2022-04-29 16:40:51 +02:00

1360 lines
31 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_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 = "Quest10201"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Quest10201"
L2_1 = nil
L3_1 = nil
L4_1 = nil
L5_1 = nil
L6_1 = nil
L7_1 = nil
function L8_1(A0_2)
local L1_2
L1_2 = A0_2.clientData
L2_1 = L1_2
L1_2 = L2_1.SubIDs
L3_1 = L1_2
L1_2 = L2_1.NPCData
L4_1 = L1_2
L1_2 = L2_1.KleeData
L5_1 = L1_2
L1_2 = L2_1.AbyssData
L6_1 = L1_2
L1_2 = L2_1.PaimonData
L7_1 = L1_2
end
L1_1.OnDataLoaded = L8_1
function L8_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020101
L1_2["1020101"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020102
L1_2["1020102"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020103
L1_2["1020103"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020104
L1_2["1020104"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020105
L1_2["1020105"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020106
L1_2["1020106"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020107
L1_2["1020107"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020108
L1_2["1020108"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020109
L1_2["1020109"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020110
L1_2["1020110"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020111
L1_2["1020111"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020112
L1_2["1020112"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020113
L1_2["1020113"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020114
L1_2["1020114"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020115
L1_2["1020115"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart1020116
L1_2["1020116"] = L2_2
end
L1_1.OnSubStartHandlerBuild = L8_1
function L8_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020101
L1_2["1020101"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020102
L1_2["1020102"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020103
L1_2["1020103"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020104
L1_2["1020104"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020105
L1_2["1020105"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020106
L1_2["1020106"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020107
L1_2["1020107"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020108
L1_2["1020108"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020109
L1_2["1020109"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020110
L1_2["1020110"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020111
L1_2["1020111"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020112
L1_2["1020112"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020113
L1_2["1020113"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020114
L1_2["1020114"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020115
L1_2["1020115"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish1020116
L1_2["1020116"] = L2_2
end
L1_1.OnSubFinishHandlerBuild = L8_1
function L8_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFailedHandlers = L1_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020101
L1_2["1020101"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020102
L1_2["1020102"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020103
L1_2["1020103"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020104
