local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_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 = "Quest427" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest427" L2_1 = require L3_1 = "Quest/Client/Q427ClientConfig" L2_1 = L2_1(L3_1) q427Cfg = L2_1 L2_1 = q427Cfg L2_1 = L2_1.SubIDs L3_1 = q427Cfg L3_1 = L3_1.AmborData L4_1 = q427Cfg L4_1 = L4_1.Soldier1Data L5_1 = q427Cfg L5_1 = L5_1.Soldier2Data L6_1 = q427Cfg L6_1 = L6_1.WindData 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.OnSubStart42709 L1_2["42709"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42701 L1_2["42701"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42702 L1_2["42702"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42703 L1_2["42703"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42704 L1_2["42704"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42705 L1_2["42705"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42706 L1_2["42706"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42707 L1_2["42707"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42708 L1_2["42708"] = 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.OnSubFinish42701 L1_2["42701"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42702 L1_2["42702"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42703 L1_2["42703"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42704 L1_2["42704"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42705 L1_2["42705"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42706 L1_2["42706"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42707 L1_2["42707"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42708 L1_2["42708"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed42702 L1_2["42702"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed42705 L1_2["42705"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = 60 L3_2 = A0_2 L2_2 = A0_2.CountDownUIStart L4_2 = L1_2 L5_2 = 10 L6_2 = 3 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = L1_2 + 4 L5_2 = A0_2.CountDown L2_2(L3_2, L4_2, L5_2) end L1_1.StartCount = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = q427Cfg L3_2 = L3_2.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L2_2 = print L3_2 = "FlyingTest fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 42702 L2_2(L3_2, L4_2, L5_2) end end L1_1.CountDown = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = 60 L3_2 = A0_2 L2_2 = A0_2.CountDownUIStart L4_2 = L1_2 L5_2 = 10 L6_2 = 3 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = L1_2 + 4 L5_2 = A0_2.CountDown2 L2_2(L3_2, L4_2, L5_2) end L1_1.StartCount2 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = q427Cfg L3_2 = L3_2.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L2_2 = print L3_2 = "FlyingTest fail02" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 42705 L2_2(L3_2, L4_2, L5_2) end end L1_1.CountDown2 = 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 L2_2 = print L3_2 = "42709 start:..." L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q42709Trigger" L5_2 = "Actor/Gadget/Q42709Trigger" L6_2 = 70900002 L7_2 = 0 L8_2 = L3_1.bornPos L9_2 = L3_1.bornDir L10_2 = true L11_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.OnSubStart42709 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "42701 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L3_1.AmborID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubStart42701 = 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, L14_2, L15_2, L16_2, L17_2 L2_2 = print L3_2 = "42702 start:..." L2_2(L3_2) L2_2 = {} L2_2.x = 0 L2_2.y = 0 L2_2.z = 0 L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos1 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind1 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos2 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind2 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos3 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind3 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos4 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind4 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L3_2 = q427Cfg L3_2.EachGetNum = 0 L3_2 = q427Cfg L3_2.TotalGetNum = 0 L3_2 = q427Cfg L3_2.NowBatchNum = 1 