local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/QuestActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Quest424" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest424" L2_1 = require L3_1 = "Quest/Client/Q424ClientConfig" L2_1 = L2_1(L3_1) L3_1 = {} L4_1 = L2_1.SneakAI1Data L5_1 = L2_1.SneakAI2Data L6_1 = L2_1.SneakAI3Data L7_1 = L2_1.SneakAI4Data L8_1 = L2_1.SneakAI5Data L9_1 = L2_1.SneakAI6Data L10_1 = L2_1.SneakAI7Data L11_1 = L2_1.SneakAI8Data L12_1 = L2_1.SneakAI9Data L13_1 = L2_1.SneakAI10Data L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 L3_1[4] = L7_1 L3_1[5] = L8_1 L3_1[6] = L9_1 L3_1[7] = L10_1 L3_1[8] = L11_1 L3_1[9] = L12_1 L3_1[10] = L13_1 L4_1 = {} L5_1 = L2_1.RedDoor1Data L6_1 = L2_1.RedDoor2Data L7_1 = L2_1.RedDoor3Data L4_1[1] = L5_1 L4_1[2] = L6_1 L4_1[3] = L7_1 L5_1 = {} L6_1 = L2_1.BlackDoor1Data L7_1 = L2_1.BlackDoor2Data L5_1[1] = L6_1 L5_1[2] = L7_1 L6_1 = L2_1.SubIDs function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42401 L1_2["42401"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42402 L1_2["42402"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42403 L1_2["42403"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42404 L1_2["42404"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42405 L1_2["42405"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42406 L1_2["42406"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42407 L1_2["42407"] = L2_2 end L1_1.OnSubStartHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42401 L1_2["42401"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42402 L1_2["42402"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42403 L1_2["42403"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42404 L1_2["42404"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42405 L1_2["42405"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42406 L1_2["42406"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42407 L1_2["42407"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = A0_2 L1_2 = A0_2.TransmitPlayer L3_2 = 0 L4_2 = M L4_2 = L4_2.Pos L5_2 = 0 L6_2 = 0 L7_2 = 5 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = M L5_2 = L5_2.Euler L6_2 = 0 L7_2 = 0 L8_2 = 0 L5_2, L6_2, L7_2, L8_2 = L5_2(L6_2, L7_2, L8_2) L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) L2_2 = A0_2 L1_2 = A0_2.ExitSneakMode L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.TriggerLevelAbility L3_2 = "Level_Remove_Switch_SneakBtn" L1_2(L2_2, L3_2) end L1_1.MovePlayer = L7_1 function L7_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 L1_2 = 1 L2_2 = L2_1.TreasurePos L2_2 = #L2_2 L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActorWithPos L7_2 = "SneakTreasure" L8_2 = tostring L9_2 = L4_2 L8_2 = L8_2(L9_2) L7_2 = L7_2 .. L8_2 L8_2 = "Actor/Gadget/SneakTreasure" L9_2 = 70300003 L10_2 = 0 L11_2 = L2_1.TreasurePos L11_2 = L11_2[L4_2] L12_2 = L2_1.TreasureDir L13_2 = true L14_2 = false L15_2 = 1013 L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end end L1_1.TreasurePrepare = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = 1 L2_2 = L2_1.TreasurePos L2_2 = #L2_2 L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = "SneakTreasure" L8_2 = tostring L9_2 = L4_2 L8_2 = L8_2(L9_2) L7_2 = L7_2 .. L8_2 L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.DestroySelf L6_2(L7_2) end end end L1_1.TreasureDestroy = L7_1 function L7_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 L1_2 = 1 L2_2 = L2_1.SneakAINum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActorWithPos L7_2 = L3_1[L4_2] L7_2 = L7_2.alias L8_2 = L3_1[L4_2] L8_2 = L8_2.metaPath L9_2 = L3_1[L4_2] L9_2 = L9_2.configID L10_2 = L3_1[L4_2] L10_2 = L10_2.dataIndex L11_2 = L3_1[L4_2] L11_2 = L11_2.bornPos L12_2 = L3_1[L4_2] L12_2 = L12_2.bornDir L13_2 = true L14_2 = true L15_2 = 1013 L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) L6_2 = L3_1[L4_2] L6_2 = L6_2.PatrolPosNum L5_2.PatrolPosNum = L6_2 L6_2 = L3_1[L4_2] L6_2 = L6_2.PatrolPos L5_2.PatrolPos = L6_2 L6_2 = L3_1[L4_2] L6_2 = L6_2.PatrolDir L5_2.PatrolDir = L6_2 L5_2.PatrolNext = 1 end end L1_1.SneakAIPrepare = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L1_2 = 1 L2_2 = L2_1.SneakAINum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L3_1[L4_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.Destroy L8_2 = false L6_2(L7_2, L8_2) end end end L1_1.SneakAIDestroy = L7_1 function