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

4741 lines
107 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_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 = "QuestActorProxy"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = ActorType
L2_1 = L2_1.QUEST_ACTOR
L1_1.actorType = L2_1
L1_1.mainQuestID = 0
L1_1.mainQuestConfigID = 0
L1_1.shareData = nil
L1_1.clientData = nil
L1_1.subStartHandlers = nil
L1_1.subFinishHandlers = nil
L1_1.subFailedHandlers = nil
L1_1.speechBubbleTask = nil
L2_1 = nil
L3_1 = nil
L4_1 = nil
L1_1.AliasCache = nil
L1_1.NpcTriggerDataDic = nil
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = A0_2.AliasCache
if nil == L2_2 then
L2_2 = {}
A0_2.AliasCache = L2_2
end
L2_2 = A0_2.AliasCache
L2_2 = L2_2[A1_2]
if L2_2 == nil then
L4_2 = A0_2
L3_2 = A0_2.IsRandom
L3_2 = L3_2(L4_2)
if L3_2 then
L4_2 = A0_2
L3_2 = A0_2.GetRandomNpcAlias
L6_2 = A0_2
L5_2 = A0_2.GetRandomFactorValue
L7_2 = A1_2
L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2)
L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2)
L2_2 = L3_2
else
L3_2 = A1_2
L4_2 = A0_2.mainQuestID
L2_2 = L3_2 .. L4_2
end
L3_2 = A0_2.AliasCache
L3_2[A1_2] = L2_2
end
return L2_2
end
L1_1.GetRealAlias = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = "Quest/Share/Q"
L2_2 = tostring
L3_2 = A0_2.mainQuestConfigID
L2_2 = L2_2(L3_2)
L3_2 = "ShareConfig"
L1_2 = L1_2 .. L2_2 .. L3_2
L2_2 = A0_2.mainQuestID
main_id = L2_2
L2_2 = {}
sub_ids = L2_2
L2_2 = {}
rewind_data = L2_2
L2_2 = {}
quest_data = L2_2
L2_2 = util
L2_2 = L2_2.do_require
L3_2 = L1_2
L2_2(L3_2)
L2_2 = {}
L3_2 = sub_ids
L2_2.SubIds = L3_2
L3_2 = rewind_data
L2_2.RewindData = L3_2
L3_2 = quest_data
L2_2.QuestData = L3_2
function L3_2(A0_3, A1_3)
local L2_3, L3_3, L4_3
L2_3 = A0_3.RewindData
L3_3 = tostring
L4_3 = A1_3
L3_3 = L3_3(L4_3)
L2_3 = L2_3[L3_3]
return L2_3
end
L2_2.GetRewindData = L3_2
function L3_2(A0_3, A1_3)
local L2_3, L3_3, L4_3
L2_3 = A0_3.QuestData
L3_3 = tostring
L4_3 = A1_3
L3_3 = L3_3(L4_3)
L2_3 = L2_3[L3_3]
return L2_3
end
L2_2.GetQuestData = L3_2
A0_2.shareData = L2_2
L2_2 = "Quest/Client/Q"
L3_2 = tostring
L4_2 = A0_2.mainQuestConfigID
L3_2 = L3_2(L4_2)
L4_2 = "ClientConfig"
L2_2 = L2_2 .. L3_2 .. L4_2
L3_2 = require
L4_2 = L2_2
L3_2 = L3_2(L4_2)
A0_2.clientData = L3_2
L3_2 = util
L3_2 = L3_2.unrequire
L4_2 = L1_2
L3_2(L4_2)
L3_2 = util
L3_2 = L3_2.unrequire
L4_2 = L2_2
L3_2(L4_2)
main_id = nil
sub_ids = nil
rewind_data = nil
quest_data = nil
L4_2 = A0_2
L3_2 = A0_2.OnDataLoaded
L3_2(L4_2)
end
L1_1.OnDataLoad = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L1_2 = A0_2.uActor
if nil == L1_2 then
return
end
L1_2 = A0_2.customFreeStyleLoaded
if L1_2 == true then
return
end
A0_2.customFreeStyleLoaded = true
L1_2 = A0_2.customFreeStyle
if nil == L1_2 then
return
end
L2_2 = A0_2
L1_2 = A0_2.IsRandom
L1_2 = L1_2(L2_2)
if L1_2 then
L1_2 = ipairs
L2_2 = A0_2.customFreeStyle
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
L7_2 = A0_2
L6_2 = A0_2.GetRandomFactorValue
L8_2 = L5_2.npcId
L6_2 = L6_2(L7_2, L8_2)
L7_2 = A0_2.uActor
L8_2 = L7_2
L7_2 = L7_2.LoadCustomFreeStyle
L9_2 = tonumber
L10_2 = L6_2
L9_2 = L9_2(L10_2)
L10_2 = L5_2.freeStyleList
L7_2(L8_2, L9_2, L10_2)
end
else
L1_2 = pairs
L2_2 = A0_2.customFreeStyle
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
L6_2 = L5_2.npcId
L7_2 = A0_2.uActor
L8_2 = L7_2
L7_2 = L7_2.LoadCustomFreeStyle
L9_2 = L5_2.npcId
L10_2 = L5_2.freeStyleList
L7_2(L8_2, L9_2, L10_2)
end
end
end
L1_1.LoadCustomFreeStyle = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L1_2 = A0_2.uActor
if nil == L1_2 then
return
end
A0_2.customFreeStyleLoaded = nil
L1_2 = A0_2.customFreeStyle
if nil == L1_2 then
return
end
L2_2 = A0_2
L1_2 = A0_2.IsRandom
L1_2 = L1_2(L2_2)
if L1_2 then
L1_2 = ipairs
L2_2 = A0_2.customFreeStyle
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
L7_2 = A0_2
L6_2 = A0_2.GetRandomFactorValue
L8_2 = L5_2.npcId
L6_2 = L6_2(L7_2, L8_2)
L7_2 = A0_2.uActor
L8_2 = L7_2
L7_2 = L7_2.ReleaseCustomFreeStyle
L9_2 = tonumber
L10_2 = L6_2
L9_2 = L9_2(L10_2)
L10_2 = L5_2.freeStyleList
L7_2(L8_2, L9_2, L10_2)
end
else
L1_2 = pairs
L2_2 = A0_2.customFreeStyle
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
L6_2 = L5_2.npcId
L7_2 = A0_2.uActor
L8_2 = L7_2
L7_2 = L7_2.ReleaseCustomFreeStyle
L9_2 = L5_2.npcId
L10_2 = L5_2.freeStyleList
L7_2(L8_2, L9_2, L10_2)
end
end
end
L1_1.ReleaseCustomFreeStyle = L5_1
function L5_1(A0_2)
local L1_2
end
L1_1.OnDataLoaded = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "********QuestActorProxy OnHandlerBuild"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.OnSubStartHandlerBuild
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.OnSubFinishHandlerBuild
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.OnSubFailedHandlerBuild
L1_2(L2_2)
end
L1_1.OnHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
end
L1_1.OnSubStartHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
end
L1_1.OnSubFinishHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2
L1_2 = {}
A0_2.subFailedHandlers = L1_2
end
L1_1.OnSubFailedHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2
L2_1 = A0_2
L1_2 = A0_2.__super
L3_1 = L1_2
L1_2 = {}
A0_2.AliasCache = L1_2
end
L1_1.OnPreInit = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L4_1 = L1_2
L1_2 = L4_1
if L1_2 ~= nil then
L1_2 = L4_1
L2_2 = L1_2
L1_2 = L1_2.TryStartActor
L1_2(L2_2)
end
end
L1_1.OnPostInit = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
A0_2.alias = A1_2
L3_2 = A0_2
L2_2 = A0_2.CreateUActor
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
A0_2.uActor = L2_2
L4_2 = A0_2
L3_2 = A0_2.Register
L3_2(L4_2)
end
L1_1.OnInit = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = actorUtils
L2_2 = L2_2.CreateActor
L3_2 = A0_2
L4_2 = ActorType
L4_2 = L4_2.QUEST_ACTOR
L5_2 = A1_2
L2_2 = L2_2(L3_2, L4_2, L5_2)
L3_2 = actorUtils
L3_2 = L3_2.CreateQuestActor
L4_2 = A0_2.mainQuestID
L5_2 = L2_2
L3_2 = L3_2(L4_2, L5_2)
L2_2 = L3_2
return L2_2
end
L1_1.CreateUActor = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.LoadCustomFreeStyle
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.OnMainStart
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.OnMainStartHandler = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "main start "
L4_2 = tostring
L5_2 = A1_2.QuestMainId
L4_2 = L4_2(L5_2)
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
end
L1_1.OnMainStart = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.LoadCustomFreeStyle
L2_2(L3_2)
L2_2 = tostring
L3_2 = A1_2.QuestConfigId
L2_2 = L2_2(L3_2)
L3_2 = print
L4_2 = "sub start "
L5_2 = L2_2
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L3_2 = A0_2.subStartHandlers
if L3_2 == nil then
return
end
L3_2 = A0_2.subStartHandlers
L3_2 = L3_2[L2_2]
if L3_2 ~= nil then
L4_2 = L3_2
L5_2 = A0_2
L6_2 = A1_2
L4_2(L5_2, L6_2)
end
end
L1_1.OnSubStart = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = tostring
L3_2 = A1_2.QuestConfigId
L2_2 = L2_2(L3_2)
L3_2 = print
L4_2 = "sub finished "
L5_2 = L2_2
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L3_2 = A0_2.subFinishHandlers
if L3_2 == nil then
end
L3_2 = A0_2.subFinishHandlers
L3_2 = L3_2[L2_2]
if L3_2 ~= nil then
L4_2 = L3_2
L5_2 = A0_2
L6_2 = A1_2
L4_2(L5_2, L6_2)
end
end
L1_1.OnSubFinished = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.OnMainFinished
L4_2 = A1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.DoReturnNpc
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ClearAllNpcTrigger
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ReleaseCustomFreeStyle
L2_2(L3_2)
end
L1_1.OnMainFinishedHandler = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
if A1_2 ~= nil then
L2_2 = print
L3_2 = "main finished "
L4_2 = tostring
L5_2 = A1_2.QuestMainId
L4_2 = L4_2(L5_2)
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
else
L2_2 = print
L3_2 = "main finished nil never start"
L2_2(L3_2)
end
end
L1_1.OnMainFinished = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.OnMainFailed
L4_2 = A1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.DoReturnNpc
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ClearAllNpcTrigger
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ReleaseCustomFreeStyle
L2_2(L3_2)
end
L1_1.OnMainFailedHandler = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
if A1_2 ~= nil then
L2_2 = print
L3_2 = "main failed "
L4_2 = tostring
L5_2 = A1_2.QuestMainId
L4_2 = L4_2(L5_2)
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
else
L2_2 = print
L3_2 = "main failed nil never start"
L2_2(L3_2)
end
end
L1_1.OnMainFailed = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.OnMainCanceled
L4_2 = A1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.DoReturnNpc
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ClearAllNpcTrigger
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ReleaseCustomFreeStyle
L2_2(L3_2)
end
L1_1.OnMainCanceledHandler = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
if A1_2 ~= nil then
L2_2 = print
L3_2 = "main canceled "
L4_2 = tostring
L5_2 = A1_2.QuestMainId