L1_2["1020104"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020105
L1_2["1020105"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020106
L1_2["1020106"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020107
L1_2["1020107"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020108
L1_2["1020108"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020109
L1_2["1020109"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020110
L1_2["1020110"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020111
L1_2["1020111"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020112
L1_2["1020112"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020113
L1_2["1020113"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020114
L1_2["1020114"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020115
L1_2["1020115"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed1020116
L1_2["1020116"] = L2_2
end
L1_1.OnSubFailedHandlerBuild = L8_1
function L8_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 = "10201 Invoke : "
L2_2(L3_2)
L2_2 = require
L3_2 = "Quest/Client/Q10201ClientConfig"
L2_2 = L2_2(L3_2)
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_2.ActorAlias
L3_2 = L3_2(L4_2, L5_2)
if A1_2 == 1 then
L5_2 = L3_2
L4_2 = L3_2.GetQuestNpcActor
L6_2 = "Paimon"
L4_2 = L4_2(L5_2, L6_2)
if L4_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.DestroyWithDisappear
L7_2 = false
L5_2(L6_2, L7_2)
end
end
if A1_2 == 2 then
L4_2 = print
L5_2 = "Invoke 2"
L4_2(L5_2)
L4_2 = globalActor
L5_2 = L4_2
L4_2 = L4_2.UnSpawn
L6_2 = "Q10201Bomb"
L4_2(L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.SpawnGadgetById
L6_2 = 1020111
L7_2 = 70300117
L8_2 = 1
L4_2(L5_2, L6_2, L7_2, L8_2)
end
if A1_2 == 3 then
L4_2 = print
L5_2 = "Invoke 3"
L4_2(L5_2)
L4_2 = globalActor
L5_2 = L4_2
L4_2 = L4_2.UnSpawn
L6_2 = "Q10201Bomb"
L4_2(L5_2, L6_2)
L5_2 = L3_2
L4_2 = L3_2.GetQuestNpcActor
L6_2 = L4_1.Npc
L4_2 = L4_2(L5_2, L6_2)
L6_2 = L4_2
L5_2 = L4_2.PlayEffect
L7_2 = "Eff_SceneObj_BombBarrel_01_Explode"
L8_2 = sceneData
L9_2 = L8_2
L8_2 = L8_2.GetDummyPoint
L10_2 = 20031
L11_2 = "Q1020102AbyssSpawn5"
L8_2 = L8_2(L9_2, L10_2, L11_2)
L8_2 = L8_2.pos
L5_2(L6_2, L7_2, L8_2)
end
if A1_2 == 4 then
L4_2 = print
L5_2 = "Invoke 4"
L4_2(L5_2)
L5_2 = A0_2
L4_2 = A0_2.TriggerNpcSpeechBubble
L6_2 = 10093
L7_2 = 102010401
L4_2(L5_2, L6_2, L7_2)
L5_2 = A0_2
L4_2 = A0_2.CallDelay
L6_2 = 2.0
function L7_2()
local L0_3, L1_3, L2_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.ClearNpcSpeechBubble
L2_3 = 10093
L0_3(L1_3, L2_3)
end
L4_2(L5_2, L6_2, L7_2)
end
if A1_2 == 5 then
L4_2 = print
L5_2 = "Invoke 5"
L4_2(L5_2)
L4_2 = globalActor
L5_2 = L4_2
L4_2 = L4_2.UnSpawn
L6_2 = "Q10201Bomb"
L4_2(L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.SpawnGadgetById
L6_2 = 1020112
L7_2 = 70300117
L8_2 = 1
L4_2(L5_2, L6_2, L7_2, L8_2)
end
if A1_2 == 6 then
L4_2 = print
L5_2 = "Invoke 6"
L4_2(L5_2)
L4_2 = globalActor
L5_2 = L4_2
L4_2 = L4_2.UnSpawn
L6_2 = "Q10201Bomb"
L4_2(L5_2, L6_2)
end
end
L1_1.InvokeOnInteraction = L8_1
function L8_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 = "1020101 start"
L2_2(L3_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.CreateActorWithPos
L4_2 = "Q10201trigger03"
L5_2 = "Actor/Gadget/Q10201Trigger03"
L6_2 = 70900002
L7_2 = 0
L8_2 = sceneData
L9_2 = L8_2
L8_2 = L8_2.GetDummyPoint
L10_2 = 3
L11_2 = "Q1020101Treasure"
L8_2 = L8_2(L9_2, L10_2, L11_2)
