end L1_1.FinishTaskByCmdType = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 if nil == A1_2 then L3_2 = false return L3_2 end L3_2 = A0_2.curRunningTask if L3_2 == nil then L3_2 = false return L3_2 end L3_2 = A0_2.curRunningTask L3_2 = L3_2[A2_2] if L3_2 ~= nil then L4_2 = L3_2.handler if L4_2 ~= nil then L4_2 = L3_2.alias L5_2 = A1_2.alias if L4_2 == L5_2 then goto lbl_23 end end end L4_2 = false do return L4_2 end ::lbl_23:: L4_2 = L3_2.handler L5_2 = A0_2 L6_2 = A1_2 L7_2 = L3_2 L4_2(L5_2, L6_2, L7_2) L4_2 = true return L4_2 end L1_1.OnStartQuestTask = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if nil == A1_2 then L7_2 = nil return L7_2 end L8_2 = A0_2 L7_2 = A0_2.GetNextTaskUniqId L7_2 = L7_2(L8_2) L8_2 = ActorCommandType L8_2 = L8_2.QUEST_MOVE_TASK L9_2 = A0_2.curRunningTask if L9_2 == nil then L9_2 = {} A0_2.curRunningTask = L9_2 end L9_2 = {} L9_2.uniqId = L7_2 L9_2.cmdType = L8_2 L10_2 = A1_2.alias L9_2.alias = L10_2 L9_2.pos = A2_2 L9_2.onFinish = A3_2 L9_2.onPause = A4_2 L9_2.onResume = A5_2 L9_2.onDisappear = A6_2 L10_2 = A0_2.NpcRunToTaskImpl L9_2.handler = L10_2 L10_2 = A0_2.curRunningTask L10_2[L7_2] = L9_2 L11_2 = A0_2 L10_2 = A0_2.NpcRunToTaskImpl L12_2 = A1_2 L13_2 = L9_2 L10_2(L11_2, L12_2, L13_2) return L7_2 end L1_1.NpcRunToTask = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.NpcRunToTask L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = nil L10_2 = nil function L11_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.SyncPos L3_3 = 2 L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.NpcRunToTaskEasy = L6_1 function L6_1(A0_2, A1_2, A2_2) local 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 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.PushTaskCache L3_3 = A0_3 L4_3 = L3_2 L5_3 = L4_2 L1_3(L2_3, L3_3, L4_3, L5_3) end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.RunToTask L10_2 = A2_2.pos L11_2 = L6_2 L12_2 = A2_2.onPause L13_2 = A2_2.onResume L14_2 = A2_2.onDisappear L15_2 = L7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcRunToTaskImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if nil == A1_2 then L7_2 = nil return L7_2 end L8_2 = A0_2 L7_2 = A0_2.GetNextTaskUniqId L7_2 = L7_2(L8_2) L8_2 = ActorCommandType L8_2 = L8_2.QUEST_MOVE_TASK L9_2 = A0_2.curRunningTask if L9_2 == nil then L9_2 = {} A0_2.curRunningTask = L9_2 end L9_2 = {} L9_2.uniqId = L7_2 L9_2.cmdType = L8_2 L10_2 = A1_2.alias L9_2.alias = L10_2 L9_2.pos = A2_2 L9_2.onFinish = A3_2 L9_2.onPause = A4_2 L9_2.onResume = A5_2 L9_2.onDisappear = A6_2 L10_2 = A0_2.NpcWalkToTaskImpl L9_2.handler = L10_2 L10_2 = A0_2.curRunningTask L10_2[L7_2] = L9_2 L11_2 = A0_2 L10_2 = A0_2.NpcWalkToTaskImpl L12_2 = A1_2 L13_2 = L9_2 L10_2(L11_2, L12_2, L13_2) return L7_2 end L1_1.NpcWalkToTask = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.NpcWalkToTask L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = nil L10_2 = nil function L11_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.SyncPos L3_3 = 1 L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.NpcWalkToTaskEasy = L6_1 function L6_1(A0_2, A1_2, A2_2) local 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 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.PushTaskCache L3_3 = A0_3 L4_3 = L3_2 L5_3 = L4_2 L1_3(L2_3, L3_3, L4_3, L5_3) end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.WalkToTask L10_2 = A2_2.pos L11_2 = L6_2 L12_2 = A2_2.onPause L13_2 = A2_2.onResume L14_2 = A2_2.onDisappear L15_2 = L7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcWalkToTaskImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if