mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
450 lines
8.5 KiB
Lua
450 lines
8.5 KiB
Lua
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, L14_1, L15_1, L16_1, L17_1
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L0_1 = require
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L1_1 = "Actor/ActorCommon"
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L0_1(L1_1)
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L0_1 = require
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L1_1 = "Actor/Npc/NpcActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "SneakAI"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L1_1.defaultAlias = "SneakAI"
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L1_1.PatrolPosNum = 0
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L1_1.PatrolPos = nil
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L1_1.PatrolDir = nil
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L1_1.PatrolNext = 1
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L1_1.AIDict = 1
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L2_1 = {}
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L3_1 = {}
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L4_1 = 10061
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L5_1 = 10001001
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L3_1[1] = L4_1
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L3_1[2] = L5_1
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L4_1 = {}
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L5_1 = 10062
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L6_1 = 10001002
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L4_1[1] = L5_1
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L4_1[2] = L6_1
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L5_1 = {}
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L6_1 = 10063
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L7_1 = 10001003
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L5_1[1] = L6_1
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L5_1[2] = L7_1
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L6_1 = {}
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L7_1 = 10064
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L8_1 = 10001004
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L6_1[1] = L7_1
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L6_1[2] = L8_1
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L7_1 = {}
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L8_1 = 10067
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L9_1 = 10001007
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L7_1[1] = L8_1
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L7_1[2] = L9_1
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L8_1 = {}
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L9_1 = 10068
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L10_1 = 10001008
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L8_1[1] = L9_1
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L8_1[2] = L10_1
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L9_1 = {}
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L10_1 = 10070
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L11_1 = 10001010
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L9_1[1] = L10_1
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L9_1[2] = L11_1
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L10_1 = {}
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L11_1 = 10071
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L12_1 = 10001011
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L10_1[1] = L11_1
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L10_1[2] = L12_1
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L11_1 = {}
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L12_1 = 10072
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L13_1 = 10001012
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L11_1[1] = L12_1
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L11_1[2] = L13_1
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L12_1 = {}
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L13_1 = 10073
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L14_1 = 10001013
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L12_1[1] = L13_1
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L12_1[2] = L14_1
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L13_1 = {}
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L14_1 = 10074
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L15_1 = 10001014
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L13_1[1] = L14_1
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L13_1[2] = L15_1
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L14_1 = {}
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L15_1 = 10076
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L16_1 = 10001016
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L14_1[1] = L15_1
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L14_1[2] = L16_1
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L15_1 = {}
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L16_1 = 10077
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L17_1 = 10001017
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L15_1[1] = L16_1
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L15_1[2] = L17_1
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L2_1[1] = L3_1
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L2_1[2] = L4_1
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L2_1[3] = L5_1
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L2_1[4] = L6_1
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L2_1[5] = L7_1
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L2_1[6] = L8_1
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L2_1[7] = L9_1
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L2_1[8] = L10_1
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L2_1[9] = L11_1
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L2_1[10] = L12_1
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L2_1[11] = L13_1
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L2_1[12] = L14_1
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L2_1[13] = L15_1
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L3_1 = require
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L4_1 = "Quest/Client/Q1000ClientConfig"
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L3_1 = L3_1(L4_1)
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L4_1 = require
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L5_1 = "Quest/Client/Q375ClientConfig"
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L4_1 = L4_1(L5_1)
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = {}
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L2_2 = 0
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L3_2 = 1
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L4_2 = 2
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L5_2 = 3
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L1_2[1] = L2_2
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L1_2[2] = L3_2
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L1_2[3] = L4_2
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L1_2[4] = L5_2
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return L1_2
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end
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L1_1.GetCustomFreeStyleList = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.TriggerNpcSpeechBubble
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L3_2 = L1_1.AIDict
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L3_2 = L2_1[L3_2]
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L3_2 = L3_2[1]
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L4_2 = L1_1.AIDict
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L4_2 = L2_1[L4_2]
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L4_2 = L4_2[2]
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L1_2(L2_2, L3_2, L4_2)