L8_2 = L8_2.pos
L9_2 = sceneData
L10_2 = L9_2
L9_2 = L9_2.GetDummyPoint
L11_2 = 3
L12_2 = "Q1020101Treasure"
L9_2 = L9_2(L10_2, L11_2, L12_2)
L9_2 = L9_2.rot
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.OnSubStart1020101 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = print
L3_2 = "1020101 finish"
L2_2(L3_2)
end
L1_1.OnSubFinish1020101 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 2
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.CreateQuestNpcCreateTask
L2_3 = {}
L3_3 = L5_1.Klee
L2_3[1] = L3_3
L0_3 = L0_3(L1_3, L2_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.TransmitPlayerById
L3_3 = A1_2
L4_3 = 1
L5_3 = nil
function L6_3(A0_4)
local L1_4, L2_4, L3_4, L4_4, L5_4
L2_4 = A0_4
L1_4 = A0_4.CreateQuestNpc
L3_4 = A1_2
L4_4 = L5_1.KleeID
L5_4 = 1
L1_4(L2_4, L3_4, L4_4, L5_4)
end
L7_3 = L0_3
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart1020112 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "1020101 finish"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L5_1.Klee
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.Destroy
L5_2 = false
L3_2(L4_2, L5_2)
end
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L4_1.Npc
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.Destroy
L6_2 = false
L4_2(L5_2, L6_2)
end
L5_2 = A0_2
L4_2 = A0_2.GetQuestNpcActor
L6_2 = "Paimon"
L4_2 = L4_2(L5_2, L6_2)
if L4_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.DestroyWithDisappear
L7_2 = false
L5_2(L6_2, L7_2)
end
L6_2 = A0_2
L5_2 = A0_2.ActionSafeCall
function L7_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L2_3 = A0_3
L1_3 = A0_3.NarratorOnlyTaskLegacy
L3_3 = L2_1.NarratorData
L3_3 = L3_3.Story1
L4_3 = nil
L5_3 = "Story"
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L5_2(L6_2, L7_2)
end
L1_1.OnSubFinish1020112 = L8_1
function L8_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 = "1020103 start"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L4_1.NpcID
L6_2 = 1
L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.PlayEffect
L5_2 = "Eff_Monster_Abyss_Water_Blink_BS"
L6_2 = L4_1.NPCPos1
L3_2(L4_2, L5_2, L6_2)
L4_2 = L2_2
L3_2 = L2_2.DoFreeStateTrigger
L3_2(L4_2)
L3_2 = print
L4_2 = "state machine reset"
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.BeFollowTaskByRoutePoints
L5_2 = A0_2.clientData
L5_2 = L5_2.RouteData1
L5_2 = L5_2.routeConfig
L6_2 = A0_2.clientData
L6_2 = L6_2.RouteData1
L6_2 = L6_2.beFollowLen
L7_2 = A0_2.clientData
L7_2 = L7_2.RouteData1
L7_2 = L7_2.beFollowFailed
function L8_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.GetQuestNpcActor
L5_3 = L4_1.Npc
L3_3 = L3_3(L4_3, L5_3)
L4_3 = A0_3.BeFollowState
L5_3 = BeFollowState
L5_3 = L5_3.SUCCESS
if L4_3 == L5_3 then
L5_3 = L3_3
L4_3 = L3_3.Standby
L4_3(L5_3)
L5_3 = L3_3
L4_3 = L3_3.PlayEmojiBubble
L6_3 = "EmojiBubble_Emoji_Worry"
L4_3(L5_3, L6_3)
L4_3 = print
L5_3 = "abyss dizzy1"
L4_3(L5_3)
L4_3 = actorMgr
L5_3 = L4_3
L4_3 = L4_3.CreateActorWithPos
L6_3 = "Q10201trigger01"
L7_3 = "Actor/Gadget/Q10201Trigger01"
L8_3 = 70900002
L9_3 = 0
L10_3 = sceneData
L11_3 = L10_3
L10_3 = L10_3.GetDummyPoint
L12_3 = 3
L13_3 = "Q1020102AbyssSpawn2"
L10_3 = L10_3(L11_3, L12_3, L13_3)
L10_3 = L10_3.pos
L11_3 = sceneData
L12_3 = L11_3
L11_3 = L11_3.GetDummyPoint
L13_3 = 3
L14_3 = "Q1020102AbyssSpawn2"
L11_3 = L11_3(L12_3, L13_3, L14_3)
L11_3 = L11_3.rot
L12_3 = true
L13_3 = false
