2022-07-12 13:03:35 +05:30

381 lines
7.5 KiB
Lua

local L0_1, L1_1, L2_1, L3_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 = "NpcActorProxy"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = ActorType
L2_1 = L2_1.NPC_ACTOR
L1_1.actorType = L2_1
L2_1 = nil
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.__super
L2_1 = L1_2
L1_2 = L2_1
L2_2 = L1_2
L1_2 = L1_2.OnPreInit
L1_2(L2_2)
end
L1_1.OnPreInit = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.GetCustomFreeStyleList = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = actorUtils
L2_2 = L2_2.DoStartCall
L3_2 = A0_2.alias
L4_2 = A1_2
L2_2(L3_2, L4_2)
L2_2 = A0_2.uActor
if L2_2 ~= nil then
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.StartCall
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
end
L1_1.CallOnStart = L3_1
function L3_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 = actorUtils
L2_2 = L2_2.CreateActor
L3_2 = A0_2
L4_2 = ActorType
L4_2 = L4_2.NPC_ACTOR
L5_2 = A1_2
L6_2 = A0_2.metaPath
L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = A0_2.bornPos
if L3_2 == nil then
L3_2 = M
L3_2 = L3_2.Pos
L4_2 = 0
L5_2 = 0
L6_2 = 0
L3_2 = L3_2(L4_2, L5_2, L6_2)
A0_2.bornPos = L3_2
end
L3_2 = A0_2.bornDir
if L3_2 == nil then
L3_2 = M
L3_2 = L3_2.Pos
L4_2 = 0
L5_2 = 0
L6_2 = 0
L3_2 = L3_2(L4_2, L5_2, L6_2)
A0_2.bornDir = L3_2
end
L3_2 = actorUtils
L3_2 = L3_2.CreateNpcActor
L4_2 = A0_2.configID
L5_2 = A0_2.bornPos
L6_2 = A0_2.bornDir
L7_2 = L2_2
L8_2 = A0_2.bornSceneID
L9_2 = A0_2.bornRoomID
L10_2 = A0_2.bornQuestID
L11_2 = A0_2.isLocal
L12_2 = A0_2.isAutoStart
L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
L2_2 = L3_2
if nil ~= L2_2 then
L4_2 = A0_2
L3_2 = A0_2.GetCustomFreeStyleList
L3_2 = L3_2(L4_2)
if nil ~= L3_2 then
L5_2 = L2_2
L4_2 = L2_2.AddCustomLoadFreeStyleList
L6_2 = L3_2
L4_2(L5_2, L6_2)
end
end
return L2_2
end
L1_1.CreateNpcUActor = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.CreateNpcUActor
L4_2 = A1_2
return L2_2(L3_2, L4_2)
end
L1_1.CreateUActor = L3_1
function L3_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.MarkDitherShow
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.MarkDitherShow = L3_1
function L3_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.DitherToShowWhenAppear
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.DitherToShowWhenAppear = L3_1
function L3_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.AddPriorityInter
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.AddPriorityInter = L3_1
function L3_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.ClearPriorityInter
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.ClearPriorityInter = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.CheckNpcTalk
L1_2(L2_2)
end
L1_1.CheckNpcTalk = L3_1
function L3_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.CallOnCollisionEnter
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.CallOnCollisionEnter = L3_1
function L3_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.ClearOnCollisionEnter
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.ClearOnCollisionEnter = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetNpcConfigId
return L1_2(L2_2)
end
L1_1.GetNpcConfigId = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetNpcAlias
return L1_2(L2_2)
end
L1_1.GetNpcAlias = L3_1
function L3_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.EnableHeadCtrl
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.EnableHeadCtrl = L3_1
function L3_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.LookAt
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.LookAt = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ClearLookAt
L1_2(L2_2)
end
L1_1.ClearLookAt = L3_1
function L3_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.DisableInteeHeadCtrl
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.DisableInteeHeadCtrl = L3_1
function L3_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.AddGeneralMark
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.AddGeneralMark = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ClearGeneralMark
L1_2(L2_2)
end
L1_1.ClearGeneralMark = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.SetPlayerNpcNoneEnergyType
L1_2(L2_2)
end
L1_1.SetPlayerNpcNoneEnergyType = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.SetPlayerNpcHeroEnergyType
L1_2(L2_2)
end
L1_1.SetPlayerNpcEnergy = L3_1
function L3_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.ChangeNpcMat
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.ChangeNpcMat = L3_1
function L3_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.ResumeOriginMat
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.ResumeOriginMat = L3_1
function L3_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.CallOnNpcSit
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.CallOnNpcSit = L3_1
function L3_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.UncallOnNpcSit
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.UncallOnNpcSit = L3_1
function L3_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.CallOnNpcStand
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.CallOnNpcStand = L3_1
function L3_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.UncallOnNpcStand
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.UncallOnNpcStand = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.OnDestroy = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2
if A2_2 == nil then
A2_2 = false
end
L4_2 = A0_2
L3_2 = A0_2.OnDestroy
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.ClearCoroutine
L3_2(L4_2)
L3_2 = A0_2.uActor
if L3_2 ~= nil then
if A2_2 == false then
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.ClearCmd
L3_2(L4_2)
end
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.Destroy
L5_2 = A1_2
L3_2(L4_2, L5_2)
end
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.ClearActor
L5_2 = A0_2.alias
L3_2(L4_2, L5_2)
A0_2.uActor = nil
A0_2.actorData = nil
end
L1_1.Destroy = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ClearActor
L1_2(L2_2)
A0_2.CallOnStartCacheInternal = nil
A0_2.targetPos = nil
A0_2.routePoints = nil
A0_2.BeFollowLen = 10
A0_2.BeFollowFailedLen = 20
L1_2 = BeFollowState
L1_2 = L1_2.ING
A0_2.BeFollowState = L1_2
A0_2.BeFollowFailed = nil
A0_2.CurrDialogList = nil
A0_2.CurrDialogIndex = 1
A0_2.CurrDuration = 0
A0_2.CurrDurationCnt = 0
A0_2.NarratorPauseLen = 10
A0_2.NarratorResumeLen = 5
L1_2 = NarratorState
L1_2 = L1_2.ING
A0_2.NarratorState = L1_2
end
L1_1.ClearActor = L3_1
return L1_1