L4_2 = L4_2(L5_2)
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
else
L2_2 = print
L3_2 = "main canceled nil never start"
L2_2(L3_2)
end
end
L1_1.OnMainCanceled = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = tostring
L3_2 = A1_2.QuestConfigId
L2_2 = L2_2(L3_2)
L3_2 = print
L4_2 = "sub failed "
L5_2 = L2_2
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L3_2 = A0_2.subFailedHandlers
if L3_2 == nil then
return
end
L3_2 = A0_2.subFailedHandlers
L3_2 = L3_2[L2_2]
if L3_2 ~= nil then
L4_2 = L3_2
L5_2 = A0_2
L6_2 = A1_2
L4_2(L5_2, L6_2)
end
end
L1_1.OnSubFailed = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = print
L3_2 = "quest rewind "
L4_2 = tostring
L5_2 = A1_2.QuestConfigId
L4_2 = L4_2(L5_2)
L5_2 = tostring
L6_2 = A1_2.state
L5_2 = L5_2(L6_2)
L3_2 = L3_2 .. L4_2 .. L5_2
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DoRewind
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetRewindData
L6_2 = A1_2.QuestConfigId
L4_2 = L4_2(L5_2, L6_2)
L5_2 = A1_2
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.OnRewind
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.OnRewindHandler = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = print
L3_2 = "quest soft rewind "
L4_2 = tostring
L5_2 = A1_2.QuestConfigId
L4_2 = L4_2(L5_2)
L5_2 = tostring
L6_2 = A1_2.state
L5_2 = L5_2(L6_2)
L3_2 = L3_2 .. L4_2 .. L5_2
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DoSoftRewind
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetRewindData
L6_2 = A1_2.QuestConfigId
L4_2, L5_2, L6_2 = L4_2(L5_2, L6_2)
return L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.OnSoftRewind = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
L3_2 = print
L4_2 = A1_2
L3_2(L4_2)
if A1_2 == nil then
return
end
L4_2 = A0_2
L3_2 = A0_2.DoRewindNpc
L5_2 = A1_2.npcs
L6_2 = nil
L7_2 = A2_2
L3_2(L4_2, L5_2, L6_2, L7_2)
L4_2 = A0_2
L3_2 = A0_2.DoRewindGadget
L5_2 = A1_2.gadgets
L6_2 = nil
L7_2 = A2_2
L3_2(L4_2, L5_2, L6_2, L7_2)
L4_2 = A0_2
L3_2 = A0_2.DoRewindItem
L5_2 = A1_2.items
L6_2 = nil
L7_2 = A2_2
L3_2(L4_2, L5_2, L6_2, L7_2)
end
L1_1.DoRewind = L5_1
function L5_1(A0_2, A1_2)
end
L1_1.OnRewind = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = print
L3_2 = A1_2
L2_2(L3_2)
if A1_2 == nil then
return
end
L2_2 = false
return L2_2
end
L1_1.DoSoftRewind = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
if A1_2 == nil then
L3_2 = false
return L3_2
end
if A2_2 == nil then
A2_2 = true
end
L3_2 = A1_2.scene_id
if L3_2 == nil then
L4_2 = sceneData
L3_2 = L4_2.DefaultSceneID
elseif L3_2 == 0 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
if L4_2 ~= -1 then
L4_2 = sceneData
L3_2 = L4_2.currSceneID
end
end
if A2_2 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
if L3_2 ~= L4_2 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
if L4_2 ~= 1001 then
L4_2 = false
return L4_2
end
end
end
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = L3_2
L7_2 = A1_2.pos
L4_2 = L4_2(L5_2, L6_2, L7_2)
if L4_2 == nil then
return
end
L5_2 = L2_1
L6_2 = L5_2
L5_2 = L5_2.TransmitPlayer
L7_2 = 0
L8_2 = L4_2.pos
L9_2 = L4_2.rot
L5_2(L6_2, L7_2, L8_2, L9_2)
L5_2 = actorUtils
L5_2 = L5_2.SyncAvatarMotion
L5_2()
L5_2 = true
return L5_2
end
L1_1.DoRewindAvatar = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = A1_2.isMale
if L2_2 ~= nil then
L2_2 = A1_2.isMale
L3_2 = actorUtils
L3_2 = L3_2.IsMalePlayer
L3_2 = L3_2()
if L2_2 ~= L3_2 then
L2_2 = false
return L2_2
end
end
L2_2 = true
return L2_2
end
L1_1.CheckDataCondition = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
if A1_2 == nil then
L4_2 = false
return L4_2
end
if A2_2 == nil then
A2_2 = false
end
L4_2 = false
L5_2 = 1
L6_2 = #A1_2
L7_2 = 1
for L8_2 = L5_2, L6_2, L7_2 do
L9_2 = A1_2[L8_2]
if L9_2 ~= nil then
L11_2 = A0_2
L10_2 = A0_2.CheckDataCondition
L12_2 = L9_2
L10_2 = L10_2(L11_2, L12_2)
if L10_2 ~= false then
L10_2 = L9_2.alias
if L10_2 ~= nil then
L10_2 = print
L11_2 = "Lua want to create npc "
L12_2 = L9_2.alias
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
else
L10_2 = print
L11_2 = "Lua want to create npc "
L12_2 = L9_2.id
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
end
L10_2 = L9_2.scene_id
if L10_2 == nil then
L11_2 = sceneData
L10_2 = L11_2.DefaultSceneID
elseif L10_2 == 0 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= -1 then
L11_2 = sceneData
L10_2 = L11_2.currSceneID
end
end
if A2_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L10_2 ~= L11_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= 1001 then
goto lbl_72
end
end
end
L11_2 = actorData
L12_2 = L11_2
L11_2 = L11_2.GetByNpcRewindData
L13_2 = L9_2
L14_2 = A0_2
L15_2 = A3_2.QuestId
L11_2 = L11_2(L12_2, L13_2, L14_2, L15_2)
if L11_2 ~= nil then
L12_2 = actorMgr
L13_2 = L12_2
L12_2 = L12_2.CreateActorWithData
L14_2 = L11_2
L12_2(L13_2, L14_2)
end
L4_2 = true
end
end
::lbl_72::
end
return L4_2
end
L1_1.DoRewindNpc = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2
if A1_2 == nil then
return
end
if A2_2 == nil then
A2_2 = false
end
L4_2 = false
L5_2 = 1
L6_2 = #A1_2
L7_2 = 1
for L8_2 = L5_2, L6_2, L7_2 do
L9_2 = A1_2[L8_2]
if L9_2 ~= nil then
L11_2 = A0_2
L10_2 = A0_2.CheckDataCondition
L12_2 = L9_2
L10_2 = L10_2(L11_2, L12_2)
if L10_2 ~= false then
L10_2 = L9_2.alias
if L10_2 ~= nil then
L10_2 = print
L11_2 = "Lua want to create gadget "
L12_2 = L9_2.alias
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
else
L10_2 = print
L11_2 = "Lua want to create gadget "
L12_2 = L9_2.id
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
end
L10_2 = L9_2.scene_id
if L10_2 == nil then
L11_2 = sceneData
L10_2 = L11_2.DefaultSceneID
elseif L10_2 == 0 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= -1 then
L11_2 = sceneData
L10_2 = L11_2.currSceneID
end
end
if A2_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L10_2 ~= L11_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= 1001 then
goto lbl_122
end
end
end
L11_2 = nil
L12_2 = nil
L13_2 = nil
L15_2 = A0_2
L14_2 = A0_2.IsRandom
L14_2 = L14_2(L15_2)
if L14_2 then
L14_2 = tonumber
L16_2 = A0_2
L15_2 = A0_2.GetRandomFactorValue
L17_2 = L9_2.id
L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 = L15_2(L16_2, L17_2)
L14_2 = L14_2(L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
L11_2 = L14_2
L15_2 = A0_2
L14_2 = A0_2.GetRandomGadgetAlias
L16_2 = L9_2.alias
L14_2 = L14_2(L15_2, L16_2)
L12_2 = L14_2
L15_2 = A0_2
L14_2 = A0_2.GetRandomFactorValue
L16_2 = L9_2.pos
L14_2 = L14_2(L15_2, L16_2)
L13_2 = L14_2
else
L11_2 = L9_2.id
L12_2 = L9_2.alias
L13_2 = L9_2.pos
end
L14_2 = sceneData
L15_2 = L14_2
L14_2 = L14_2.GetDummyPoint
L16_2 = L10_2
L17_2 = L13_2
L14_2 = L14_2(L15_2, L16_2, L17_2)
if L14_2 == nil then
L15_2 = print
L16_2 = "Dummy Point "
L17_2 = L13_2
L18_2 = " is nil"
L16_2 = L16_2 .. L17_2 .. L18_2
L15_2(L16_2)
else
L15_2 = L9_2.script
if L15_2 ~= nil then
L15_2 = actorData
L16_2 = L15_2
L15_2 = L15_2.GetByGadgetRewindData
L17_2 = L9_2
L18_2 = A0_2
L19_2 = A3_2.QuestId
L15_2 = L15_2(L16_2, L17_2, L18_2, L19_2)
if L15_2 ~= nil then
L16_2 = actorMgr
L17_2 = L16_2
L16_2 = L16_2.CreateActorWithData
L18_2 = L15_2
L16_2(L17_2, L18_2)
end
else
L16_2 = A0_2
L15_2 = A0_2.SpawnGadgetImpl
L17_2 = L11_2
L18_2 = L14_2.pos
L19_2 = L14_2.rot
L20_2 = L12_2
L21_2 = L10_2
L22_2 = nil
L23_2 = A3_2.QuestId
L24_2 = L9_2.room_id
L15_2(L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
end
L4_2 = true
end
end
end
::lbl_122::
end
end
L1_1.DoRewindGadget = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2
if A1_2 == nil then
return
end
if A2_2 == nil then
A2_2 = false
end
L4_2 = false
L5_2 = 1
L6_2 = #A1_2
L7_2 = 1
for L8_2 = L5_2, L6_2, L7_2 do
L9_2 = A1_2[L8_2]
if L9_2 ~= nil then
L11_2 = A0_2
L10_2 = A0_2.CheckDataCondition
L12_2 = L9_2
L10_2 = L10_2(L11_2, L12_2)
if L10_2 ~= false then
L10_2 = L9_2.alias
if L10_2 ~= nil then
L10_2 = print
L11_2 = "Lua want to create item "
L12_2 = L9_2.alias
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
else
L10_2 = print
L11_2 = "Lua want to create item "
L12_2 = L9_2.id
L11_2 = L11_2 .. L12_2
L10_2(L11_2)
end
L10_2 = L9_2.scene_id
if L10_2 == nil then
L11_2 = sceneData
L10_2 = L11_2.DefaultSceneID
elseif L10_2 == 0 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= -1 then
L11_2 = sceneData
L10_2 = L11_2.currSceneID
end
end
if A2_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L10_2 ~= L11_2 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= 1001 then
goto lbl_106
end
end
end
L11_2 = nil
L12_2 = nil
L13_2 = nil
L15_2 = A0_2
L14_2 = A0_2.IsRandom
L14_2 = L14_2(L15_2)
if L14_2 then
L14_2 = tonumber
L16_2 = A0_2
L15_2 = A0_2.GetRandomFactorValue
L17_2 = L9_2.id
L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2 = L15_2(L16_2, L17_2)
L14_2 = L14_2(L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
L11_2 = L14_2
L15_2 = A0_2
L14_2 = A0_2.GetRandomItemAlias
L16_2 = L9_2.alias
L14_2 = L14_2(L15_2, L16_2)
L12_2 = L14_2
L15_2 = A0_2
L14_2 = A0_2.GetRandomFactorValue
L16_2 = L9_2.pos
L14_2 = L14_2(L15_2, L16_2)
L13_2 = L14_2
else
L11_2 = L9_2.id
L12_2 = L9_2.alias
L13_2 = L9_2.pos
end
L14_2 = sceneData
L15_2 = L14_2