L4_3(L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3)
end
end
L9_2 = nil
L10_2 = nil
function L11_2(A0_3, A1_3)
local L2_3, L3_3
L2_3 = print
L3_3 = "No Wait"
L2_3(L3_3)
end
L12_2 = nil
function L13_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = print
L3_3 = "Fail Quest1020103"
L2_3(L3_3)
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.FinishQuestID
L5_3 = true
L6_3 = 1020103
L3_3(L4_3, L5_3, L6_3)
L4_3 = L2_3
L3_3 = L2_3.ClearNarratorTask
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.StopNarrator
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.CallDelay
L5_3 = 2
function L6_3()
local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4
L0_4 = L2_3
L1_4 = L0_4
L0_4 = L0_4.TransmitPlayerWithTextByQuestId
L2_4 = 1020103
L3_4 = 1
L4_4 = {}
L5_4 = "QUEST_Message_Q1020104"
L4_4[1] = L5_4
L0_4(L1_4, L2_4, L3_4, L4_4)
end
L3_3(L4_3, L5_3, L6_3)
end
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.OnSubStart1020103 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020103 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L4_1.NpcID
L6_2 = 1
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.OnSubStart1020114 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L7_1.Paimon
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DestroyWithDisappear
L5_2 = false
L3_2(L4_2, L5_2)
end
end
L1_1.OnSubFinish1020114 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020114 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.Standby
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.PlayEmojiBubble
L5_2 = "EmojiBubble_Emoji_Worry"
L3_2(L4_2, L5_2)
end
L1_1.OnSubStart1020104 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "1020104 finish"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.EnterSceneLookCamera
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q10201CamTarget1"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
L5_2 = 0
L6_2 = 1
L7_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.EnablePlayerInput
L4_2 = false
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 1
function L5_2()
local L0_3, L1_3, L2_3
L0_3 = globalActor
L1_3 = L0_3
L0_3 = L0_3.EnablePlayerInput
L2_3 = true
L0_3(L1_3, L2_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFinish1020104 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020104 = L8_1
function L8_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 = "1020105 start"
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
L2_3 = A0_3
L1_3 = A0_3.NarratorOnlyTaskLegacy
L3_3 = L2_1.NarratorData
L3_3 = L3_3.Story3
L4_3 = nil
L5_3 = "Story"
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.DoFreeStateTrigger
L3_2(L4_2)
L3_2 = print
L4_2 = "state machine reset"
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.BeFollowTaskByRoutePoints
L5_2 = A0_2.clientData
L5_2 = L5_2.RouteData2
L5_2 = L5_2.routeConfig
L6_2 = A0_2.clientData
L6_2 = L6_2.RouteData2
L6_2 = L6_2.beFollowLen
L7_2 = A0_2.clientData
L7_2 = L7_2.RouteData2
L7_2 = L7_2.beFollowFailed
function L8_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.GetQuestNpcActor
L5_3 = L4_1.Npc
L3_3 = L3_3(L4_3, L5_3)
L4_3 = A0_3.BeFollowState
L5_3 = BeFollowState
L5_3 = L5_3.SUCCESS
if L4_3 == L5_3 then
L5_3 = L3_3
L4_3 = L3_3.Standby
L4_3(L5_3)
L5_3 = L3_3
L4_3 = L3_3.PlayEmojiBubble
L6_3 = "EmojiBubble_Emoji_Worry"
L4_3(L5_3, L6_3)
L4_3 = actorMgr
L5_3 = L4_3
L4_3 = L4_3.CreateActorWithPos
L6_3 = "Q10201trigger02"