L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins" L6_2 = tostring L7_2 = 1 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins L9_2 = L9_2[1] L9_2 = L9_2[1] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins L10_2 = L10_2[1] L10_2 = L10_2[1] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins" L6_2 = tostring L7_2 = 2 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins L9_2 = L9_2[1] L9_2 = L9_2[2] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins L10_2 = L10_2[1] L10_2 = L10_2[2] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins" L6_2 = tostring L7_2 = 3 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins L9_2 = L9_2[1] L9_2 = L9_2[3] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins L10_2 = L10_2[1] L10_2 = L10_2[3] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall L5_2 = A0_2.StartCount L3_2(L4_2, L5_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.Flyline1 L4_2 = #L4_2 L4_2 = L4_2 - 2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = {} L8_2 = q427Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q427Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q427Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q427Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q427Cfg L8_2 = L8_2.Flyline1 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q427Cfg L9_2 = L9_2.Flyline1 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetWithPos L10_2 = A1_2 L11_2 = 70690001 L12_2 = 2 L13_2 = q427Cfg L13_2 = L13_2.Flyline1 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc5" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end end L1_1.OnSubStart42702 = 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 L2_2 = print L3_2 = "42703 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L2_2 = 1 L3_2 = q427Cfg L3_2 = L3_2.Flyline1 L3_2 = #L3_2 L3_2 = L3_2 - 2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc5" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L9_2 = 3 L6_2(L7_2, L8_2, L9_2) end L2_2 = q427Cfg L2_2 = L2_2.WindData L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind1 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind2 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind3 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind4 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.CoinNum L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = actorMgr L8_2 = L7_2 L7_2 = L7_2.GetActor L9_2 = "Q427FlyCoins" L10_2 = tostring L11_2 = L6_2 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_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 = "miss" L8_2(L9_2) end end L4_2 = A0_2 L3_2 = A0_2.ForceFlushRemove L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.CreateQuestNpc L5_2 = A1_2 L6_2 = L3_1.AmborID L7_2 = 1 L3_2(L4_2, L5_2, L6_2, L7_2) end L1_1.OnSubStart42703 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = q427Cfg L3_2 = L3_2.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = false L5_2 = nil L2_2(L3_2, L4_2, L5_2) end end L1_1.AdvanceQuest = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "42704 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L3_1.AmborID L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart42704 = 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, L14_2, L15_2, L16_2, L17_2 L2_2 = print L3_2 = "42705 start:..." L2_2(L3_2) L2_2 = {} L2_2.x = 0 L2_2.y = 0 L2_2.z = 0 L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos5 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind5 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos6 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind6 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos7 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind7 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = A0_2 L3_2 = A0_2.SpawnGadgetWithPos L5_2 = A1_2 L6_2 = 70710005 L7_2 = 1 L8_2 = L6_1.Pos8 L9_2 = M L9_2 = L9_2.Dir2Euler L10_2 = L2_2 L9_2 = L9_2(L10_2) L10_2 = L6_1.Wind8 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L3_2 = q427Cfg L3_2.EachGetNum2 = 0 L3_2 = q427Cfg L3_2.TotalGetNum2 = 0 L3_2 = q427Cfg L3_2.NowBatchNum2 = 1 L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins2" L6_2 = tostring L7_2 = 1 