L14_2 = L14_2.GetDummyPoint
L16_2 = L10_2
L17_2 = L13_2
L14_2 = L14_2(L15_2, L16_2, L17_2)
if L14_2 == nil then
L15_2 = print
L16_2 = "Dummy Point "
L17_2 = L9_2.pos
L18_2 = " is nil"
L16_2 = L16_2 .. L17_2 .. L18_2
L15_2(L16_2)
else
L16_2 = A0_2
L15_2 = A0_2.SpawnItemImpl
L17_2 = L11_2
L18_2 = L14_2.pos
L19_2 = L14_2.rot
L20_2 = L12_2
L21_2 = L10_2
L22_2 = L9_2.born_type
L23_2 = A3_2.QuestId
L24_2 = L9_2.room_id
L15_2(L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
L4_2 = true
end
end
end
::lbl_106::
end
end
L1_1.DoRewindItem = L5_1
function L5_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, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2
L1_2 = {}
L2_2 = A0_2.shareData
L2_2 = L2_2.RewindData
L3_2 = A0_2.shareData
L3_2 = L3_2.QuestData
if L2_2 ~= nil then
L4_2 = pairs
L5_2 = L2_2
L4_2, L5_2, L6_2 = L4_2(L5_2)
for L7_2, L8_2 in L4_2, L5_2, L6_2 do
if L8_2 ~= nil then
L9_2 = L8_2.npcs
if L9_2 ~= nil then
L9_2 = L8_2.npcs
L10_2 = 1
L11_2 = #L9_2
L12_2 = 1
for L13_2 = L10_2, L11_2, L12_2 do
L14_2 = L9_2[L13_2]
if L14_2 ~= nil then
L15_2 = nil
L17_2 = A0_2
L16_2 = A0_2.IsRandom
L16_2 = L16_2(L17_2)
if L16_2 then
L16_2 = tonumber
L18_2 = A0_2
L17_2 = A0_2.GetRandomFactorValue
L19_2 = L14_2.id
L17_2, L18_2, L19_2 = L17_2(L18_2, L19_2)
L16_2 = L16_2(L17_2, L18_2, L19_2)
L15_2 = L16_2
else
L15_2 = L14_2.id
end
L16_2 = L1_2[L15_2]
if L16_2 == nil then
L1_2[L15_2] = true
L16_2 = A0_2.uActor
L17_2 = L16_2
L16_2 = L16_2.ReturnQuestNpc
L18_2 = L15_2
L16_2(L17_2, L18_2)
end
end
end
end
end
end
end
if L3_2 ~= nil then
L4_2 = pairs
L5_2 = L3_2
L4_2, L5_2, L6_2 = L4_2(L5_2)
for L7_2, L8_2 in L4_2, L5_2, L6_2 do
if L8_2 ~= nil then
L9_2 = L8_2.npcs
if L9_2 ~= nil then
L9_2 = L8_2.npcs
L10_2 = 1
L11_2 = #L9_2
L12_2 = 1
for L13_2 = L10_2, L11_2, L12_2 do
L14_2 = L9_2[L13_2]
if L14_2 ~= nil then
L15_2 = nil
L17_2 = A0_2
L16_2 = A0_2.IsRandom
L16_2 = L16_2(L17_2)
if L16_2 then
L16_2 = tonumber
L18_2 = A0_2
L17_2 = A0_2.GetRandomFactorValue
L19_2 = L14_2.id
L17_2, L18_2, L19_2 = L17_2(L18_2, L19_2)
L16_2 = L16_2(L17_2, L18_2, L19_2)
L15_2 = L16_2
else
L15_2 = L14_2.id
end
L16_2 = L1_2[L15_2]
if L16_2 == nil then
L1_2[L15_2] = true
L16_2 = A0_2.uActor
L17_2 = L16_2
L16_2 = L16_2.ReturnQuestNpc
L18_2 = L15_2
L16_2(L17_2, L18_2)
end
end
end
end
end
end
end
L1_2 = nil
end
L1_1.DoReturnNpc = L5_1
function L5_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.TryFinishCurrQuest
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.FinishQuest = L5_1
function L5_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.TryFinishCurrQuestID
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.FinishQuestID = L5_1
function L5_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.TryUnFinishCurrQuest
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.UnFinishQuest = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = type
L3_2 = A1_2
L2_2 = L2_2(L3_2)
if L2_2 == "string" then
L2_2 = string
L2_2 = L2_2.find
L3_2 = A1_2
L4_2 = "{"
L2_2 = L2_2(L3_2, L4_2)
if L2_2 == 1 then
goto lbl_15
end
end
do return A1_2 end
goto lbl_20
::lbl_15::
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.GetRandomFactorValue
L4_2 = A1_2
do return L2_2(L3_2, L4_2) end
::lbl_20::
end
L1_1.GetRandomFactorValue = L5_1
function L5_1(A0_2)
local L1_2
L1_2 = A0_2.mainQuestID
L1_2 = 100000 <= L1_2
return L1_2
end
L1_1.IsRandom = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = "Npc"
L3_2 = tostring
L4_2 = A0_2.mainQuestID
L3_2 = L3_2(L4_2)
L4_2 = A1_2
L2_2 = L2_2 .. L3_2 .. L4_2
return L2_2
end
L1_1.GetRandomNpcAlias = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = "Gadget"
L3_2 = tostring
L4_2 = A0_2.mainQuestID
L3_2 = L3_2(L4_2)
L4_2 = A1_2
L2_2 = L2_2 .. L3_2 .. L4_2
return L2_2
end
L1_1.GetRandomGadgetAlias = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = "Item"
L3_2 = tostring
L4_2 = A0_2.mainQuestID
L3_2 = L3_2(L4_2)
L4_2 = A1_2
L2_2 = L2_2 .. L3_2 .. L4_2
return L2_2
end
L1_1.GetRandomItemAlias = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = "Monster"
L3_2 = tostring
L4_2 = A0_2.mainQuestID
L3_2 = L3_2(L4_2)
L4_2 = A1_2
L2_2 = L2_2 .. L3_2 .. L4_2
return L2_2
end
L1_1.GetRandomMonsterAlias = L5_1
function L5_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.GetGivingRecord
L4_2 = A1_2
return L2_2(L3_2, L4_2)
end
L1_1.GetGivingRecord = L5_1
L1_1.TaskOnPauseReminder = 1001
L1_1.TaskOnResumeReminder = 1002
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.StartQuest
L3_2 = "+"
L4_2 = A0_2.OnMainStartHandler
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.StartSubQuest
L3_2 = "+"
L4_2 = A0_2.OnSubStart
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.FinishSubQuest
L3_2 = "+"
L4_2 = A0_2.OnSubFinished
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.FinishQuest
L3_2 = "+"
L4_2 = A0_2.OnMainFinishedHandler
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.FailMainQuest
L3_2 = "+"
L4_2 = A0_2.OnMainFailedHandler
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.CancelMainQuest
L3_2 = "+"
L4_2 = A0_2.OnMainCanceledHandler
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.FailedSubQuest
L3_2 = "+"
L4_2 = A0_2.OnSubFailed
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.RewindQuest
L3_2 = "+"
L4_2 = A0_2.OnRewindHandler
L1_2(L2_2, L3_2, L4_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.RegisterSoftRewindQuest
L3_2 = A0_2.OnSoftRewind
L1_2(L2_2, L3_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.StartQuestTask
L3_2 = "+"
L4_2 = A0_2.OnStartQuestTask
L1_2(L2_2, L3_2, L4_2)
L2_2 = A0_2
L1_2 = A0_2.RegisterTaskCB
L1_2(L2_2)
end
L1_1.Register = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "here quest start"
L1_2(L2_2)
end
L1_1.Start = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.UnregisterTaskCB
L2_2(L3_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.StartQuest
L4_2 = "-"
L5_2 = A0_2.OnMainStartHandler
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.StartSubQuest
L4_2 = "-"
L5_2 = A0_2.OnSubStart
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.FinishSubQuest
L4_2 = "-"
L5_2 = A0_2.OnSubFinished
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.FinishQuest
L4_2 = "-"
L5_2 = A0_2.OnMainFinishedHandler
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.FailMainQuest
L4_2 = "-"
L5_2 = A0_2.OnMainFailedHandler
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.CancelMainQuest
L4_2 = "-"
L5_2 = A0_2.OnMainCanceledHandler
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.FailedSubQuest
L4_2 = "-"
L5_2 = A0_2.OnSubFailed
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.RewindQuest
L4_2 = "-"
L5_2 = A0_2.OnRewind
L2_2(L3_2, L4_2, L5_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.UnregisterSoftRewindQuest
L4_2 = A0_2.OnSoftRewind
L2_2(L3_2, L4_2)
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.StartQuestTask
L4_2 = "-"
L5_2 = A0_2.OnStartQuestTask
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.ClearAllNpcTrigger
L2_2(L3_2)
A0_2.NpcTriggerDataDic = nil
L3_2 = A0_2
L2_2 = A0_2.OnDestroy
L2_2(L3_2)
L2_2 = L1_1.DestroyActor
L3_2 = A0_2.uActor
L4_2 = A1_2
L2_2(L3_2, L4_2)
A0_2.uActor = nil
A0_2.shareData = nil
A0_2.clientData = nil
A0_2.mainQuestID = nil
A0_2.mainQuestConfigID = nil
A0_2.subStartHandlers = nil
A0_2.subFinishHandlers = nil
A0_2.subFailedHandlers = nil
end
L1_1.Destroy = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2
L8_2 = A0_2.speechBubbleTask
if L8_2 == nil then
L9_2 = A0_2
L8_2 = A0_2.CreateTask
L10_2 = TaskID
L10_2 = L10_2.NARRATOR_TASK_ID
L11_2 = LuaTaskType
L11_2 = L11_2.SPEECH_BUBBLE
L12_2 = "Speech"
L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2)
A0_2.speechBubbleTask = L8_2
end
L8_2 = A0_2.speechBubbleTask
if L8_2 ~= nil then
if A7_2 == nil then
A7_2 = false
end
L8_2 = A0_2.speechBubbleTask
L9_2 = L8_2
L8_2 = L8_2.CreateQuestSpeechBubble
L10_2 = A1_2
L11_2 = A0_2.mainQuestID
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A5_2
L15_2 = A6_2
L16_2 = A4_2
L17_2 = A7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2)
end
end
L1_1.CreateSpeechBubbleTask = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.speechBubbleTask
if L1_2 ~= nil then
L1_2 = A0_2.speechBubbleTask
L2_2 = L1_2
L1_2 = L1_2.FinishTask
L1_2(L2_2)
A0_2.speechBubbleTask = nil
end
end
L1_1.ClearSpeechBubbleTask = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2.speechBubbleTask
if L2_2 ~= nil then
L2_2 = A0_2.speechBubbleTask
L3_2 = L2_2
L2_2 = L2_2.StopQuestSpeechBubbleByNpc
L4_2 = A1_2
L5_2 = A0_2.mainQuestID
L2_2(L3_2, L4_2, L5_2)
end
end
L1_1.StopQuestSpeechBubbleByNpc = L5_1
function L5_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.SetQuestVar
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.SetQuestVar = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L5_2 = A0_2.randomseed
if L5_2 == nil then
L5_2 = os
L5_2 = L5_2.time
L5_2 = L5_2()
A0_2.randomseed = L5_2
L5_2 = math
L5_2 = L5_2.randomseed
L6_2 = A0_2.randomseed
L5_2(L6_2)
end
L5_2 = math
L5_2 = L5_2.random
L6_2 = A3_2
L7_2 = A4_2
L5_2 = L5_2(L6_2, L7_2)
L6_2 = A0_2.uActor
L7_2 = L6_2
L6_2 = L6_2.SetQuestVar