L7_3 = "Actor/Gadget/Q10201Trigger02"
L8_3 = 70900002
L9_3 = 0
L10_3 = sceneData
L11_3 = L10_3
L10_3 = L10_3.GetDummyPoint
L12_3 = 3
L13_3 = "Q1020102AbyssSpawn3"
L10_3 = L10_3(L11_3, L12_3, L13_3)
L10_3 = L10_3.pos
L11_3 = sceneData
L12_3 = L11_3
L11_3 = L11_3.GetDummyPoint
L13_3 = 3
L14_3 = "Q1020102AbyssSpawn3"
L11_3 = L11_3(L12_3, L13_3, L14_3)
L11_3 = L11_3.rot
L12_3 = true
L13_3 = false
L4_3(L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3)
end
end
L9_2 = nil
L10_2 = nil
function L11_2(A0_3, A1_3)
local L2_3, L3_3
L2_3 = print
L3_3 = "No Wait"
L2_3(L3_3)
end
L12_2 = nil
function L13_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = print
L3_3 = "Fail Quest1020105"
L2_3(L3_3)
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.FinishQuestID
L5_3 = true
L6_3 = 1020105
L3_3(L4_3, L5_3, L6_3)
L4_3 = L2_3
L3_3 = L2_3.ClearNarratorTask
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.StopNarrator
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.CallDelay
L5_3 = 2
function L6_3()
local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4
L0_4 = L2_3
L1_4 = L0_4
L0_4 = L0_4.TransmitPlayerWithTextByQuestId
L2_4 = 1020105
L3_4 = 1
L4_4 = {}
L5_4 = "QUEST_Message_Q1020104"
L4_4[1] = L5_4
L0_4(L1_4, L2_4, L3_4, L4_4)
end
L3_3(L4_3, L5_3, L6_3)
end
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.OnSubStart1020105 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020105 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L4_1.NpcID
L6_2 = 1
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.OnSubStart1020115 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L7_1.Paimon
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DestroyWithDisappear
L5_2 = false
L3_2(L4_2, L5_2)
end
end
L1_1.OnSubFinish1020115 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020115 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.Standby
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.PlayEmojiBubble
L5_2 = "EmojiBubble_Emoji_Worry"
L3_2(L4_2, L5_2)
end
L1_1.OnSubStart1020106 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "1020106 finish"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.EnterSceneLookCamera
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q10201CamTarget2"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
L5_2 = 0
L6_2 = 1
L7_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.EnablePlayerInput
L4_2 = false
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 1
function L5_2()
local L0_3, L1_3, L2_3
L0_3 = globalActor
L1_3 = L0_3
L0_3 = L0_3.EnablePlayerInput
L2_3 = true
L0_3(L1_3, L2_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFinish1020106 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020106 = L8_1
function L8_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 = "1020107 start"
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
L2_3 = A0_3
L1_3 = A0_3.NarratorOnlyTaskLegacy
L3_3 = L2_1.NarratorData
L3_3 = L3_3.Story4
L4_3 = nil
L5_3 = "Story"
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.DoFreeStateTrigger
L3_2(L4_2)
L3_2 = print
L4_2 = "state machine reset"
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.BeFollowTaskByRoutePoints
L5_2 = A0_2.clientData
L5_2 = L5_2.RouteData3
L5_2 = L5_2.routeConfig
L6_2 = A0_2.clientData
L6_2 = L6_2.RouteData3
L6_2 = L6_2.beFollowLen
L7_2 = A0_2.clientData
L7_2 = L7_2.RouteData3
L7_2 = L7_2.beFollowFailed