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins2" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins2 L9_2 = L9_2[1] L9_2 = L9_2[1] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins2 L10_2 = L10_2[1] L10_2 = L10_2[1] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins2" L6_2 = tostring L7_2 = 2 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins2" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins2 L9_2 = L9_2[1] L9_2 = L9_2[2] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins2 L10_2 = L10_2[1] L10_2 = L10_2[2] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427FlyCoins2" L6_2 = tostring L7_2 = 3 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L6_2 = "Actor/Gadget/Q427FlyCoins2" L7_2 = 70300064 L8_2 = 0 L9_2 = q427Cfg L9_2 = L9_2.FlyCoins2 L9_2 = L9_2[1] L9_2 = L9_2[3] L9_2 = L9_2.pos L10_2 = q427Cfg L10_2 = L10_2.FlyCoins2 L10_2 = L10_2[1] L10_2 = L10_2[3] L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall L5_2 = A0_2.StartCount2 L3_2(L4_2, L5_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.Flyline3 L4_2 = #L4_2 L4_2 = L4_2 - 2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = {} L8_2 = q427Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.x L9_2 = q427Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.x L8_2 = L8_2 - L9_2 L7_2.x = L8_2 L8_2 = q427Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.y L9_2 = q427Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.y L8_2 = L8_2 - L9_2 L7_2.y = L8_2 L8_2 = q427Cfg L8_2 = L8_2.Flyline3 L9_2 = L6_2 + 1 L8_2 = L8_2[L9_2] L8_2 = L8_2.z L9_2 = q427Cfg L9_2 = L9_2.Flyline3 L9_2 = L9_2[L6_2] L9_2 = L9_2.z L8_2 = L8_2 - L9_2 L7_2.z = L8_2 L9_2 = A0_2 L8_2 = A0_2.SpawnGadgetWithPos L10_2 = A1_2 L11_2 = 70690001 L12_2 = 2 L13_2 = q427Cfg L13_2 = L13_2.Flyline3 L13_2 = L13_2[L6_2] L14_2 = M L14_2 = L14_2.Dir2Euler L15_2 = L7_2 L14_2 = L14_2(L15_2) L15_2 = "Acc5" L16_2 = tostring L17_2 = L6_2 L16_2 = L16_2(L17_2) L15_2 = L15_2 .. L16_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2) end end L1_1.OnSubStart42705 = 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 L2_2 = print L3_2 = "42706 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L2_2 = 1 L3_2 = q427Cfg L3_2 = L3_2.Flyline3 L3_2 = #L3_2 L3_2 = L3_2 - 2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc5" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L9_2 = 3 L6_2(L7_2, L8_2, L9_2) end L2_2 = q427Cfg L2_2 = L2_2.WindData L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind5 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind6 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind7 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind8 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.CoinNum2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = actorMgr L8_2 = L7_2 L7_2 = L7_2.GetActor L9_2 = "Q427FlyCoins2" L10_2 = tostring L11_2 = L6_2 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_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) end end L4_2 = A0_2 L3_2 = A0_2.ForceFlushRemove L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.CreateQuestNpc L5_2 = A1_2 L6_2 = L3_1.AmborID L3_2(L4_2, L5_2, L6_2) end L1_1.OnSubStart42706 = 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 = "42707 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L2_2 = 1 L3_2 = q427Cfg L3_2 = L3_2.Flyline3 L3_2 = #L3_2 L3_2 = L3_2 - 2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L7_2 = A0_2 L6_2 = A0_2.UnSpawn L8_2 = "Acc5" L9_2 = tostring L10_2 = L5_2 L9_2 = L9_2(L10_2) L8_2 = L8_2 .. L9_2 L9_2 = 3 L6_2(L7_2, L8_2, L9_2) end L2_2 = q427Cfg L2_2 = L2_2.WindData L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind5 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind6 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind7 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind8 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.MAXCoinsNum L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = actorMgr L8_2 = L7_2 L7_2 = L7_2.GetActor L9_2 = "Q427FlyCoins2" L10_2 = tostring L11_2 = L6_2 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_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) end end L4_2 = A0_2 L3_2 = A0_2.ForceFlushRemove L3_2(L4_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.CreateActorWithPos