L7_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 L1_2 = 1 L2_2 = L2_1.RedDoorNum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActorWithPos L7_2 = L4_1[L4_2] L7_2 = L7_2.alias L8_2 = L4_1[L4_2] L8_2 = L8_2.metaPath L9_2 = L4_1[L4_2] L9_2 = L9_2.configID L10_2 = L4_1[L4_2] L10_2 = L10_2.dataIndex L11_2 = L4_1[L4_2] L11_2 = L11_2.bornPos L12_2 = L4_1[L4_2] L12_2 = L12_2.bornDir L13_2 = true L14_2 = true L15_2 = 1013 L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end L1_2 = 1 L2_2 = L2_1.BlackDoorNum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActorWithPos L7_2 = L5_1[L4_2] L7_2 = L7_2.alias L8_2 = L5_1[L4_2] L8_2 = L8_2.metaPath L9_2 = L5_1[L4_2] L9_2 = L9_2.configID L10_2 = L5_1[L4_2] L10_2 = L10_2.dataIndex L11_2 = L5_1[L4_2] L11_2 = L11_2.bornPos L12_2 = L5_1[L4_2] L12_2 = L12_2.bornDir L13_2 = true L14_2 = true L15_2 = 1013 L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end end L1_1.DoorPrepare = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L1_2 = 1 L2_2 = L2_1.RedDoorNum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L4_1[L4_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.Destroy L8_2 = false L6_2(L7_2, L8_2) end end L1_2 = 1 L2_2 = L2_1.BlackDoorNum L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L5_1[L4_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.Destroy L8_2 = false L6_2(L7_2, L8_2) end end end L1_1.DoorDestroy = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = A0_2 L1_2 = A0_2.SpawnItem L3_2 = L2_1.KeyID L4_2 = L2_1.KeyPos L5_2 = nil L6_2 = "Harp" L7_2 = 1013 L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.SpawnItem L3_2 = L2_1.RedKeyID L4_2 = L2_1.RedKeyPos L5_2 = nil L6_2 = "RedKey" L7_2 = 1013 L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.SpawnItem L3_2 = L2_1.BlackKeyID L4_2 = L2_1.BlackKeyPos L5_2 = nil L6_2 = "BlackKey" L7_2 = 1013 L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.ItemPrepare = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.UnSpawn L3_2 = "Harp" L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnSpawn L3_2 = "RedKey" L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnSpawn L3_2 = "BlackKey" L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.UnSpawn L3_2 = "SoldierRedKey" L1_2(L2_2, L3_2) end L1_1.ItemDestroy = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = L2_1.Score if L1_2 < 50 then L2_1.Rank = "C" else L1_2 = L2_1.Score if L1_2 < 90 then L2_1.Rank = "B" else L1_2 = L2_1.Score if L1_2 < 120 then L2_1.Rank = "A" else L1_2 = L2_1.Score if L1_2 < 150 then L2_1.Rank = "S" else L1_2 = L2_1.Score if L1_2 < 180 then L2_1.Rank = "SS" else L1_2 = L2_1.Score if L1_2 == 180 then L2_1.Rank = "SSS" end end end end end end L2_2 = A0_2 L1_2 = A0_2.ShowMessage L3_2 = "\233\128\154\229\133\179\232\175\132\229\136\134\239\188\154" L4_2 = L2_1.Rank L3_2 = L3_2 .. L4_2 L1_2(L2_2, L3_2) end L1_1.GetScore = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = L2_1.Score L1_2 = L1_2 + 10 L2_1.Score = L1_2 L2_2 = A0_2 L1_2 = A0_2.CountNumUIUpdate L3_2 = L2_1.Score L1_2(L2_2, L3_2) end L1_1.GetTreasure = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubStart42401 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2 L2_2 = print L3_2 = "42402 start: Spawn npc" L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = L2_1.SneakJudgeData L4_2 = L4_2.alias L5_2 = L2_1.SneakJudgeData L5_2 = L5_2.metaPath L6_2 = L2_1.SneakJudgeData L6_2 = L6_2.configID L7_2 = 0 L8_2 = L2_1.SneakJudgeData L8_2 = L8_2.bornPos L9_2 = L2_1.SneakJudgeData L9_2 = L9_2.bornDir L10_2 = true L11_2 = false L12_2 = 1013 L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) end L1_1.OnSubStart42402 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnStart42403:SneakStart" L2_2(L3_2) L2_1.Score = 100 L3_2 = A0_2 L2_2 = A0_2.SneakAIDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.SneakAIPrepare L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoorDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoorPrepare L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ItemDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ItemPrepare L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TreasureDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TreasurePrepare L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUIStart L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUIUpdate L4_2 = L2_1.Score L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.EnterSneakMode