function L8_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.GetQuestNpcActor
L5_3 = L4_1.Npc
L3_3 = L3_3(L4_3, L5_3)
L4_3 = A0_3.BeFollowState
L5_3 = BeFollowState
L5_3 = L5_3.SUCCESS
if L4_3 == L5_3 then
L5_3 = L3_3
L4_3 = L3_3.PlayEffect
L6_3 = "Eff_Monster_Abyss_Water_Blink_BS"
L7_3 = L4_1.NPCPos8
L4_3(L5_3, L6_3, L7_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
L5_3 = L2_3
L4_3 = L2_3.CreateQuestNpcById
L6_3 = 1020107
L7_3 = L4_1.NpcID
L8_3 = 1
L4_3(L5_3, L6_3, L7_3, L8_3)
L5_3 = L2_3
L4_3 = L2_3.GetQuestNpcActor
L6_3 = L4_1.Npc
L4_3 = L4_3(L5_3, L6_3)
L6_3 = L4_3
L5_3 = L4_3.DoFreeStateTrigger
L5_3(L6_3)
L6_3 = L4_3
L5_3 = L4_3.BeFollowTaskByRoutePoints
L7_3 = L2_3.clientData
L7_3 = L7_3.RouteData4
L7_3 = L7_3.routeConfig
L8_3 = L2_3.clientData
L8_3 = L8_3.RouteData4
L8_3 = L8_3.beFollowLen
L9_3 = L2_3.clientData
L9_3 = L9_3.RouteData4
L9_3 = L9_3.beFollowFailed
function L10_3(A0_4, A1_4)
local L2_4, L3_4, L4_4, L5_4, L6_4, L7_4
L2_4 = actorMgr
L3_4 = L2_4
L2_4 = L2_4.GetActor
L4_4 = L2_1.ActorAlias
L2_4 = L2_4(L3_4, L4_4)
L4_4 = L2_4
L3_4 = L2_4.GetQuestNpcActor
L5_4 = L4_1.Npc
L3_4 = L3_4(L4_4, L5_4)
L4_4 = A0_4.BeFollowState
L5_4 = BeFollowState
L5_4 = L5_4.SUCCESS
if L4_4 == L5_4 then
L5_4 = L3_4
L4_4 = L3_4.PlayEffect
L6_4 = "Eff_Monster_Abyss_Water_Blink_BS"
L7_4 = L4_1.NPCPos11
L4_4(L5_4, L6_4, L7_4)
if L3_4 ~= nil then
L5_4 = L3_4
L4_4 = L3_4.Destroy
L6_4 = false
L4_4(L5_4, L6_4)
L5_4 = L2_4
L4_4 = L2_4.FinishQuestID
L6_4 = false
L7_4 = 1020107
L4_4(L5_4, L6_4, L7_4)
L4_4 = print
L5_4 = "Finish Quest1020107"
L4_4(L5_4)
end
end
end
L11_3 = nil
L12_3 = nil
function L13_3(A0_4, A1_4)
local L2_4, L3_4
L2_4 = print
L3_4 = "No Wait"
L2_4(L3_4)
end
L14_3 = nil
function L15_3(A0_4, A1_4)
local L2_4, L3_4, L4_4, L5_4, L6_4
L2_4 = print
L3_4 = "Fail Quest1020105"
L2_4(L3_4)
L2_4 = actorMgr
L3_4 = L2_4
L2_4 = L2_4.GetActor
L4_4 = L2_1.ActorAlias
L2_4 = L2_4(L3_4, L4_4)
L4_4 = L2_4
L3_4 = L2_4.FinishQuestID
L5_4 = true
L6_4 = 1020107
L3_4(L4_4, L5_4, L6_4)
L4_4 = L2_4
L3_4 = L2_4.ClearNarratorTask
L3_4(L4_4)
L4_4 = L2_4
L3_4 = L2_4.StopNarrator
L3_4(L4_4)
L4_4 = L2_4
L3_4 = L2_4.CallDelay
L5_4 = 2
function L6_4()
local L0_5, L1_5, L2_5, L3_5, L4_5, L5_5
L0_5 = L2_4
L1_5 = L0_5
L0_5 = L0_5.TransmitPlayerWithTextByQuestId
L2_5 = 1020107
L3_5 = 1
L4_5 = {}
L5_5 = "QUEST_Message_Q1020104"
L4_5[1] = L5_5
L0_5(L1_5, L2_5, L3_5, L4_5)
end
L3_4(L4_4, L5_4, L6_4)
end
L5_3(L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3)
end
end
L9_2 = nil
L10_2 = nil
function L11_2(A0_3, A1_3)
local L2_3, L3_3
L2_3 = print
L3_3 = "No Wait"
L2_3(L3_3)
end
L12_2 = nil
function L13_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = print
L3_3 = "Fail Quest1020107"
L2_3(L3_3)
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
L4_3 = L2_3
L3_3 = L2_3.FinishQuestID
L5_3 = true
L6_3 = 1020107
L3_3(L4_3, L5_3, L6_3)
L4_3 = L2_3
L3_3 = L2_3.ClearNarratorTask
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.StopNarrator
L3_3(L4_3)
L4_3 = L2_3
L3_3 = L2_3.CallDelay
L5_3 = 2
function L6_3()
local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4
L0_4 = L2_3
L1_4 = L0_4
L0_4 = L0_4.TransmitPlayerWithTextByQuestId
L2_4 = 1020107
L3_4 = 1
L4_4 = {}
L5_4 = "QUEST_Message_Q1020104"
L4_4[1] = L5_4
L0_4(L1_4, L2_4, L3_4, L4_4)
end
L3_3(L4_3, L5_3, L6_3)
end
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.OnSubStart1020107 = L8_1
function L8_1(A0_2, A1_2)
end