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L2_2 = A0_2
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L1_2 = A0_2.BubbleTime
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L1_2(L2_2)
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end
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L1_1.ShowBubble = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = 5
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L4_2 = A0_2.CloseBubble
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.BubbleTime = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2
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L2_2 = A0_2
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L1_2 = A0_2.ClearNpcSpeechBubble
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L3_2 = L1_1.AIDict
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L3_2 = L2_1[L3_2]
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L3_2 = L3_2[1]
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.BubbleGap
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L1_2(L2_2)
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end
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L1_1.CloseBubble = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = 5
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L4_2 = A0_2.ShowBubble
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.BubbleGap = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L1_2 = A0_2.PatrolPosNum
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if L1_2 == 1 then
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.TurnTo
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L3_2 = M
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L3_2 = L3_2.Euler2DirXZ
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L4_2 = A0_2.PatrolDir
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L4_2 = L4_2[1]
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L3_2, L4_2 = L3_2(L4_2)
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L1_2(L2_2, L3_2, L4_2)
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else
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L1_2 = A0_2.PatrolPosNum
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if 1 < L1_2 then
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L1_2 = A0_2.PatrolNext
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L2_2 = A0_2.PatrolPosNum
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if L1_2 > L2_2 then
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A0_2.PatrolNext = 1
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end
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = A0_2.PatrolPos
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L4_2 = A0_2.PatrolNext
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L3_2 = L3_2[L4_2]
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L4_2 = A0_2.Behave
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L1_2(L2_2, L3_2, L4_2)
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end
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end
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end
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L1_1.StartPatrol = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.GetPos
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L1_2 = L1_2(L2_2)
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L3_2 = A0_2
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L2_2 = A0_2.CallDelay
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L4_2 = 3
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L5_2 = A0_2.StartPatrol
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L2_2(L3_2, L4_2, L5_2)
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end
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L1_1.Behave = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L2_2 = A0_2
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L1_2 = A0_2.GetPos
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L1_2 = L1_2(L2_2)
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L2_2 = L1_2.y
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L2_2 = L2_2 + 1
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L1_2.y = L2_2
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L3_2 = A0_2
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L2_2 = A0_2.DoFreeStateTrigger
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L2_2(L3_2)
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L3_2 = A0_2
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L2_2 = A0_2.WalkToTask
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L4_2 = A0_2.PatrolPos
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L5_2 = A0_2.PatrolNext
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L4_2 = L4_2[L5_2]
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L5_2 = A0_2.StartPatrol
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L2_2(L3_2, L4_2, L5_2)
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end
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L1_1.ReturnToPatrol = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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L2_2 = A0_2
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L1_2 = A0_2.ClearFollowTask
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.GetPos
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L1_2 = L1_2(L2_2)
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L2_2 = L1_2.y
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L2_2 = L2_2 + 1
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L1_2.y = L2_2
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L3_2 = A0_2
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L2_2 = A0_2.NarratorOnlyTaskLegacy
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L4_2 = L3_1.AwareReminder
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L2_2(L3_2, L4_2)
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L2_2 = actorUtils
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L2_2 = L2_2.GetAvatarPos
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L2_2 = L2_2()
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L4_2 = A0_2
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L3_2 = A0_2.GetPos
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L3_2 = L3_2(L4_2)
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L4_2 = {}
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L5_2 = L2_2.x
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L6_2 = L3_2.x
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L5_2 = L5_2 - L6_2
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L4_2.x = L5_2
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L5_2 = L2_2.y
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L6_2 = L3_2.y
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L5_2 = L5_2 - L6_2
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L4_2.y = L5_2
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L5_2 = L2_2.z
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L6_2 = L3_2.z
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L5_2 = L5_2 - L6_2
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L4_2.z = L5_2
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L6_2 = A0_2
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L5_2 = A0_2.TurnTo
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L7_2 = L4_2
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L5_2(L6_2, L7_2)
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L6_2 = A0_2
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L5_2 = A0_2.DoFreeStyle
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L7_2 = 1
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L5_2(L6_2, L7_2)
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end
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L1_1.Aware = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = print
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L2_2 = "********************CheckLure"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 3
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = 6
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L4_2 = A0_2.ReturnToPatrol