L8_2 = A1_2
L9_2 = A2_2
L10_2 = L5_2
L6_2(L7_2, L8_2, L9_2, L10_2)
return L5_2
end
L1_1.SetQuestVarWithInterval = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = actorUtils
L3_2 = L3_2.SetQuestVarByMainId
L4_2 = A0_2.mainQuestID
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.SetQuestVarByMainId = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
L4_2 = A0_2.randomseed
if L4_2 == nil then
L4_2 = os
L4_2 = L4_2.time
L4_2 = L4_2()
A0_2.randomseed = L4_2
L4_2 = math
L4_2 = L4_2.randomseed
L5_2 = A0_2.randomseed
L4_2(L5_2)
end
L4_2 = math
L4_2 = L4_2.random
L5_2 = A2_2
L6_2 = A3_2
L4_2 = L4_2(L5_2, L6_2)
L5_2 = actorUtils
L5_2 = L5_2.SetQuestVarByMainId
L6_2 = A0_2.mainQuestID
L7_2 = A1_2
L8_2 = L4_2
L5_2(L6_2, L7_2, L8_2)
return L4_2
end
L1_1.SetQuestVarByMainIdWithInterval = L5_1
function L5_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.GetQuestVar
L5_2 = A1_2
L6_2 = A2_2
return L3_2(L4_2, L5_2, L6_2)
end
L1_1.GetQuestVar = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if A5_2 == nil then
A5_2 = false
end
L6_2 = A0_2.uActor
L7_2 = L6_2
L6_2 = L6_2.PlayCutsceneIndex
L8_2 = A1_2
L9_2 = A2_2
L10_2 = A3_2
L11_2 = A4_2
L12_2 = A5_2
L13_2 = A0_2.mainQuestID
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.PlayCutsceneIndex = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2.uActor
L6_2 = L5_2
L5_2 = L5_2.PlayCutscene
L7_2 = A1_2
L8_2 = A2_2
L9_2 = A3_2
L10_2 = A4_2
L11_2 = A0_2.mainQuestID
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.PlayCutscene = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.RequestInteraction
L5_2 = A0_2
L4_2 = A0_2.GetRealAlias
L6_2 = A1_2
L4_2, L5_2, L6_2 = L4_2(L5_2, L6_2)
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L1_1.RequestInteraction = L5_1
function L5_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.RequestInteraction
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.RequestInteractionForceAlias = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
L6_2 = A1_2.QuestConfigId
L7_2 = A0_2.shareData
L8_2 = L7_2
L7_2 = L7_2.GetQuestData
L9_2 = L6_2
L7_2 = L7_2(L8_2, L9_2)
L8_2 = actorMgr
L9_2 = L8_2
L8_2 = L8_2.CreateQuestNpcActorInternal
L10_2 = A0_2.mainQuestID
L11_2 = A2_2
L12_2 = L7_2
L13_2 = A0_2
L14_2 = A3_2
L15_2 = nil
L16_2 = nil
L17_2 = A4_2
L18_2 = A5_2
return L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2)
end
L1_1.CreateQuestNpc = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2
L9_2 = A0_2
L8_2 = A0_2.SelectByPlayerIsMale
L10_2 = A2_2
L11_2 = A3_2
L8_2 = L8_2(L9_2, L10_2, L11_2)
L10_2 = A0_2
L9_2 = A0_2.SelectByPlayerIsMale
L11_2 = A4_2
L12_2 = A5_2
L9_2 = L9_2(L10_2, L11_2, L12_2)
L11_2 = A0_2
L10_2 = A0_2.CreateQuestNpc
L12_2 = A1_2
L13_2 = L8_2
L14_2 = L9_2
L15_2 = A6_2
L16_2 = A7_2
return L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2)
end
L1_1.CreateQuestNpc_MaleCond = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2
L6_2 = A0_2.shareData
L7_2 = L6_2
L6_2 = L6_2.GetQuestData
L8_2 = A1_2
L6_2 = L6_2(L7_2, L8_2)
L7_2 = actorMgr
L8_2 = L7_2
L7_2 = L7_2.CreateQuestNpcActorInternal
L9_2 = A0_2.mainQuestID
L10_2 = A2_2
L11_2 = L6_2
L12_2 = A0_2
L13_2 = A3_2
L14_2 = nil
L15_2 = nil
L16_2 = A4_2
L17_2 = A5_2
return L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2)
end
L1_1.CreateQuestNpcById = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L8_2 = A1_2.QuestConfigId
L9_2 = A0_2.shareData
L10_2 = L9_2
L9_2 = L9_2.GetQuestData
L11_2 = L8_2
L9_2 = L9_2(L10_2, L11_2)
L10_2 = actorMgr
L11_2 = L10_2
L10_2 = L10_2.CreateQuestNpcActorInternal
L12_2 = A0_2.mainQuestID
L13_2 = A2_2
L14_2 = L9_2
L15_2 = A0_2
L16_2 = A3_2
L17_2 = A4_2
L18_2 = A5_2
L19_2 = A6_2
L20_2 = A7_2
return L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.CreateQuestNpcWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2
L8_2 = A0_2.shareData
L9_2 = L8_2
L8_2 = L8_2.GetQuestData
L10_2 = A1_2
L8_2 = L8_2(L9_2, L10_2)
L9_2 = actorMgr
L10_2 = L9_2
L9_2 = L9_2.CreateQuestNpcActorInternal
L11_2 = A0_2.mainQuestID
L12_2 = A2_2
L13_2 = L8_2
L14_2 = A0_2
L15_2 = A3_2
L16_2 = A4_2
L17_2 = A5_2
L18_2 = A6_2
L19_2 = A7_2
return L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2)
end
L1_1.CreateQuestNpcByIdWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
L7_2 = A0_2
L6_2 = A0_2.CreateQuestNpcById
L8_2 = A2_2
L9_2 = A3_2
L10_2 = A4_2
L6_2(L7_2, L8_2, L9_2, L10_2)
L7_2 = A0_2
L6_2 = A0_2.CreateQuestNpcWithTriggerInternal
L8_2 = A1_2
L9_2 = A2_2
L10_2 = A3_2
L11_2 = A4_2
L12_2 = A5_2
L13_2 = "Actor/Gadget/RequestInteractionNPCTrigger"
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.CreateQuestNpcWithTrigger = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L8_2 = A0_2
L7_2 = A0_2.CreateQuestNpcWithTriggerInternal
L9_2 = A1_2
L10_2 = A2_2
L11_2 = A3_2
L12_2 = A4_2
L13_2 = A5_2
L14_2 = "Actor/Gadget/CreateNPCWithBlackTrigger"
L15_2 = A6_2
L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_1.CreateQuestNpcWithTriggerBlack = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2
L8_2 = A1_2
if L8_2 == nil then
L9_2 = print
L10_2 = "try to creat npc trigger , triggerAlias is nil. "
L11_2 = A3_2
L10_2 = L10_2 .. L11_2
L9_2(L10_2)
return
end
L9_2 = 70900002
L10_2 = A0_2.shareData
L11_2 = L10_2
L10_2 = L10_2.GetQuestData
L12_2 = A2_2
L10_2 = L10_2(L11_2, L12_2)
L11_2 = A0_2.mainQuestID
L12_2 = nil
L13_2 = nil
L14_2 = nil
if L10_2 == nil then
L15_2 = print
L16_2 = "try to create npc"
L17_2 = A3_2
L18_2 = " on "
L19_2 = L11_2
L20_2 = "but data not exist"
L16_2 = L16_2 .. L17_2 .. L18_2 .. L19_2 .. L20_2
L15_2(L16_2)
return
end
L15_2 = L10_2.npcs
if L15_2 == nil then
L16_2 = print
L17_2 = "try to create npc"
L18_2 = A3_2
L19_2 = " on "
L20_2 = L11_2
L21_2 = "but npcs not in data"
L17_2 = L17_2 .. L18_2 .. L19_2 .. L20_2 .. L21_2
L16_2(L17_2)
return
end
L16_2 = nil
L17_2 = #L15_2
L18_2 = 1
L19_2 = L17_2
L20_2 = 1
for L21_2 = L18_2, L19_2, L20_2 do
L22_2 = L15_2[L21_2]
if L22_2 ~= nil then
if A3_2 ~= nil then
L23_2 = L22_2.id
if L23_2 == A3_2 then
L16_2 = L22_2
break
end
else
L16_2 = L22_2
break
end
end
end
if L16_2 == nil then
return
end
L18_2 = NG_HSOD_DEBUG
if L18_2 then
L18_2 = assert
L19_2 = L16_2.id
L19_2 = L19_2 ~= nil
L20_2 = "CreateQuestNpcWithTrigger : npc alias is null in shareconfig"
L18_2(L19_2, L20_2)
L18_2 = assert
L19_2 = L16_2.alias
L19_2 = L19_2 ~= nil
L20_2 = "CreateQuestNpcWithTrigger : npc alias is null in shareconfig"
L18_2(L19_2, L20_2)
L18_2 = assert
L19_2 = L16_2.script
L19_2 = L19_2 ~= nil
L20_2 = "CreateQuestNpcWithTrigger : npc script is null in shareconfig"
L18_2(L19_2, L20_2)
L18_2 = assert
L19_2 = L16_2.pos
L19_2 = L19_2 ~= nil
L20_2 = "CreateQuestNpcWithTrigger : npc pos is null in shareconfig or param"
L18_2(L19_2, L20_2)
end
L12_2 = L16_2.scene_id
if L12_2 == nil then
L18_2 = sceneData
L12_2 = L18_2.DefaultSceneID
elseif L12_2 == 0 then
L18_2 = sceneData
L18_2 = L18_2.currSceneID
if L18_2 ~= -1 then
L18_2 = sceneData
L12_2 = L18_2.currSceneID
end
end
L18_2 = sceneData
L19_2 = L18_2
L18_2 = L18_2.GetDummyPoint
L20_2 = L12_2
L21_2 = L16_2.pos
L18_2 = L18_2(L19_2, L20_2, L21_2)
L13_2 = L18_2.pos
L18_2 = sceneData
L19_2 = L18_2
L18_2 = L18_2.GetDummyPoint
L20_2 = L12_2
L21_2 = L16_2.pos
L18_2 = L18_2(L19_2, L20_2, L21_2)
L14_2 = L18_2.rot
if A7_2 == nil then
A7_2 = 2
end
L18_2 = {}
L18_2.dist = A5_2
L19_2 = {}
L19_2.x = 0
L19_2.y = 0.8
L19_2.z = 0
L18_2.offset = L19_2
L18_2.questID = A2_2
L19_2 = A0_2.clientData
L19_2 = L19_2.ActorAlias
L18_2.actorAlias = L19_2
L18_2.npcID = A3_2
L18_2.npcIndex = A4_2
L19_2 = L16_2.alias
L18_2.npcAlias = L19_2
L18_2.durationKeepBlack = A7_2
L19_2 = actorMgr
L19_2 = L19_2.GadgetTriggerDic
L19_2[L8_2] = L18_2
L19_2 = A0_2.NpcTriggerDataDic
if nil == L19_2 then
L19_2 = {}
A0_2.NpcTriggerDataDic = L19_2
end
L19_2 = A0_2.NpcTriggerDataDic
L19_2[L8_2] = A2_2
L19_2 = actorMgr
L20_2 = L19_2
L19_2 = L19_2.CreateActorWithPos
L21_2 = L8_2
L22_2 = A6_2
L23_2 = L9_2
L24_2 = 0
L25_2 = L13_2
L26_2 = L14_2
L27_2 = true
L28_2 = false
L29_2 = L12_2
L19_2 = L19_2(L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2)
if L19_2 == nil then
L20_2 = print
L21_2 = "try to create trigger, failed"
L22_2 = A3_2
L23_2 = " on "
L24_2 = L11_2
L21_2 = L21_2 .. L22_2 .. L23_2 .. L24_2
L20_2(L21_2)
L20_2 = actorMgr
L20_2 = L20_2.GadgetTriggerDic
L20_2[L8_2] = nil
L20_2 = A0_2.NpcTriggerDataDic
L20_2[L8_2] = nil
return
end
end
L1_1.CreateQuestNpcWithTriggerInternal = L5_1
function L5_1(A0_2, A1_2)
local L2_2
L2_2 = A0_2.NpcTriggerDataDic
if nil == L2_2 then
L2_2 = {}
A0_2.NpcTriggerDataDic = L2_2
end
L2_2 = A0_2.NpcTriggerDataDic
L2_2 = L2_2[A1_2]
return L2_2
end
L1_1.GetNpcTriggerData = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.NpcTriggerDataDic
if L2_2 == nil then
return
end
L2_2 = actorMgr
L2_2 = L2_2.GadgetTriggerDic
L2_2[A1_2] = nil
L2_2 = A0_2.NpcTriggerDataDic
L2_2[A1_2] = nil
L2_2 = NG_HSOD_DEBUG
if L2_2 then
L2_2 = print
L3_2 = "clear npc trigger data, "
L4_2 = A1_2
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
end
end
L1_1.ClearNpcTriggerData = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActorInternal
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DestroySelf
L3_2(L4_2)
end
L4_2 = A0_2
L3_2 = A0_2.ClearNpcTriggerData
L5_2 = A1_2
L3_2(L4_2, L5_2)
end
L1_1.DestroyNpcTrigger = L5_1
function L5_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 = A0_2.NpcTriggerDataDic
if L2_2 ~= nil then
L2_2 = pairs
L3_2 = A0_2.NpcTriggerDataDic
L2_2, L3_2, L4_2 = L2_2(L3_2)
for L5_2, L6_2 in L2_2, L3_2, L4_2 do
if L5_2 ~= nil and L6_2 == A1_2 then
L7_2 = actorMgr
L8_2 = L7_2
L7_2 = L7_2.GetActorInternal
L9_2 = L5_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 = "npc trigger is nil, alias is "
L10_2 = L5_2
L11_2 = ", while quest id is "
L12_2 = A1_2
L9_2 = L9_2 .. L10_2 .. L11_2 .. L12_2
L8_2(L9_2)
end
L8_2 = actorMgr
L8_2 = L8_2.GadgetTriggerDic
L8_2[L5_2] = nil
L8_2 = A0_2.NpcTriggerDataDic
L8_2[L5_2] = nil
end
end
end
end
L1_1.ClearNpcTriggerByQuestId = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L1_2 = A0_2.NpcTriggerDataDic
if L1_2 ~= nil then
L1_2 = pairs
L2_2 = A0_2.NpcTriggerDataDic
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
if L4_2 ~= nil then
L6_2 = actorMgr
L7_2 = L6_2
L6_2 = L6_2.GetActorInternal
L8_2 = L4_2
L6_2 = L6_2(L7_2, L8_2)
if L6_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.DestroySelf
L7_2(L8_2)
else
L7_2 = print
L8_2 = "npc trigger is nil, alias is "
L9_2 = L4_2
L8_2 = L8_2 .. L9_2
L7_2(L8_2)
end
L7_2 = actorMgr
L7_2 = L7_2.GadgetTriggerDic
L7_2[L4_2] = nil
end
end
A0_2.NpcTriggerDataDic = nil
end
end
L1_1.ClearAllNpcTrigger = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetRealAlias
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_2
return L3_2(L4_2, L5_2)
end
L1_1.GetQuestNpcActor = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L4_2 = A0_2
L3_2 = A0_2.SelectByPlayerIsMale
L5_2 = A1_2
L6_2 = A2_2
L3_2 = L3_2(L4_2, L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.GetQuestNpcActor
L6_2 = L3_2
return L4_2(L5_2, L6_2)
end
L1_1.GetQuestNpcActor_MaleCond = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetRealAlias
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActorInternal
L5_2 = L2_2
return L3_2(L4_2, L5_2)
end
L1_1.GetQuestNpcActorNoDummy = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
L4_2 = A0_2
L3_2 = A0_2.GetRealAlias
L5_2 = A1_2
L3_2 = L3_2(L4_2, L5_2)
L4_2 = actorMgr
L5_2 = L4_2
L4_2 = L4_2.DestroyEntityActor
L6_2 = L3_2
L7_2 = A2_2
return L4_2(L5_2, L6_2, L7_2)
end
L1_1.DestroyQuestNpcActor = L5_1
function L5_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
L4_2 = A0_2
L3_2 = A0_2.GetRealAlias
L5_2 = A1_2
L3_2 = L3_2(L4_2, L5_2)
L4_2 = actorMgr
L5_2 = L4_2
L4_2 = L4_2.DestroyNpcActorByAlias
L6_2 = L3_2
L7_2 = A2_2
return L4_2(L5_2, L6_2, L7_2)
end
L1_1.DestroyQuestNpcActorByAlias = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
if A1_2 == nil then
L2_2 = nil
return L2_2
end
L2_2 = 1
L3_2 = #A1_2
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L6_2 = A1_2[L5_2]
L8_2 = A0_2
L7_2 = A0_2.GetRealAlias
L9_2 = L6_2
L7_2 = L7_2(L8_2, L9_2)
A1_2[L5_2] = L7_2
end
L2_2 = curtainUtils
L2_2 = L2_2.CreateEntityCreateTask
L3_2 = A1_2
return L2_2(L3_2)
end
L1_1.CreateQuestNpcCreateTask = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
if A5_2 == nil then
L9_2 = sceneData
A5_2 = L9_2.DefaultSceneID
elseif A5_2 == 0 then
L9_2 = sceneData
L9_2 = L9_2.currSceneID
if L9_2 ~= -1 then
L9_2 = sceneData
A5_2 = L9_2.currSceneID
end
end
if A3_2 == nil then
L9_2 = {}
L9_2.x = 0.0
L9_2.y = 0.0
L9_2.z = 0.0
A3_2 = L9_2
else
L9_2 = type
L10_2 = A3_2
L9_2 = L9_2(L10_2)
if L9_2 == "number" then
L9_2 = {}
L9_2.x = 0.0
L9_2.y = A3_2
L9_2.z = 0.0
A3_2 = L9_2
end
end
if A4_2 == nil then
A4_2 = ""
end
if A6_2 == nil then
A6_2 = 1
end
if not A7_2 then
A7_2 = 0
end
if not A8_2 then
A8_2 = 0
end
L9_2 = A0_2.uActor
L10_2 = L9_2
L9_2 = L9_2.SpawnItem
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A5_2
L15_2 = A4_2
L16_2 = A6_2
L17_2 = A7_2
L18_2 = A8_2
L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2)
end
L1_1.SpawnItemImpl = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
L9_2 = type
L10_2 = A1_2
L9_2 = L9_2(L10_2)
if L9_2 == "number" then
L10_2 = A0_2
L9_2 = A0_2.SpawnItemImpl
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = A6_2
L17_2 = A7_2
L18_2 = A8_2
L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2)
return
end
L9_2 = A1_2.QuestConfigId
L11_2 = A0_2
L10_2 = A0_2.SpawnItemById
L12_2 = L9_2
L13_2 = A2_2
L14_2 = A3_2
L10_2(L11_2, L12_2, L13_2, L14_2)
end
L1_1.SpawnItem = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L7_2 = A1_2.QuestConfigId
L9_2 = A0_2
L8_2 = A0_2.SpawnItemByIdWithPos
L10_2 = L7_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A5_2
L15_2 = A6_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_1.SpawnItemWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetQuestData
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if nil == L4_2 then
return
end
L5_2 = nil
if nil ~= A3_2 then
L6_2 = L4_2.items
L5_2 = L6_2[A3_2]
else
L6_2 = 1
L7_2 = L4_2.items
L7_2 = #L7_2
L8_2 = 1
for L9_2 = L6_2, L7_2, L8_2 do
L10_2 = L4_2.items
L10_2 = L10_2[L9_2]
L11_2 = L10_2.id
if L11_2 == A2_2 then
L5_2 = L10_2
break
end
end
end
if nil == L5_2 then
return
end
L6_2 = L5_2.scene_id
if L6_2 == nil then
L7_2 = sceneData
L6_2 = L7_2.DefaultSceneID
elseif L6_2 == 0 then
L7_2 = sceneData
L7_2 = L7_2.currSceneID
if L7_2 ~= -1 then
L7_2 = sceneData
L6_2 = L7_2.currSceneID
end
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L11_2 = A0_2
L10_2 = A0_2.IsRandom
L10_2 = L10_2(L11_2)
if L10_2 then
L11_2 = A0_2
L10_2 = A0_2.GetRandomFactorValue
L12_2 = L5_2.id
L10_2 = L10_2(L11_2, L12_2)
L11_2 = tonumber
L12_2 = L10_2
L11_2 = L11_2(L12_2)
L7_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomItemAlias
L13_2 = L5_2.alias
L11_2 = L11_2(L12_2, L13_2)
L8_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L5_2.pos
L11_2 = L11_2(L12_2, L13_2)
L9_2 = L11_2
else
L7_2 = L5_2.id
L8_2 = L5_2.alias
L9_2 = L5_2.pos
end
L10_2 = sceneData
L11_2 = L10_2
L10_2 = L10_2.GetDummyPoint
L12_2 = L6_2
L13_2 = L9_2
L10_2 = L10_2(L11_2, L12_2, L13_2)
L12_2 = A0_2
L11_2 = A0_2.SpawnItemImpl
L13_2 = L7_2
L14_2 = L10_2.pos
L15_2 = L10_2.rot
L16_2 = L8_2
L17_2 = L6_2
L18_2 = L5_2.born_type
L19_2 = A1_2
L20_2 = L5_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.SpawnItemById = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L7_2 = A0_2.shareData
L8_2 = L7_2
L7_2 = L7_2.GetQuestData
L9_2 = A1_2
L7_2 = L7_2(L8_2, L9_2)
if nil == L7_2 then
return
end
L8_2 = nil
if nil ~= A3_2 then
L9_2 = L7_2.items
L8_2 = L9_2[A3_2]
else
L9_2 = 1
L10_2 = L7_2.items
L10_2 = #L10_2
L11_2 = 1
for L12_2 = L9_2, L10_2, L11_2 do
L13_2 = L7_2.items
L13_2 = L13_2[L12_2]
L14_2 = L13_2.id
if L14_2 == A2_2 then
L8_2 = L13_2
break
end
end
end
if nil == L8_2 then
return
end
L9_2 = nil
L10_2 = nil
L12_2 = A0_2
L11_2 = A0_2.IsRandom
L11_2 = L11_2(L12_2)
if L11_2 then
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L8_2.id
L11_2 = L11_2(L12_2, L13_2)
L12_2 = tonumber
L13_2 = L11_2
L12_2 = L12_2(L13_2)
L9_2 = L12_2
L13_2 = A0_2
L12_2 = A0_2.GetRandomItemAlias
L14_2 = A6_2 or L14_2
if not A6_2 then
L14_2 = L8_2.alias
end
L12_2 = L12_2(L13_2, L14_2)
L10_2 = L12_2
else
L9_2 = L8_2.id
L10_2 = A6_2 or L10_2
if not A6_2 then
L10_2 = L8_2.alias
end
end
L12_2 = A0_2
L11_2 = A0_2.SpawnItemImpl
L13_2 = L9_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = L10_2
L17_2 = L8_2.scene_id
L18_2 = L8_2.born_type
L19_2 = A1_2
L20_2 = L8_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.SpawnItemByIdWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2)
local L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2
if A8_2 == nil then
L11_2 = sceneData
A8_2 = L11_2.DefaultSceneID
elseif A8_2 == 0 then
L11_2 = sceneData
L11_2 = L11_2.currSceneID
if L11_2 ~= -1 then
L11_2 = sceneData
A8_2 = L11_2.currSceneID
end
end
if A4_2 == nil then
L11_2 = {}
L11_2.x = 0.0
L11_2.y = 0.0
L11_2.z = 0.0
A4_2 = L11_2
else
L11_2 = type
L12_2 = A4_2
L11_2 = L11_2(L12_2)
if L11_2 == "number" then
L11_2 = {}
L11_2.x = 0.0
L11_2.y = A4_2
L11_2.z = 0.0
A4_2 = L11_2
end
end
if A6_2 == nil then
A6_2 = 1.0
end
if A9_2 == nil then
A9_2 = 0
end
if A7_2 == nil then
A7_2 = ""
end
if not A10_2 then
A10_2 = 0
end
L11_2 = A0_2.uActor
L12_2 = L11_2
L11_2 = L11_2.SpawnMonster
L13_2 = A1_2
L14_2 = A2_2
L15_2 = A3_2
L16_2 = A4_2
L17_2 = A6_2
L18_2 = A8_2
L19_2 = A7_2
L20_2 = A9_2
L21_2 = A10_2
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
end
L1_1.SpawnMonsterImpl = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2)
local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L10_2 = type
L11_2 = A1_2
L10_2 = L10_2(L11_2)
if L10_2 == "number" then
L11_2 = A0_2
L10_2 = A0_2.SpawnMonsterImpl
L12_2 = A1_2
L13_2 = A2_2
L14_2 = A3_2
L15_2 = A4_2
L16_2 = A5_2
L17_2 = A6_2
L18_2 = A7_2
L19_2 = A8_2
L20_2 = A9_2
L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
return
end
L10_2 = A1_2.QuestConfigId
L12_2 = A0_2
L11_2 = A0_2.SpawnMonsterById
L13_2 = L10_2
L14_2 = A2_2
L15_2 = A3_2
L11_2(L12_2, L13_2, L14_2, L15_2)
end
L1_1.SpawnMonster = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L7_2 = A1_2.QuestConfigId