L5_2 = "Q427Trigger" L6_2 = "Actor/Gadget/Q427Trigger" L7_2 = 70900002 L8_2 = 0 L9_2 = sceneData L10_2 = L9_2 L9_2 = L9_2.GetDummyPoint L11_2 = 3 L12_2 = "Q427Land" L9_2 = L9_2(L10_2, L11_2, L12_2) L9_2 = L9_2.pos L10_2 = sceneData L11_2 = L10_2 L10_2 = L10_2.GetDummyPoint L12_2 = 3 L13_2 = "Q427Land" L10_2 = L10_2(L11_2, L12_2, L13_2) L10_2 = L10_2.rot L11_2 = true L12_2 = false L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) end L1_1.OnSubStart42707 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "42708 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ShowBlackScreen L4_2 = 0.5 L5_2 = 1.0 L6_2 = 0.5 L7_2 = A0_2.CreateSoldier L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnSubStart42708 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.CreateQuestNpcById L3_2 = 42708 L4_2 = L5_1.SoldierID L1_2(L2_2, L3_2, L4_2) L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = q427Cfg L3_2 = L3_2.ActorAlias L1_2 = L1_2(L2_2, L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = L1_2 L5_2 = L3_1.AmborID L2_2(L3_2, L4_2, L5_2) L2_2 = print L3_2 = "Soldier Born" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.RequestInteraction L4_2 = L5_1.Soldier L2_2(L3_2, L4_2) end L1_1.CreateSoldier = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.RequestInteraction L3_2 = L5_1.Soldier L1_2(L2_2, L3_2) L1_2 = print L2_2 = "Black Callback NOW" L1_2(L2_2) end L1_1.Interaction = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 42701" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = A0_3 L2_3 = A0_3.CallDelay L4_3 = 1 function L5_3(A0_4) local L1_4, L2_4, L3_4 L1_4 = L1_3 L2_4 = L1_4 L1_4 = L1_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end L2_3(L3_3, L4_3, L5_3) end L3_3 = A0_3 L2_3 = A0_3.EnterSceneLookCamera L4_3 = sceneData L5_3 = L4_3 L4_3 = L4_3.GetDummyPoint L6_3 = 3 L7_3 = "Q42701Look" L4_3 = L4_3(L5_3, L6_3, L7_3) L4_3 = L4_3.pos L5_3 = 1 L6_3 = 1.5 L7_3 = true L2_3(L3_3, L4_3, L5_3, L6_3, L7_3) L2_3 = globalActor L3_3 = L2_3 L2_3 = L2_3.StartGuide L4_3 = "GuideDisableInput" L2_3(L3_3, L4_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish42701 = 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, L14_2, L15_2, L16_2 L2_2 = print L3_2 = "OnFinished 42702" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L2_2 = 1 L3_2 = q427Cfg L3_2 = L3_2.Flyline2 L3_2 = #L3_2 L3_2 = L3_2 - 1 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = {} L7_2 = q427Cfg L7_2 = L7_2.Flyline2 L8_2 = L5_2 + 1 L7_2 = L7_2[L8_2] L7_2 = L7_2.x L8_2 = q427Cfg L8_2 = L8_2.Flyline2 L8_2 = L8_2[L5_2] L8_2 = L8_2.x L7_2 = L7_2 - L8_2 L6_2.x = L7_2 L7_2 = q427Cfg L7_2 = L7_2.Flyline2 L8_2 = L5_2 + 1 L7_2 = L7_2[L8_2] L7_2 = L7_2.y L8_2 = q427Cfg L8_2 = L8_2.Flyline2 L8_2 = L8_2[L5_2] L8_2 = L8_2.y L7_2 = L7_2 - L8_2 L6_2.y = L7_2 L7_2 = q427Cfg L7_2 = L7_2.Flyline2 L8_2 = L5_2 + 1 L7_2 = L7_2[L8_2] L7_2 = L7_2.z L8_2 = q427Cfg L8_2 = L8_2.Flyline2 L8_2 = L8_2[L5_2] L8_2 = L8_2.z L7_2 = L7_2 - L8_2 L6_2.z = L7_2 L8_2 = A0_2 L7_2 = A0_2.SpawnGadgetByIdWithPos L9_2 = 42702 L10_2 = 70690001 L11_2 = 2 L12_2 = q427Cfg L12_2 = L12_2.Flyline2 L12_2 = L12_2[L5_2] L13_2 = M L13_2 = L13_2.Dir2Euler L14_2 = L6_2 L13_2 = L13_2(L14_2) L14_2 = "Acc6" L15_2 = tostring L16_2 = L5_2 L15_2 = L15_2(L16_2) L14_2 = L14_2 .. L15_2 L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) end end L1_1.OnSubFinish42702 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 42703" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = A0_3 L2_3 = A0_3.CallDelay L4_3 = 1 function L5_3(A0_4) local L1_4, L2_4, L3_4 L1_4 = L1_3 L2_4 = L1_4 L1_4 = L1_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end L2_3(L3_3, L4_3, L5_3) end L3_3 = A0_3 L2_3 = A0_3.EnterSceneLookCamera L4_3 = sceneData L5_3 = L4_3 L4_3 = L4_3.GetDummyPoint L6_3 = 3 L7_3 = "Q42701Look" L4_3 = L4_3(L5_3, L6_3, L7_3) L4_3 = L4_3.pos L5_3 = 1 L6_3 = 1.5 L7_3 = true L2_3(L3_3, L4_3, L5_3, L6_3, L7_3) L2_3 = globalActor L3_3 = L2_3 L2_3 = L2_3.StartGuide L4_3 = "GuideDisableInput" L2_3(L3_3, L4_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish42703 = 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 L2_2 = print L3_2 = "OnFinished 42704" L2_2(L3_2) L2_2 = q427Cfg L2_2 = L2_2.WindData