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.CheckLure = L5_1
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function L5_1(A0_2, A1_2, A2_2)
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local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L3_2 = A2_2.hasSound
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if L3_2 == true then
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L3_2 = print
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L4_2 = "********************MoveToLure"
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.GetPos
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L3_2 = L3_2(L4_2)
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L4_2 = {}
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L5_2 = A2_2.soundPos
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L5_2 = L5_2.x
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L6_2 = L3_2.x
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L5_2 = L5_2 - L6_2
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L4_2.x = L5_2
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L5_2 = A2_2.soundPos
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L5_2 = L5_2.y
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L6_2 = L3_2.y
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L5_2 = L5_2 - L6_2
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L4_2.y = L5_2
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L5_2 = A2_2.soundPos
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L5_2 = L5_2.z
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L6_2 = L3_2.z
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L5_2 = L5_2 - L6_2
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L4_2.z = L5_2
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L5_2 = print
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L6_2 = "TurnDir"
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L5_2(L6_2)
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L5_2 = print
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L6_2 = L4_2.x
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L5_2(L6_2)
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L6_2 = A0_2
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L5_2 = A0_2.TurnTo
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L7_2 = L4_2
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L5_2(L6_2, L7_2)
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L6_2 = A0_2
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L5_2 = A0_2.DoFreeStyle
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L7_2 = 0
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L5_2(L6_2, L7_2)
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L6_2 = A0_2
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L5_2 = A0_2.CallDelay
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L7_2 = 3
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function L8_2(A0_3, A1_3)
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local L2_3, L3_3, L4_3, L5_3
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L3_3 = A0_3
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L2_3 = A0_3.Standby
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L2_3(L3_3)
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L3_3 = A0_3
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L2_3 = A0_3.DoFreeStateTrigger
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L2_3(L3_3)
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L3_3 = A0_3
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L2_3 = A0_3.WalkToTask
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L4_3 = A2_2.soundPos
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L5_3 = A0_3.CheckLure
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L2_3(L3_3, L4_3, L5_3)
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end
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L5_2(L6_2, L7_2, L8_2)
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end
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end
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L1_1.OnLure = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
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L1_2 = print
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L2_2 = "********************Discover"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.NarratorOnlyTaskLegacy
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L3_2 = L3_1.DiscoverReminder
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 2
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L1_2(L2_2, L3_2)
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = L3_1.ActorAlias
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L1_2 = L1_2(L2_2, L3_2)
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if L1_2 ~= nil then
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L2_2 = print
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L3_2 = "Sneak Failed OOOMG"
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L2_2(L3_2)
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L3_2 = L1_2
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L2_2 = L1_2.FinishQuestID
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L4_2 = true
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L5_2 = 100010
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L2_2(L3_2, L4_2, L5_2)
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end
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L3_2 = A0_2
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L2_2 = A0_2.GetPos
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L2_2 = L2_2(L3_2)
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L4_2 = A0_2
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L3_2 = A0_2.EnterSceneLookCamera
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L5_2 = L2_2
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L6_2 = 0
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L7_2 = 2
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L8_2 = true
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L9_2 = true
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L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
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L3_2 = globalActor
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L4_2 = L3_2
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L3_2 = L3_2.EnablePlayerInput
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L5_2 = false
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L3_2(L4_2, L5_2)
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L4_2 = A0_2
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L3_2 = A0_2.CallDelay
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L5_2 = 2
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function L6_2()
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local L0_3, L1_3, L2_3
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L0_3 = globalActor
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L1_3 = L0_3
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L0_3 = L0_3.EnablePlayerInput
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L2_3 = true
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L0_3(L1_3, L2_3)
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end
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L3_2(L4_2, L5_2, L6_2)
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end
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L1_1.Discover = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
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L2_2 = A0_2
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L1_2 = A0_2.ThreatTask
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L3_2 = A0_2.Discover
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L4_2 = A0_2.Aware
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L5_2 = A0_2.ReturnToPatrol
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L6_2 = A0_2.OnLure
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.Start = L5_1
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return L1_1
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