L9_2 = A0_2
L8_2 = A0_2.SpawnMonsterByIdWithPos
L10_2 = L7_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A5_2
L15_2 = A6_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_1.SpawnMonsterWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2, L21_2, L22_2
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetQuestData
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if nil == L4_2 then
return
end
L5_2 = nil
if nil ~= A3_2 then
L6_2 = L4_2.monsters
L5_2 = L6_2[A3_2]
else
L6_2 = 1
L7_2 = L4_2.monsters
L7_2 = #L7_2
L8_2 = 1
for L9_2 = L6_2, L7_2, L8_2 do
L10_2 = L4_2.monsters
L10_2 = L10_2[L9_2]
L11_2 = L10_2.id
if L11_2 == A2_2 then
L5_2 = L10_2
break
end
end
end
if nil == L5_2 then
return
end
L6_2 = L5_2.scene_id
if L6_2 == nil then
L7_2 = sceneData
L6_2 = L7_2.DefaultSceneID
elseif L6_2 == 0 then
L7_2 = sceneData
L7_2 = L7_2.currSceneID
if L7_2 ~= -1 then
L7_2 = sceneData
L6_2 = L7_2.currSceneID
end
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L11_2 = A0_2
L10_2 = A0_2.IsRandom
L10_2 = L10_2(L11_2)
if L10_2 then
L11_2 = A0_2
L10_2 = A0_2.GetRandomFactorValue
L12_2 = L5_2.id
L10_2 = L10_2(L11_2, L12_2)
L11_2 = tonumber
L12_2 = L10_2
L11_2 = L11_2(L12_2)
L7_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomMonsterAlias
L13_2 = L5_2.alias
L11_2 = L11_2(L12_2, L13_2)
L8_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L5_2.pos
L11_2 = L11_2(L12_2, L13_2)
L9_2 = L11_2
else
L7_2 = L5_2.id
L8_2 = L5_2.alias
L9_2 = L5_2.pos
end
L10_2 = sceneData
L11_2 = L10_2
L10_2 = L10_2.GetDummyPoint
L12_2 = L6_2
L13_2 = L9_2
L10_2 = L10_2(L11_2, L12_2, L13_2)
L12_2 = A0_2
L11_2 = A0_2.SpawnMonsterImpl
L13_2 = L7_2
L14_2 = L5_2.level
L15_2 = L10_2.pos
L16_2 = L10_2.rot
L17_2 = nil
L18_2 = L5_2.scale
L19_2 = L8_2
L20_2 = L6_2
L21_2 = A1_2
L22_2 = L5_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2)
end
L1_1.SpawnMonsterById = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2
L7_2 = A0_2.shareData
L8_2 = L7_2
L7_2 = L7_2.GetQuestData
L9_2 = A1_2
L7_2 = L7_2(L8_2, L9_2)
if nil == L7_2 then
return
end
L8_2 = nil
if nil ~= A3_2 then
L9_2 = L7_2.monsters
L8_2 = L9_2[A3_2]
else
L9_2 = 1
L10_2 = L7_2.monsters
L10_2 = #L10_2
L11_2 = 1
for L12_2 = L9_2, L10_2, L11_2 do
L13_2 = L7_2.monsters
L13_2 = L13_2[L12_2]
L14_2 = L13_2.id
if L14_2 == A2_2 then
L8_2 = L13_2
break
end
end
end
if nil == L8_2 then
return
end
L9_2 = nil
L10_2 = nil
L12_2 = A0_2
L11_2 = A0_2.IsRandom
L11_2 = L11_2(L12_2)
if L11_2 then
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L8_2.id
L11_2 = L11_2(L12_2, L13_2)
L12_2 = tonumber
L13_2 = L11_2
L12_2 = L12_2(L13_2)
L9_2 = L12_2
L13_2 = A0_2
L12_2 = A0_2.GetRandomMonsterAlias
L14_2 = A6_2 or L14_2
if not A6_2 then
L14_2 = L8_2.alias
end
L12_2 = L12_2(L13_2, L14_2)
L10_2 = L12_2
else
L9_2 = L8_2.id
L10_2 = A6_2 or L10_2
if not A6_2 then
L10_2 = L8_2.alias
end
end
L12_2 = A0_2
L11_2 = A0_2.SpawnMonsterImpl
L13_2 = L9_2
L14_2 = L8_2.level
L15_2 = A4_2
L16_2 = A5_2
L17_2 = nil
L18_2 = L8_2.scale
L19_2 = L10_2
L20_2 = L8_2.scene_id
L21_2 = A1_2
L22_2 = L8_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2)
end
L1_1.SpawnMonsterByIdWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2
if A5_2 == nil then
L9_2 = sceneData
A5_2 = L9_2.DefaultSceneID
elseif A5_2 == 0 then
L9_2 = sceneData
L9_2 = L9_2.currSceneID
if L9_2 ~= -1 then
L9_2 = sceneData
A5_2 = L9_2.currSceneID
end
end
if A4_2 == nil then
A4_2 = ""
end
if not A7_2 then
A7_2 = 0
end
if not A8_2 then
A8_2 = 0
end
L9_2 = A0_2.uActor
L10_2 = L9_2
L9_2 = L9_2.SpawnGadget
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A5_2
L15_2 = A4_2
L16_2 = A7_2
L17_2 = A8_2
L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2)
end
L1_1.SpawnGadgetImpl = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
L9_2 = type
L10_2 = A1_2
L9_2 = L9_2(L10_2)
if L9_2 == "number" then
L10_2 = A0_2
L9_2 = A0_2.SpawnGadgetImpl
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = A6_2
L17_2 = A7_2
L18_2 = A8_2
L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2)
return
end
L9_2 = A1_2.QuestConfigId
L11_2 = A0_2
L10_2 = A0_2.SpawnGadgetById
L12_2 = L9_2
L13_2 = A2_2
L14_2 = A3_2
L10_2(L11_2, L12_2, L13_2, L14_2)
end
L1_1.SpawnGadget = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L7_2 = A1_2.QuestConfigId
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = L7_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A5_2
L15_2 = A6_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_1.SpawnGadgetWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetQuestData
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if nil == L4_2 then
return
end
L5_2 = nil
if nil ~= A3_2 then
L6_2 = L4_2.gadgets
L5_2 = L6_2[A3_2]
else
L6_2 = 1
L7_2 = L4_2.gadgets
L7_2 = #L7_2
L8_2 = 1
for L9_2 = L6_2, L7_2, L8_2 do
L10_2 = L4_2.gadgets
L10_2 = L10_2[L9_2]
L11_2 = L10_2.id
if L11_2 == A2_2 then
L5_2 = L10_2
break
end
end
end
if nil == L5_2 then
return
end
L6_2 = L5_2.scene_id
if L6_2 == nil then
L7_2 = sceneData
L6_2 = L7_2.DefaultSceneID
elseif L6_2 == 0 then
L7_2 = sceneData
L7_2 = L7_2.currSceneID
if L7_2 ~= -1 then
L7_2 = sceneData
L6_2 = L7_2.currSceneID
end
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L11_2 = A0_2
L10_2 = A0_2.IsRandom
L10_2 = L10_2(L11_2)
if L10_2 then
L11_2 = A0_2
L10_2 = A0_2.GetRandomFactorValue
L12_2 = L5_2.id
L10_2 = L10_2(L11_2, L12_2)
L11_2 = tonumber
L12_2 = L10_2
L11_2 = L11_2(L12_2)
L7_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomGadgetAlias
L13_2 = L5_2.alias
L11_2 = L11_2(L12_2, L13_2)
L8_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L5_2.pos
L11_2 = L11_2(L12_2, L13_2)
L9_2 = L11_2
else
L7_2 = L5_2.id
L8_2 = L5_2.alias
L9_2 = L5_2.pos
end
L10_2 = sceneData
L11_2 = L10_2
L10_2 = L10_2.GetDummyPoint
L12_2 = L6_2
L13_2 = L9_2
L10_2 = L10_2(L11_2, L12_2, L13_2)
L12_2 = A0_2
L11_2 = A0_2.SpawnGadgetImpl
L13_2 = L7_2
L14_2 = L10_2.pos
L15_2 = L10_2.rot
L16_2 = L8_2
L17_2 = L6_2
L18_2 = nil
L19_2 = A1_2
L20_2 = L5_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.SpawnGadgetById = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L7_2 = A0_2.shareData
L8_2 = L7_2
L7_2 = L7_2.GetQuestData
L9_2 = A1_2
L7_2 = L7_2(L8_2, L9_2)
if nil == L7_2 then
return
end
L8_2 = nil
if nil ~= A3_2 then
L9_2 = L7_2.gadgets
L8_2 = L9_2[A3_2]
else
L9_2 = 1
L10_2 = L7_2.gadgets
L10_2 = #L10_2
L11_2 = 1
for L12_2 = L9_2, L10_2, L11_2 do
L13_2 = L7_2.gadgets
L13_2 = L13_2[L12_2]
L14_2 = L13_2.id
if L14_2 == A2_2 then
L8_2 = L13_2
break
end
end
end
if nil == L8_2 then
return
end
L9_2 = nil
L10_2 = nil
L12_2 = A0_2
L11_2 = A0_2.IsRandom
L11_2 = L11_2(L12_2)
if L11_2 then
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L8_2.id
L11_2 = L11_2(L12_2, L13_2)
L12_2 = tonumber
L13_2 = L11_2
L12_2 = L12_2(L13_2)
L9_2 = L12_2
L13_2 = A0_2
L12_2 = A0_2.GetRandomGadgetAlias
L14_2 = A6_2 or L14_2
if not A6_2 then
L14_2 = L8_2.alias
end
L12_2 = L12_2(L13_2, L14_2)
L10_2 = L12_2
else
L9_2 = L8_2.id
L10_2 = A6_2 or L10_2
if not A6_2 then
L10_2 = L8_2.alias
end
end
L12_2 = A0_2
L11_2 = A0_2.SpawnGadgetImpl
L13_2 = L9_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = L10_2
L17_2 = L8_2.scene_id
L18_2 = nil
L19_2 = A1_2
L20_2 = L8_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.SpawnGadgetByIdWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2)
local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
if A5_2 == nil then
L10_2 = sceneData
A5_2 = L10_2.DefaultSceneID
elseif A5_2 == 0 then
L10_2 = sceneData
L10_2 = L10_2.currSceneID
if L10_2 ~= -1 then
L10_2 = sceneData
A5_2 = L10_2.currSceneID
end
end
if A4_2 == nil then
A4_2 = ""
end
if A6_2 == nil then
A6_2 = 0
end
if A7_2 == nil then
A7_2 = false
end
if A8_2 == nil then
A8_2 = 0
end
if not A9_2 then
A9_2 = 0
end
L10_2 = A0_2.uActor
L11_2 = L10_2
L10_2 = L10_2.SpawnChest
L12_2 = A1_2
L13_2 = A2_2
L14_2 = A3_2
L15_2 = A5_2
L16_2 = A4_2
L17_2 = A6_2
L18_2 = A7_2
L19_2 = A8_2
L20_2 = A9_2
L10_2(L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.SpawnChestImpl = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
L9_2 = type
L10_2 = A1_2
L9_2 = L9_2(L10_2)
if L9_2 == "number" then
L10_2 = A0_2
L9_2 = A0_2.SpawnChestImpl
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = A6_2
L17_2 = A7_2
L18_2 = A8_2
L9_2(L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2)
return
end
L9_2 = A1_2.QuestConfigId
L11_2 = A0_2
L10_2 = A0_2.SpawnChestById
L12_2 = L9_2
L13_2 = A2_2
L14_2 = A3_2
L10_2(L11_2, L12_2, L13_2, L14_2)
end
L1_1.SpawnChest = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L7_2 = A1_2.QuestConfigId
L9_2 = A0_2
L8_2 = A0_2.SpawnChestByIdWithPos
L10_2 = L7_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A5_2
L15_2 = A6_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_1.SpawnChestWithPos = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2)
local 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, L18_2, L19_2, L20_2, L21_2
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetQuestData
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if nil == L4_2 then
return
end
L5_2 = nil
if nil ~= A3_2 then