L4_2 = 11 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.TriggerLevelAbility L4_2 = "Level_Apply_Switch_SneakBtn" L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.ShowMessage L4_2 = "GameStart" L2_2(L3_2, L4_2) end L1_1.OnSubStart42403 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "OnStart42404:SneakFailed" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ItemDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DoorDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TreasureDestroy L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.CountNumUITerminate L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.SneakAIDestroy L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.MovePlayer L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 4 function L5_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.FinishQuest L3_3 = false L1_3(L2_3, L3_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart42404 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "42405 start: Success Got Harp" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetScore L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.CountNumUITerminate L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.SneakAIDestroy L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 3 L5_2 = A0_2.MovePlayer L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 5 L5_2 = A0_2.GetScore L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 7 L5_2 = A0_2.GetScore L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart42405 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFinish42401 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFinish42402 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFinish42403 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFinish42404 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFinish42405 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L2_2 = print L3_2 = "*****INVOKE**********" L4_2 = A1_2 L5_2 = "*********" L3_2 = L3_2 .. L4_2 .. L5_2 L2_2(L3_2) if A1_2 < 2000 then L2_2 = A1_2 - 1000 L3_2 = math L3_2 = L3_2.modf L4_2 = L2_2 / 10 L3_2 = L3_2(L4_2) L4_2 = math L4_2 = L4_2.fmod L5_2 = L2_2 L6_2 = 10 L4_2 = L4_2(L5_2, L6_2) L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L3_1[L3_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then if L4_2 == 1 then L6_2 = print L7_2 = "*****Soldier*****" L8_2 = L3_2 L9_2 = "*****ASSULT" L7_2 = L7_2 .. L8_2 .. L9_2 L6_2(L7_2) L7_2 = L5_2 L6_2 = L5_2.DoFreeStyle L8_2 = 4 L6_2(L7_2, L8_2) if L3_2 == 10 then L7_2 = L5_2 L6_2 = L5_2.GetPos L6_2 = L6_2(L7_2) L8_2 = A0_2 L7_2 = A0_2.SpawnItem L9_2 = L2_1.RedKeyID L10_2 = L6_2 L11_2 = nil L12_2 = "SoldierRedKey" L13_2 = 1013 L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end elseif L4_2 == 2 then L6_2 = print L7_2 = "*****Soldier*****" L8_2 = L3_2 L9_2 = "*****STUN" L7_2 = L7_2 .. L8_2 .. L9_2 L6_2(L7_2) L7_2 = L5_2 L6_2 = L5_2.Stun L6_2(L7_2) elseif L4_2 == 3 then L6_2 = print L7_2 = "*****Soldier*****" L8_2 = L3_2 L9_2 = "*****KILL" L7_2 = L7_2 .. L8_2 .. L9_2 L6_2(L7_2) L7_2 = A0_2 L6_2 = A0_2.ActionSafeCall function L8_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = L5_2 L2_3 = L1_3 L1_3 = L1_3.Destroy L3_3 = false L1_3(L2_3, L3_3) L1_3 = L2_1.Score L1_3 = L1_3 - 10 L2_1.Score = L1_3 L2_3 = A0_3 L1_3 = A0_3.CountNumUIUpdate L3_3 = L2_1.Score L1_3(L2_3, L3_3) end L6_2(L7_2, L8_2) end end elseif 2000 < A1_2 then L2_2 = A1_2 - 2000 L3_2 = math L3_2 = L3_2.modf L4_2 = L2_2 / 10 L3_2 = L3_2(L4_2) L4_2 = math L4_2 = L4_2.fmod L5_2 = L2_2 L6_2 = 10 L4_2 = L4_2(L5_2, L6_2) if L3_2 == 1 then L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L4_1[L4_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = A0_2 L6_2 = A0_2.ActionSafeCall function L8_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = L5_2 L2_3 = L1_3 L1_3 = L1_3.Destroy L3_3 = false L1_3(L2_3, L3_3) end L6_2(L7_2, L8_2) end elseif L3_2 == 2 then L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.GetActor L7_2 = L5_1[L4_2] L7_2 = L7_2.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = A0_2 L6_2 = A0_2.ActionSafeCall function L8_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = L5_2 L2_3 = L1_3 L1_3 = L1_3.Destroy L3_3 = false L1_3(L2_3, L3_3) end L6_2(L7_2, L8_2) end end end end L1_1.InvokeOnInteraction = L7_1 function L7_1(A0_2) local L1_2 end L1_1.Start = L7_1 function L7_1(A0_2) local L1_2 end L1_1.OnDestroy = L7_1 return L1_1