nil == A1_2 then L7_2 = nil return L7_2 end L8_2 = A0_2 L7_2 = A0_2.GetNextTaskUniqId L7_2 = L7_2(L8_2) L8_2 = ActorCommandType L8_2 = L8_2.QUEST_MOVE_TASK L9_2 = A0_2.curRunningTask if L9_2 == nil then L9_2 = {} A0_2.curRunningTask = L9_2 end L9_2 = {} L9_2.uniqId = L7_2 L9_2.cmdType = L8_2 L10_2 = A1_2.alias L9_2.alias = L10_2 L9_2.points = A2_2 L9_2.onFinish = A3_2 L9_2.onPause = A4_2 L9_2.onResume = A5_2 L9_2.onDisappear = A6_2 L10_2 = A0_2.NpcRunToRouteTaskImpl L9_2.handler = L10_2 L10_2 = A0_2.curRunningTask L10_2[L7_2] = L9_2 L11_2 = A0_2 L10_2 = A0_2.NpcRunToRouteTaskImpl L12_2 = A1_2 L13_2 = L9_2 L10_2(L11_2, L12_2, L13_2) return L7_2 end L1_1.NpcRunToRouteTask = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.NpcRunToRouteTask L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = nil L10_2 = nil function L11_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.SyncPos L3_3 = 2 L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.NpcRunToRouteTaskEasy = L6_1 function L6_1(A0_2, A1_2, A2_2) local 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 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3 L2_3 = A0_2 L3_3 = L2_3 L2_3 = L2_3.PushTaskCache L4_3 = A0_3 L5_3 = L3_2 L6_3 = L4_2 L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3) if L2_3 == true then L2_3 = A1_3.curWayPointIndex if nil ~= L2_3 and 0 < L2_3 then L3_3 = A0_2 L4_3 = L3_3 L3_3 = L3_3.GetTaskCache L5_3 = L3_2 L3_3 = L3_3(L4_3, L5_3) if nil ~= L3_3 then L4_3 = L3_3.points if nil ~= L4_3 then L4_3 = {} L5_3 = 1 L6_3 = L2_3 + 1 L7_3 = L3_3.points L7_3 = #L7_3 L8_3 = 1 for L9_3 = L6_3, L7_3, L8_3 do L10_3 = L3_3.points L10_3 = L10_3[L9_3] L4_3[L5_3] = L10_3 L5_3 = L5_3 + 1 end L3_3.points = L4_3 end end end end end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.RunToRouteTask L10_2 = A2_2.points L11_2 = L6_2 L12_2 = A2_2.onPause L13_2 = A2_2.onResume L14_2 = A2_2.onDisappear L15_2 = L7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcRunToRouteTaskImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if nil == A1_2 then L7_2 = nil return L7_2 end L8_2 = A0_2 L7_2 = A0_2.GetNextTaskUniqId L7_2 = L7_2(L8_2) L8_2 = ActorCommandType L8_2 = L8_2.QUEST_MOVE_TASK L9_2 = A0_2.curRunningTask if L9_2 == nil then L9_2 = {} A0_2.curRunningTask = L9_2 end L9_2 = {} L9_2.uniqId = L7_2 L9_2.cmdType = L8_2 L10_2 = A1_2.alias L9_2.alias = L10_2 L9_2.points = A2_2 L9_2.onFinish = A3_2 L9_2.onPause = A4_2 L9_2.onResume = A5_2 L9_2.onDisappear = A6_2 L10_2 = A0_2.NpcWalkToRouteTaskImpl L9_2.handler = L10_2 L10_2 = A0_2.curRunningTask L10_2[L7_2] = L9_2 L11_2 = A0_2 L10_2 = A0_2.NpcWalkToRouteTaskImpl L12_2 = A1_2 L13_2 = L9_2 L10_2(L11_2, L12_2, L13_2) return L7_2 end L1_1.NpcWalkToRouteTask = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.NpcWalkToRouteTask L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = nil L10_2 = nil function L11_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.SyncPos L3_3 = 1 L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.NpcWalkToRouteTaskEasy = L6_1 function L6_1(A0_2, A1_2, A2_2) local 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 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3 L2_3 = A0_2 L3_3 = L2_3 L2_3 = L2_3.PushTaskCache L4_3 = A0_3 L5_3 = L3_2 L6_3 = L4_2 L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3) if L2_3 == true then L2_3 = A1_3.curWayPointIndex if nil ~= L2_3 and 0 < L2_3 then L3_3 = A0_2 L4_3 = L3_3 L3_3 = L3_3.GetTaskCache L5_3 = L3_2 L3_3 = L3_3(L4_3, L5_3) if nil ~= L3_3 then L4_3 = L3_3.points if nil ~= L4_3 then L4_3 = {} L5_3 = 1 L6_3 = L2_3 + 1 L7_3 = L3_3.points L7_3 = #L7_3 L8_3 = 1 for L9_3 = L6_3, L7_3, L8_3 do L10_3 = L3_3.points L10_3 = L10_3[L9_3] L4_3[L5_3] = L10_3 L5_3 = L5_3 + 1 end L3_3.points = L4_3 end end end end end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.WalkToRouteTask L10_2 = A2_2.points L11_2 = L6_2 L12_2 = A2_2.onPause L13_2 = A2_2.onResume L14_2 = A2_2.onDisappear L15_2 = L7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcWalkToRouteTaskImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 if nil == A1_2 then L4_2 = nil return L4_2 end L5_2 = A0_2 L4_2 = A0_2.GetNextTaskUniqId L4_2 = L4_2(L5_2) L5_2 = ActorCommandType L5_2 = L5_2.QUEST_FORCE_AVATAR_WALK L6_2 = A0_2.curRunningTask if L6_2 == nil then L6_2 = {} A0_2.curRunningTask = L6_2 end L6_2 = {} L6_2.uniqId = L4_2 L6_2.cmdType = L5_2 L7_2 = A1_2.alias L6_2.alias = L7_2 L6_2.lockDist = A2_2 L6_2.outDist = A3_2 L7_2 = A0_2.NpcForceAvatarWalkByDistImpl L6_2.handler = L7_2 L7_2 = A0_2.curRunningTask L7_2[L4_2] = L6_2 L8_2 = A0_2 L7_2 = A0_2.NpcForceAvatarWalkByDistImpl L9_2 = A1_2 L10_2 = L6_2 L7_2(L8_2, L9_2, L10_2) return L4_2 end L1_1.NpcForceAvatarWalkByDist = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.PushTaskCache L3_3 = A0_3 L4_3 = L3_2 L5_3 = L4_2 L1_3(L2_3, L3_3, L4_3, L5_3) end L7_2 = A1_2 L6_2 = A1_2.IsActorStart L6_2 = L6_2(L7_2) if L6_2 then L7_2 = A1_2 L6_2 = A1_2.ForceAvatarWalkByDist L8_2 = A2_2.lockDist L9_2 = A2_2.outDist L10_2 = L5_2 L6_2(L7_2, L8_2, L9_2, L10_2) else L7_2 = A0_2 L6_2 = A0_2.PushTaskCache L8_2 = A1_2 L9_2 = L3_2 L10_2 = L4_2 L6_2(L7_2, L8_2, L9_2, L10_2) end end L1_1.NpcForceAvatarWalkByDistImpl = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2 if nil == A1_2 then L2_2 = nil return L2_2 end L3_2 = A0_2 L2_2 = A0_2.FinishTaskByCmdType L4_2 = ActorCommandType L4_2 = L4_2.QUEST_FORCE_AVATAR_WALK L2_2(L3_2, L4_2) L3_2 = A1_2 L2_2 = A1_2.ResetForceAvatarWalk L2_2(L3_2) end L1_1.NpcResetForceAvatarWalk = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2, A11_2, A12_2) local L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2 if nil == A1_2 then L13_2 = nil return L13_2 end L14_2 = A0_2 L13_2 = A0_2.GetNextTaskUniqId L13_2 = L13_2(L14_2) L14_2 = ActorCommandType L14_2 = L14_2.QUEST_MOVE_PAUSE_TASK L15_2 = A0_2.curRunningTask if L15_2 == nil then L15_2 = {} A0_2.curRunningTask = L15_2 end L15_2 = {} L15_2.uniqId = L13_2 L15_2.cmdType = L14_2 L16_2 = A1_2.alias L15_2.alias = L16_2 L15_2.points = A2_2 L15_2.pauseLen = A3_2 L15_2.resumeLen = A4_2 L15_2.beFollowFailed = A5_2 L15_2.onFinish = A6_2 L15_2.onPause = A7_2 L15_2.onResume = A8_2 L15_2.onMovePause = A9_2 L15_2.onMoveResume = A10_2 L15_2.onMoveFailed = A11_2 L15_2.isWalk = A12_2 L16_2 = A0_2.NpcBeFollowTaskByRoutePointsWithDiffLenImpl L15_2.handler = L16_2 L16_2 = A0_2.curRunningTask L16_2[L13_2] = L15_2 L17_2 = A0_2 L16_2 = A0_2.NpcBeFollowTaskByRoutePointsWithDiffLenImpl L18_2 = A1_2 L19_2 = L15_2 L16_2(L17_2, L18_2, L19_2) return L13_2 end L1_1.NpcBeFollowTaskByRoutePointsWithDiffLen = L6_1 function L6_1(A0_2, A1_2, A2_2) local 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, L18_2, L19_2, L20_2, L21_2 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_3.BeFollowState L2_3 = BeFollowState L2_3 = L2_3.FAILED if L1_3 ~= L2_3 then L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) end L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3 L2_3 = A0_2 L3_3 = L2_3 L2_3 = L2_3.PushTaskCache L4_3 = A0_3 L5_3 = L3_2 L6_3 = L4_2 