L6_2 = L4_2.gadgets
L5_2 = L6_2[A3_2]
else
L6_2 = 1
L7_2 = L4_2.gadgets
L7_2 = #L7_2
L8_2 = 1
for L9_2 = L6_2, L7_2, L8_2 do
L10_2 = L4_2.gadgets
L10_2 = L10_2[L9_2]
L11_2 = L10_2.id
if L11_2 == A2_2 then
L5_2 = L10_2
break
end
end
end
if nil == L5_2 then
return
end
L6_2 = L5_2.scene_id
if L6_2 == nil then
L7_2 = sceneData
L6_2 = L7_2.DefaultSceneID
elseif L6_2 == 0 then
L7_2 = sceneData
L7_2 = L7_2.currSceneID
if L7_2 ~= -1 then
L7_2 = sceneData
L6_2 = L7_2.currSceneID
end
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L11_2 = A0_2
L10_2 = A0_2.IsRandom
L10_2 = L10_2(L11_2)
if L10_2 then
L11_2 = A0_2
L10_2 = A0_2.GetRandomFactorValue
L12_2 = L5_2.id
L10_2 = L10_2(L11_2, L12_2)
L11_2 = tonumber
L12_2 = L10_2
L11_2 = L11_2(L12_2)
L7_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomGadgetAlias
L13_2 = L5_2.alias
L11_2 = L11_2(L12_2, L13_2)
L8_2 = L11_2
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L5_2.pos
L11_2 = L11_2(L12_2, L13_2)
L9_2 = L11_2
else
L7_2 = L5_2.id
L8_2 = L5_2.alias
L9_2 = L5_2.pos
end
L10_2 = sceneData
L11_2 = L10_2
L10_2 = L10_2.GetDummyPoint
L12_2 = L6_2
L13_2 = L9_2
L10_2 = L10_2(L11_2, L12_2, L13_2)
L12_2 = A0_2
L11_2 = A0_2.SpawnChestImpl
L13_2 = L7_2
L14_2 = L10_2.pos
L15_2 = L10_2.rot
L16_2 = L8_2
L17_2 = L6_2
L18_2 = L5_2.chest_drop_id
L19_2 = L5_2.is_show_cutscene
L20_2 = A1_2
L21_2 = L5_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
end
L1_1.SpawnChestById = L5_1
function L5_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2
L7_2 = A0_2.shareData
L8_2 = L7_2
L7_2 = L7_2.GetQuestData
L9_2 = A1_2
L7_2 = L7_2(L8_2, L9_2)
if nil == L7_2 then
return
end
L8_2 = nil
if nil ~= A3_2 then
L9_2 = L7_2.gadgets
L8_2 = L9_2[A3_2]
else
L9_2 = 1
L10_2 = L7_2.gadgets
L10_2 = #L10_2
L11_2 = 1
for L12_2 = L9_2, L10_2, L11_2 do
L13_2 = L7_2.gadgets
L13_2 = L13_2[L12_2]
L14_2 = L13_2.id
if L14_2 == A2_2 then
L8_2 = L13_2
break
end
end
end
if nil == L8_2 then
return
end
L9_2 = nil
L10_2 = nil
L12_2 = A0_2
L11_2 = A0_2.IsRandom
L11_2 = L11_2(L12_2)
if L11_2 then
L12_2 = A0_2
L11_2 = A0_2.GetRandomFactorValue
L13_2 = L8_2.id
L11_2 = L11_2(L12_2, L13_2)
L12_2 = tonumber
L13_2 = L11_2
L12_2 = L12_2(L13_2)
L9_2 = L12_2
L13_2 = A0_2
L12_2 = A0_2.GetRandomGadgetAlias
L14_2 = A6_2 or L14_2
if not A6_2 then
L14_2 = L8_2.alias
end
L12_2 = L12_2(L13_2, L14_2)
L10_2 = L12_2
else
L9_2 = L8_2.id
L10_2 = A6_2 or L10_2
if not A6_2 then
L10_2 = L8_2.alias
end
end
L12_2 = A0_2
L11_2 = A0_2.SpawnChestImpl
L13_2 = L9_2
L14_2 = A4_2
L15_2 = A5_2
L16_2 = L10_2
L17_2 = L8_2.scene_id
L18_2 = L8_2.chest_drop_id
L19_2 = L8_2.is_show_cutscene
L20_2 = A1_2
L21_2 = L8_2.room_id
L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
end
L1_1.SpawnChestByIdWithPos = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SayNarrator
L4_2 = A1_2
L5_2 = A0_2.mainQuestID
L2_2(L3_2, L4_2, L5_2)
end
L1_1.SayNarrator = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = A0_2.x
L3_2 = A1_2.x
L2_2 = L2_2 == L3_2
return L2_2
end
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L9_2 = A0_2
L8_2 = A0_2.GetTransmitCfgByPos
L10_2 = A1_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2)
L9_2 = 0
L10_2 = 0
if nil ~= L8_2 then
L9_2 = A1_2.QuestConfigId
L10_2 = L8_2.point_id
else
L11_2 = CS
L11_2 = L11_2.MoleMole
L11_2 = L11_2.SuperDebug
L11_2 = L11_2.LogError
L12_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L13_2 = tostring
L14_2 = A1_2.QuestConfigId
L13_2 = L13_2(L14_2)
L12_2 = L12_2 .. L13_2
L11_2(L12_2)
end
L12_2 = A0_2
L11_2 = A0_2.TransmitPlayer
L13_2 = A2_2
L14_2 = A3_2
L15_2 = A4_2
L16_2 = A5_2
L17_2 = A6_2
L18_2 = A7_2
L19_2 = L9_2
L20_2 = L10_2
return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.TransmitPlayerByPos = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2)
local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2
L11_2 = A0_2
L10_2 = A0_2.GetTransmitCfgByPos
L12_2 = A1_2
L13_2 = A2_2
L14_2 = A3_2
L15_2 = A4_2
L10_2 = L10_2(L11_2, L12_2, L13_2, L14_2, L15_2)
L11_2 = 0
L12_2 = 0
if nil ~= L10_2 then
L11_2 = A1_2.QuestConfigId
L12_2 = L10_2.point_id
else
L13_2 = CS
L13_2 = L13_2.MoleMole
L13_2 = L13_2.SuperDebug
L13_2 = L13_2.LogError
L14_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L15_2 = tostring
L16_2 = A1_2.QuestConfigId
L15_2 = L15_2(L16_2)
L14_2 = L14_2 .. L15_2
L13_2(L14_2)
end
L14_2 = A0_2
L13_2 = A0_2.TransmitPlayerWithText
L15_2 = A2_2
L16_2 = A3_2
L17_2 = A4_2
L18_2 = A5_2
L19_2 = A6_2
L20_2 = A7_2
L21_2 = A8_2
L22_2 = A9_2
L23_2 = L11_2
L24_2 = L12_2
return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
end
L1_1.TransmitPlayerWithTextByPos = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2
L8_2 = A0_2
L7_2 = A0_2.GetTransmitCfgByDummyPoint
L9_2 = A1_2
L10_2 = A2_2
L11_2 = A3_2
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L8_2 = 0
L9_2 = 0
L10_2 = sceneData
L11_2 = L10_2
L10_2 = L10_2.GetDummyPoint
L12_2 = A2_2
L13_2 = A3_2
L10_2 = L10_2(L11_2, L12_2, L13_2)
if nil ~= L7_2 then
L8_2 = A1_2.QuestConfigId
L9_2 = L7_2.point_id
else
L11_2 = CS
L11_2 = L11_2.MoleMole
L11_2 = L11_2.SuperDebug
L11_2 = L11_2.LogError
L12_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L13_2 = tostring
L14_2 = A1_2.QuestConfigId
L13_2 = L13_2(L14_2)
L12_2 = L12_2 .. L13_2
L11_2(L12_2)
end
L12_2 = A0_2
L11_2 = A0_2.TransmitPlayer
L13_2 = A2_2
L14_2 = L10_2.pos
L15_2 = L10_2.rot
L16_2 = A4_2
L17_2 = A5_2
L18_2 = A6_2
L19_2 = L8_2
L20_2 = L9_2
return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2)
end
L1_1.TransmitPlayerByDummyPoint = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2)
local L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2
L10_2 = A0_2
L9_2 = A0_2.GetTransmitCfgByDummyPoint
L11_2 = A1_2
L12_2 = A2_2
L13_2 = A3_2
L9_2 = L9_2(L10_2, L11_2, L12_2, L13_2)
L10_2 = 0
L11_2 = 0
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = A2_2
L15_2 = A3_2
L12_2 = L12_2(L13_2, L14_2, L15_2)
if nil ~= L9_2 then
L10_2 = A1_2.QuestConfigId
L11_2 = L9_2.point_id
else
L13_2 = CS
L13_2 = L13_2.MoleMole
L13_2 = L13_2.SuperDebug
L13_2 = L13_2.LogError
L14_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L15_2 = tostring
L16_2 = A1_2.QuestConfigId
L15_2 = L15_2(L16_2)
L14_2 = L14_2 .. L15_2
L13_2(L14_2)
end
L14_2 = A0_2
L13_2 = A0_2.TransmitPlayerWithText
L15_2 = A2_2
L16_2 = L12_2.pos
L17_2 = L12_2.rot
L18_2 = A4_2
L19_2 = A5_2
L20_2 = A6_2
L21_2 = A7_2
L22_2 = A8_2
L23_2 = L10_2
L24_2 = L11_2
return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
end
L1_1.TransmitPlayerWithTextByDummyPoint = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2
L8_2 = A0_2
L7_2 = A0_2.GetTransmitCfgById
L9_2 = A1_2
L10_2 = A2_2
L7_2 = L7_2(L8_2, L9_2, L10_2)
L8_2 = 0
L9_2 = 0
L10_2 = nil
L11_2 = 0
if nil ~= L7_2 then
L8_2 = A1_2.QuestConfigId
L9_2 = L7_2.point_id
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = L7_2.scene_id
L15_2 = L7_2.pos
L12_2 = L12_2(L13_2, L14_2, L15_2)
L10_2 = L12_2
L11_2 = L7_2.scene_id
else
L12_2 = CS
L12_2 = L12_2.MoleMole
L12_2 = L12_2.SuperDebug
L12_2 = L12_2.LogError
L13_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L14_2 = tostring
L15_2 = A1_2.QuestConfigId
L14_2 = L14_2(L15_2)
L13_2 = L13_2 .. L14_2
L12_2(L13_2)
L12_2 = false
return L12_2
end
L13_2 = A0_2
L12_2 = A0_2.TransmitPlayer
L14_2 = L11_2
L15_2 = L10_2.pos
L16_2 = L10_2.rot
L17_2 = A3_2
L18_2 = A4_2
L19_2 = A5_2
L20_2 = L8_2
L21_2 = L9_2
L22_2 = A6_2
return L12_2(L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2)
end
L1_1.TransmitPlayerById = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2
L9_2 = A0_2
L8_2 = A0_2.GetTransmitCfgById
L10_2 = A1_2
L11_2 = A2_2
L8_2 = L8_2(L9_2, L10_2, L11_2)
L9_2 = 0
L10_2 = 0
L11_2 = nil
L12_2 = 0
if nil ~= L8_2 then
L9_2 = A1_2.QuestConfigId
L10_2 = L8_2.point_id
L13_2 = sceneData
L14_2 = L13_2
L13_2 = L13_2.GetDummyPoint
L15_2 = L8_2.scene_id
L16_2 = L8_2.pos
L13_2 = L13_2(L14_2, L15_2, L16_2)
L11_2 = L13_2
L12_2 = L8_2.scene_id
else
L13_2 = CS
L13_2 = L13_2.MoleMole
L13_2 = L13_2.SuperDebug
L13_2 = L13_2.LogError
L14_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L15_2 = tostring
L16_2 = A1_2.QuestConfigId
L15_2 = L15_2(L16_2)
L14_2 = L14_2 .. L15_2
L13_2(L14_2)
L13_2 = false
return L13_2
end
L14_2 = A0_2
L13_2 = A0_2.TransmitPlayerWithText
L15_2 = L12_2
L16_2 = L11_2.pos
L17_2 = L11_2.rot
L18_2 = A3_2
L19_2 = A4_2
L20_2 = A5_2
L21_2 = A6_2
L22_2 = A7_2
L23_2 = L9_2
L24_2 = L10_2
return L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2)
end
L1_1.TransmitPlayerWithTextById = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2
L8_2 = A0_2
L7_2 = A0_2.GetTransmitCfgByQuestId
L9_2 = A1_2
L10_2 = A2_2
L7_2 = L7_2(L8_2, L9_2, L10_2)
L8_2 = 0
L9_2 = nil
L10_2 = 0
if nil ~= L7_2 then
L8_2 = L7_2.point_id
L11_2 = sceneData
L12_2 = L11_2
L11_2 = L11_2.GetDummyPoint
L13_2 = L7_2.scene_id
L14_2 = L7_2.pos
L11_2 = L11_2(L12_2, L13_2, L14_2)
L9_2 = L11_2
L10_2 = L7_2.scene_id
else
L11_2 = CS
L11_2 = L11_2.MoleMole
L11_2 = L11_2.SuperDebug
L11_2 = L11_2.LogError
L12_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L13_2 = tostring
L14_2 = A1_2
L13_2 = L13_2(L14_2)
L12_2 = L12_2 .. L13_2
