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 = "Quest428" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest428" L2_1 = require L3_1 = "Quest/Client/Q428ClientConfig" L2_1 = L2_1(L3_1) L3_1 = L2_1.SubIDs L4_1 = L2_1.WindData L5_1 = false L6_1 = 0 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.OnSubStart42801 L1_2["42801"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42802 L1_2["42802"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart42803 L1_2["42803"] = 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.OnSubFinish42801 L1_2["42801"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42802 L1_2["42802"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish42803 L1_2["42803"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "42801 start:..." L2_2(L3_2) end L1_1.OnSubStart42801 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "42802 start:..." L2_2(L3_2) end L1_1.OnSubStart42802 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "42803 start:..." L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CheckHightOut L2_2(L3_2) end L1_1.OnSubStart42803 = 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 L1_2 = print L2_2 = "check start:..." L1_2(L2_2) L1_2 = actorUtils L1_2 = L1_2.GetAvatarPos L1_2 = L1_2() L2_2 = L1_2.y if L2_2 < 7 then L2_2 = true L5_1 = L2_2 L2_2 = {} L2_2.x = 0 L2_2.y = 0 L2_2.z = 0 L3_2 = L1_2 L4_2 = L3_2.y L4_2 = L4_2 - 10 L3_2.y = L4_2 L4_2 = L6_1 L4_2 = L4_2 + 1 L6_1 = L4_2 L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.SpawnGadget L6_2 = L4_1.WindID L7_2 = L3_2 L8_2 = M L8_2 = L8_2.Dir2Euler L9_2 = L2_2 L8_2 = L8_2(L9_2) L9_2 = "Flow" L10_2 = tostring L11_2 = L6_1 L10_2 = L10_2(L11_2) L9_2 = L9_2 .. L10_2 L10_2 = 1016 L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2) L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.StartGuide L6_2 = "GuideDisableInput" L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.CallDelay L6_2 = 2.1 L7_2 = A0_2.DestroyFlow L4_2(L5_2, L6_2, L7_2) L4_2 = print L5_2 = "Low Low:..." L4_2(L5_2) else L2_2 = false L5_1 = L2_2 L2_2 = print L3_2 = "High High:..." L2_2(L3_2) end L2_2 = L5_1 if L2_2 == true then L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2.5 L5_2 = A0_2.CheckHightOut L2_2(L3_2, L4_2, L5_2) else L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 L5_2 = A0_2.CheckHightOut L2_2(L3_2, L4_2, L5_2) end end L1_1.CheckHight = L7_1 function L7_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.CheckHight L1_2(L2_2) end L1_1.CheckHightOut = 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.UnSpawn L3_2 = "Flow" L4_2 = tostring L5_2 = L6_1 L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L1_2(L2_2, L3_2) end L1_1.DestroyFlow = 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 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = false L5_2 = nil L2_2(L3_2, L4_2, L5_2) end end L1_1.AdvanceQuest = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42801" L2_2(L3_2) end L1_1.OnSubFinish42801 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42802" L2_2(L3_2) end L1_1.OnSubFinish42802 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "OnFinished 42803" L2_2(L3_2) end L1_1.OnSubFinish42803 = 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