L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind1 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind2 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind3 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.UnSpawn L5_2 = L2_2.Wind4 L6_2 = 3 L3_2(L4_2, L5_2, L6_2) L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.Flyline1 L4_2 = #L4_2 L4_2 = L4_2 - 2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L8_2 = A0_2 L7_2 = A0_2.UnSpawn L9_2 = "Acc5" L10_2 = tostring L11_2 = L6_2 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_2 L10_2 = 3 L7_2(L8_2, L9_2, L10_2) end L3_2 = 1 L4_2 = q427Cfg L4_2 = L4_2.Flyline2 L4_2 = #L4_2 L4_2 = L4_2 - 1 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L8_2 = A0_2 L7_2 = A0_2.UnSpawn L9_2 = "Acc6" L10_2 = tostring L11_2 = L6_2 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_2 L10_2 = 3 L7_2(L8_2, L9_2, L10_2) end L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = A0_3 L2_3 = A0_3.CallDelay L4_3 = 1 function L5_3(A0_4) local L1_4, L2_4, L3_4 L1_4 = L1_3 L2_4 = L1_4 L1_4 = L1_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end L2_3(L3_3, L4_3, L5_3) end L3_3 = A0_3 L2_3 = A0_3.EnterSceneLookCamera L4_3 = sceneData L5_3 = L4_3 L4_3 = L4_3.GetDummyPoint L6_3 = 3 L7_3 = "Md_Fly_301" L4_3 = L4_3(L5_3, L6_3, L7_3) L4_3 = L4_3.pos L5_3 = 4.5 L6_3 = 3 L7_3 = true L8_3 = true L2_3(L3_3, L4_3, L5_3, L6_3, L7_3, L8_3) end L3_2(L4_2, L5_2) end L1_1.OnSubFinish42704 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "OnFinished 42705" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 0.5 function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.NarratorOnlyTaskByData L3_3 = q427Cfg L3_3 = L3_3.ArrNarratorWithList L4_3 = nil L1_3(L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFinish42705 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 42706" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = A0_3 L2_3 = A0_3.CallDelay L4_3 = 1 function L5_3(A0_4) local L1_4, L2_4, L3_4 L1_4 = L1_3 L2_4 = L1_4 L1_4 = L1_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end L2_3(L3_3, L4_3, L5_3) end L3_3 = A0_3 L2_3 = A0_3.EnterSceneLookCamera L4_3 = sceneData L5_3 = L4_3 L4_3 = L4_3.GetDummyPoint L6_3 = 3 L7_3 = "Md_Fly_301" L4_3 = L4_3(L5_3, L6_3, L7_3) L4_3 = L4_3.pos L5_3 = 4.5 L6_3 = 3 L7_3 = true L8_3 = true L2_3(L3_3, L4_3, L5_3, L6_3, L7_3, L8_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish42706 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42707" L2_2(L3_2) end L1_1.OnSubFinish42707 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "OnFinished 42708" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L3_1.Ambor L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = L1_3 L2_3 = L1_3.Destroy L4_3 = false L2_3(L3_3, L4_3) end L3_3 = A0_3 L2_3 = A0_3.GetQuestNpcActor L4_3 = "Paimon" L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.DestroyWithDisappear L5_3 = false L3_3(L4_3, L5_3) end L4_3 = A0_3 L3_3 = A0_3.GetQuestNpcActor L5_3 = L5_1.Soldier L3_3 = L3_3(L4_3, L5_3) if L3_3 ~= nil then L5_3 = L3_3 L4_3 = L3_3.Destroy L6_3 = false L4_3(L5_3, L6_3) end end L2_2(L3_2, L4_2) end L1_1.OnSubFinish42708 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 if A1_2 == 1 then L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Ambor L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.ClearFollowTask L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.WalkToTask L5_2 = L3_1.appearPos function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) L3_3 = A0_3 L2_3 = A0_3.TurnTo L4_3 = M L4_3 = L4_3.Euler2DirXZ L5_3 = L3_1.appearDir L4_3, L5_3 = L4_3(L5_3) L2_3(L3_3, L4_3, L5_3) end L3_2(L4_2, L5_2, L6_2) end end end L1_1.InvokeOnInteraction = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "OnFailed 42702" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.TransmitPlayerByQuestId L3_3 = 42702 L4_3 = 1 L1_3(L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed42702 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "OnFailed 42705" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.TransmitPlayerByQuestId L3_3 = 42705 L4_3 = 1 L1_3(L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed42705 = 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