L1_1.OnSubFinish1020107 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed1020107 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "1020116 start"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.EnterSceneLookCamera
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q10201CamTarget3"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
L5_2 = 0
L6_2 = 1
L7_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.EnablePlayerInput
L4_2 = false
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 1
function L5_2()
local L0_3, L1_3, L2_3
L0_3 = globalActor
L1_3 = L0_3
L0_3 = L0_3.EnablePlayerInput
L2_3 = true
L0_3(L1_3, L2_3)
end
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.NarratorOnlyTaskLegacy
L4_2 = L2_1.NarratorData
L4_2 = L4_2.Story2
L5_2 = nil
L6_2 = "Story"
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.OnSubFinish1020116 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 2
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.CreateQuestNpcCreateTask
L2_3 = {}
L3_3 = L5_1.Klee
L2_3[1] = L3_3
L0_3 = L0_3(L1_3, L2_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.TransmitPlayerById
L3_3 = A1_2
L4_3 = 1
L5_3 = nil
function L6_3(A0_4)
local L1_4, L2_4, L3_4, L4_4, L5_4
L2_4 = A0_4
L1_4 = A0_4.CreateQuestNpc
L3_4 = A1_2
L4_4 = L5_1.KleeID
L5_4 = 1
L1_4(L2_4, L3_4, L4_4, L5_4)
end
L7_3 = L0_3
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart1020113 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L5_1.Klee
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = "Paimon"
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DestroyWithDisappear
L5_2 = false
L3_2(L4_2, L5_2)
end
end
L1_1.OnSubFinish1020113 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = print
L3_2 = "1020110 start"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L6_1.AbyssID
L6_2 = 1
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.OnSubStart1020110 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "1020111 start"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 2
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.CreateQuestNpcCreateTask
L2_3 = {}
L3_3 = L5_1.Klee
L4_3 = L4_1.Npc
L5_3 = L6_1.Abyss
L2_3[1] = L3_3
L2_3[2] = L4_3
L2_3[3] = L5_3
L0_3 = L0_3(L1_3, L2_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.TransmitPlayerById
L3_3 = A1_2
L4_3 = 1
L5_3 = nil
function L6_3(A0_4)
local L1_4, L2_4, L3_4, L4_4, L5_4
L2_4 = A0_4
L1_4 = A0_4.CreateQuestNpc
L3_4 = A1_2
L4_4 = L5_1.KleeID
L5_4 = 1
L1_4(L2_4, L3_4, L4_4, L5_4)
L2_4 = A0_4
L1_4 = A0_4.CreateQuestNpc
L3_4 = A1_2
L4_4 = L4_1.NpcID
L5_4 = 2
L1_4(L2_4, L3_4, L4_4, L5_4)
L2_4 = A0_4
L1_4 = A0_4.CreateQuestNpc
L3_4 = A1_2
L4_4 = L6_1.AbyssID
L5_4 = 3
L1_4(L2_4, L3_4, L4_4, L5_4)
end
L7_3 = L0_3
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart1020111 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "1020111 finish"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L5_1.Klee
L5_2 = 20031
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L6_1.Abyss
L5_2 = 20031
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L4_1.Npc
L5_2 = 20031
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = "Paimon"
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DestroyWithDisappear
L5_2 = false
L3_2(L4_2, L5_2)
end
end
L1_1.OnSubFinish1020111 = L8_1
function L8_1(A0_2)
local L1_2
end
L1_1.Start = L8_1
function L8_1(A0_2)
local L1_2
end
L1_1.OnDestroy = L8_1
return L1_1