L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3) if L2_3 == true then L2_3 = A1_3.curWayPointIndex if nil ~= L2_3 and 0 < L2_3 then L3_3 = A0_2 L4_3 = L3_3 L3_3 = L3_3.GetTaskCache L5_3 = L3_2 L3_3 = L3_3(L4_3, L5_3) if nil ~= L3_3 then L4_3 = L3_3.points if nil ~= L4_3 then L4_3 = {} L5_3 = 1 L6_3 = L2_3 + 1 L7_3 = L3_3.points L7_3 = #L7_3 L8_3 = 1 for L9_3 = L6_3, L7_3, L8_3 do L10_3 = L3_3.points L10_3 = L10_3[L9_3] L4_3[L5_3] = L10_3 L5_3 = L5_3 + 1 end L3_3.points = L4_3 end end end end end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.BeFollowTaskByRoutePointsWithDiffLen L10_2 = A2_2.points L11_2 = A2_2.pauseLen L12_2 = A2_2.resumeLen L13_2 = A2_2.beFollowFailed L14_2 = L6_2 L15_2 = A2_2.onPause L16_2 = A2_2.onResume L17_2 = A2_2.onMovePause L18_2 = A2_2.onMoveResume L19_2 = A2_2.onMoveFailed L20_2 = A2_2.isWalk L21_2 = L7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcBeFollowTaskByRoutePointsWithDiffLenImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 if nil == A1_2 then L5_2 = nil return L5_2 end L6_2 = A0_2 L5_2 = A0_2.GetNextTaskUniqId L5_2 = L5_2(L6_2) L6_2 = ActorCommandType L6_2 = L6_2.QUEST_NARRATOR_TASK L7_2 = A0_2.curRunningTask if L7_2 == nil then L7_2 = {} A0_2.curRunningTask = L7_2 end L7_2 = {} L7_2.uniqId = L5_2 L7_2.cmdType = L6_2 L8_2 = A1_2.alias L7_2.alias = L8_2 L7_2.data = A2_2 L7_2.onFinish = A3_2 L7_2.mainQuestId = A4_2 L8_2 = A0_2.NpcNarratorOnlyTaskByDataImpl L7_2.handler = L8_2 L8_2 = A0_2.curRunningTask L8_2[L5_2] = L7_2 L9_2 = A0_2 L8_2 = A0_2.NpcNarratorOnlyTaskByDataImpl L10_2 = A1_2 L11_2 = L7_2 L8_2(L9_2, L10_2, L11_2) return L5_2 end L1_1.NpcNarratorOnlyTaskByData = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 if nil == A2_2 then return end L3_2 = A2_2.uniqId L4_2 = A2_2.cmdType L5_2 = A2_2.onFinish function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.FinishTask L3_3 = L3_2 L1_3(L2_3, L3_3) L1_3 = L5_2 if nil ~= L1_3 then L1_3 = L5_2 L2_3 = A0_3 L1_3(L2_3) end end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_2 L3_3 = L2_3 L2_3 = L2_3.PushTaskCache L4_3 = A0_3 L5_3 = L3_2 L6_3 = L4_2 L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3) if L2_3 == true then L2_3 = A1_3.dialogIndex if nil ~= L2_3 then L3_3 = A0_2 L4_3 = L3_3 L3_3 = L3_3.GetTaskCache L5_3 = L3_2 L3_3 = L3_3(L4_3, L5_3) if nil ~= L3_3 then if 1 < L2_3 then L4_3 = L2_3 - 1 L3_3.dialogIndex = L4_3 else L3_3.dialogIndex = 0 end end end end end L9_2 = A1_2 L8_2 = A1_2.IsActorStart L8_2 = L8_2(L9_2) if L8_2 then L9_2 = A1_2 L8_2 = A1_2.NarratorOnlyTaskByData L10_2 = A2_2.data L11_2 = L6_2 L12_2 = A2_2.mainQuestId L13_2 = L7_2 L14_2 = A2_2.dialogIndex L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) else L9_2 = A0_2 L8_2 = A0_2.PushTaskCache L10_2 = A1_2 L11_2 = L3_2 L12_2 = L4_2 L8_2(L9_2, L10_2, L11_2, L12_2) end end L1_1.NpcNarratorOnlyTaskByDataImpl = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, ...) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.NotifyToWithSource L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = ActorEventSource L9_2 = L9_2.QUEST L10_2 = A0_2.mainQuestID L11_2 = ... L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.NotifyTo = L6_1 function L6_1(A0_2, A1_2, A2_2, A3_2, ...) local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L5_2 = A0_2 L4_2 = A0_2.LightNotifyToWithSource L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L9_2 = ActorEventSource L9_2 = L9_2.QUEST L10_2 = A0_2.mainQuestID L11_2 = ... L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.LightNotifyTo = L6_1 return L1_1