L11_2(L12_2)
L11_2 = false
return L11_2
end
L12_2 = A0_2
L11_2 = A0_2.TransmitPlayer
L13_2 = L10_2
L14_2 = L9_2.pos
L15_2 = L9_2.rot
L16_2 = A3_2
L17_2 = A4_2
L18_2 = A5_2
L19_2 = A1_2
L20_2 = L8_2
L21_2 = A6_2
return L11_2(L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
end
L1_1.TransmitPlayerByQuestId = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2
L9_2 = A0_2
L8_2 = A0_2.GetTransmitCfgByQuestId
L10_2 = A1_2
L11_2 = A2_2
L8_2 = L8_2(L9_2, L10_2, L11_2)
L9_2 = 0
L10_2 = nil
L11_2 = 0
if nil ~= L8_2 then
L9_2 = L8_2.point_id
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = L8_2.scene_id
L15_2 = L8_2.pos
L12_2 = L12_2(L13_2, L14_2, L15_2)
L10_2 = L12_2
L11_2 = L8_2.scene_id
else
L12_2 = CS
L12_2 = L12_2.MoleMole
L12_2 = L12_2.SuperDebug
L12_2 = L12_2.LogError
L13_2 = "[Lua]Quest Transmit with no share config!!! questId:"
L14_2 = tostring
L15_2 = A1_2
L14_2 = L14_2(L15_2)
L13_2 = L13_2 .. L14_2
L12_2(L13_2)
L12_2 = false
return L12_2
end
L13_2 = A0_2
L12_2 = A0_2.TransmitPlayerWithText
L14_2 = L11_2
L15_2 = L10_2.pos
L16_2 = L10_2.rot
L17_2 = A3_2
L18_2 = A4_2
L19_2 = A5_2
L20_2 = A6_2
L21_2 = A7_2
L22_2 = A1_2
L23_2 = L9_2
return L12_2(L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2)
end
L1_1.TransmitPlayerWithTextByQuestId = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L5_2 = A1_2.QuestConfigId
L6_2 = A0_2.shareData
L7_2 = L6_2
L6_2 = L6_2.GetQuestData
L8_2 = L5_2
L6_2 = L6_2(L7_2, L8_2)
if nil ~= L6_2 then
L7_2 = L6_2.transmit_points
if nil ~= L7_2 then
goto lbl_13
end
end
L7_2 = nil
do return L7_2 end
::lbl_13::
L7_2 = pairs
L8_2 = L6_2.transmit_points
L7_2, L8_2, L9_2 = L7_2(L8_2)
for L10_2, L11_2 in L7_2, L8_2, L9_2 do
L12_2 = L11_2.scene_id
if L12_2 == A2_2 then
L12_2 = L11_2.pos
if L12_2 ~= nil then
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = L11_2.scene_id
L15_2 = L11_2.pos
L12_2 = L12_2(L13_2, L14_2, L15_2)
if nil ~= L12_2 then
L13_2 = L5_1
L14_2 = L12_2.pos
L15_2 = A3_2
L13_2 = L13_2(L14_2, L15_2)
if L13_2 then
L13_2 = L5_1
L14_2 = L12_2.rot
L15_2 = A4_2
L13_2 = L13_2(L14_2, L15_2)
if L13_2 then
return L11_2
end
end
end
end
end
end
L7_2 = nil
return L7_2
end
L1_1.GetTransmitCfgByPos = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L3_2 = A1_2.QuestConfigId
L4_2 = A0_2.shareData
L5_2 = L4_2
L4_2 = L4_2.GetQuestData
L6_2 = L3_2
L4_2 = L4_2(L5_2, L6_2)
if nil ~= L4_2 then
L5_2 = L4_2.transmit_points
if nil ~= L5_2 then
goto lbl_13
end
end
L5_2 = nil
do return L5_2 end
::lbl_13::
L5_2 = pairs
L6_2 = L4_2.transmit_points
L5_2, L6_2, L7_2 = L5_2(L6_2)
for L8_2, L9_2 in L5_2, L6_2, L7_2 do
L10_2 = L9_2.point_id
if L10_2 == A2_2 then
return L9_2
end
end
L5_2 = nil
return L5_2
end
L1_1.GetTransmitCfgById = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L3_2 = A0_2.shareData
L4_2 = L3_2
L3_2 = L3_2.GetQuestData
L5_2 = A1_2
L3_2 = L3_2(L4_2, L5_2)
if nil ~= L3_2 then
L4_2 = L3_2.transmit_points
if nil ~= L4_2 then
goto lbl_12
end
end
L4_2 = nil
do return L4_2 end
::lbl_12::
L4_2 = pairs
L5_2 = L3_2.transmit_points
L4_2, L5_2, L6_2 = L4_2(L5_2)
for L7_2, L8_2 in L4_2, L5_2, L6_2 do
L9_2 = L8_2.point_id
if L9_2 == A2_2 then
return L8_2
end
end
L4_2 = nil
return L4_2
end
L1_1.GetTransmitCfgByQuestId = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L4_2 = A1_2.QuestConfigId
L5_2 = A0_2.shareData
L6_2 = L5_2
L5_2 = L5_2.GetQuestData
L7_2 = L4_2
L5_2 = L5_2(L6_2, L7_2)
if nil ~= L5_2 then
L6_2 = L5_2.transmit_points
if nil ~= L6_2 then
goto lbl_13
end
end
L6_2 = nil
do return L6_2 end
::lbl_13::
L6_2 = pairs
L7_2 = L5_2.transmit_points
L6_2, L7_2, L8_2 = L6_2(L7_2)
for L9_2, L10_2 in L6_2, L7_2, L8_2 do
L11_2 = L10_2.scene_id
if L11_2 == A2_2 then
L11_2 = L10_2.pos
if L11_2 == A3_2 then
return L10_2
end
end
end
L6_2 = nil
return L6_2
end
L1_1.GetTransmitCfgByDummyPoint = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2
L5_2 = A1_2.QuestConfigId
if A4_2 == nil or A4_2 <= 0 then
L7_2 = A0_2
L6_2 = A0_2.SpawnGadgetById
L8_2 = L5_2
L9_2 = A2_2
L10_2 = A3_2
L6_2(L7_2, L8_2, L9_2, L10_2)
return
end
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = A4_2
L9_2 = A0_2.SpawnGadgetById
L10_2 = L5_2
L11_2 = A2_2
L12_2 = A3_2
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
end
L1_1.DelaySpawnGadget = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2
L8_2 = A0_2
L7_2 = A0_2.SelectByPlayerIsMale
L9_2 = A2_2
L10_2 = A3_2
L7_2 = L7_2(L8_2, L9_2, L10_2)
L9_2 = A0_2
L8_2 = A0_2.SelectByPlayerIsMale
L10_2 = A4_2
L11_2 = A5_2
L8_2 = L8_2(L9_2, L10_2, L11_2)
L10_2 = A0_2
L9_2 = A0_2.DelaySpawnGadget
L11_2 = A1_2
L12_2 = L7_2
L13_2 = L8_2
L14_2 = A6_2
return L9_2(L10_2, L11_2, L12_2, L13_2, L14_2)
end
L1_1.DelaySpawnGadget_MaleCond = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2
L4_2 = A0_2
L3_2 = A0_2.ActionSafeCall
function L5_2()
local L0_3, L1_3, L2_3, L3_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.DestroyQuestNpcActor
L2_3 = A1_2
L3_3 = A2_2
L0_3(L1_3, L2_3, L3_3)
end
L3_2(L4_2, L5_2)
end
L1_1.SafeDestroyQuestNpc = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
L5_2 = A0_2
L4_2 = A0_2.SelectByPlayerIsMale
L6_2 = A1_2
L7_2 = A2_2
L4_2 = L4_2(L5_2, L6_2, L7_2)
L6_2 = A0_2
L5_2 = A0_2.SafeDestroyQuestNpc
L7_2 = L4_2
L8_2 = A3_2
return L5_2(L6_2, L7_2, L8_2)
end
L1_1.SafeDestroyQuestNpc_MaleCond = L6_1
function L6_1(A0_2)
local L1_2
L1_2 = actorUtils
L1_2 = L1_2.GenNextTaskUniqId
return L1_2()
end
L1_1.GetNextTaskUniqId = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L3_2 = A0_2.curRunningTask
if L3_2 == nil then
L3_2 = false
return L3_2
end
L3_2 = A0_2.curRunningTask
L3_2 = L3_2[A2_2]
if L3_2 == nil then
L4_2 = false
return L4_2
end
L4_2 = actorUtils
L4_2 = L4_2.CacheQuestTask
L5_2 = A1_2.alias
L6_2 = A0_2.mainQuestID
L7_2 = A2_2
L8_2 = L3_2.cmdType
L4_2(L5_2, L6_2, L7_2, L8_2)
L4_2 = true
return L4_2
end
L1_1.PushTaskCache = L6_1
function L6_1(A0_2, A1_2)
local L2_2
L2_2 = A0_2.curRunningTask
if L2_2 == nil then
return
end
L2_2 = A0_2.curRunningTask
L2_2 = L2_2[A1_2]
return L2_2
end
L1_1.GetTaskCache = L6_1
function L6_1(A0_2, A1_2)
local L2_2
L2_2 = A0_2.curRunningTask
if L2_2 == nil then
return
end
L2_2 = A0_2.curRunningTask
L2_2[A1_2] = nil
end
L1_1.FinishTask = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = A0_2.curRunningTask
if L2_2 == nil then
return
end
L2_2 = pairs
L3_2 = A0_2.curRunningTask
L2_2, L3_2, L4_2 = L2_2(L3_2)
for L5_2, L6_2 in L2_2, L3_2, L4_2 do
L7_2 = L6_2.cmdType
if L7_2 == A1_2 then
L7_2 = A0_2.curRunningTask
L7_2[L5_2] = nil
end
end
end
L1_1.FinishTaskByCmdType = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
if nil == A1_2 then
L3_2 = false
return L3_2
end
L3_2 = A0_2.curRunningTask
if L3_2 == nil then
L3_2 = false
return L3_2
end
L3_2 = A0_2.curRunningTask
L3_2 = L3_2[A2_2]
if L3_2 ~= nil then
L4_2 = L3_2.handler
if L4_2 ~= nil then
L4_2 = L3_2.alias
L5_2 = A1_2.alias
if L4_2 == L5_2 then
goto lbl_23
end
end
end
L4_2 = false
do return L4_2 end
::lbl_23::
L4_2 = L3_2.handler
L5_2 = A0_2
L6_2 = A1_2
L7_2 = L3_2
L4_2(L5_2, L6_2, L7_2)
L4_2 = true
return L4_2
end
L1_1.OnStartQuestTask = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if nil == A1_2 then
L7_2 = nil
return L7_2
end
L8_2 = A0_2
L7_2 = A0_2.GetNextTaskUniqId
L7_2 = L7_2(L8_2)
L8_2 = ActorCommandType
L8_2 = L8_2.QUEST_MOVE_TASK
L9_2 = A0_2.curRunningTask
if L9_2 == nil then
L9_2 = {}
A0_2.curRunningTask = L9_2
end
L9_2 = {}
L9_2.uniqId = L7_2
L9_2.cmdType = L8_2
L10_2 = A1_2.alias
L9_2.alias = L10_2
L9_2.pos = A2_2
L9_2.onFinish = A3_2
L9_2.onPause = A4_2
L9_2.onResume = A5_2
L9_2.onDisappear = A6_2
L10_2 = A0_2.NpcRunToTaskImpl
L9_2.handler = L10_2
L10_2 = A0_2.curRunningTask
L10_2[L7_2] = L9_2
L11_2 = A0_2
L10_2 = A0_2.NpcRunToTaskImpl
L12_2 = A1_2
L13_2 = L9_2
L10_2(L11_2, L12_2, L13_2)
return L7_2
end
L1_1.NpcRunToTask = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.NpcRunToTask
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = nil
L10_2 = nil
function L11_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.SyncPos
L3_3 = 2
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.NpcRunToTaskEasy = L6_1
function L6_1(A0_2, A1_2, A2_2)
local 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
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.PushTaskCache
L3_3 = A0_3
L4_3 = L3_2
L5_3 = L4_2
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.RunToTask
L10_2 = A2_2.pos
L11_2 = L6_2
L12_2 = A2_2.onPause
L13_2 = A2_2.onResume
L14_2 = A2_2.onDisappear
L15_2 = L7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcRunToTaskImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if nil == A1_2 then
L7_2 = nil
return L7_2
end
L8_2 = A0_2
L7_2 = A0_2.GetNextTaskUniqId
L7_2 = L7_2(L8_2)
L8_2 = ActorCommandType
L8_2 = L8_2.QUEST_MOVE_TASK
L9_2 = A0_2.curRunningTask
if L9_2 == nil then
L9_2 = {}
A0_2.curRunningTask = L9_2
end
L9_2 = {}
L9_2.uniqId = L7_2
L9_2.cmdType = L8_2
L10_2 = A1_2.alias
L9_2.alias = L10_2
L9_2.pos = A2_2
L9_2.onFinish = A3_2
L9_2.onPause = A4_2
L9_2.onResume = A5_2
L9_2.onDisappear = A6_2
L10_2 = A0_2.NpcWalkToTaskImpl
L9_2.handler = L10_2
L10_2 = A0_2.curRunningTask
L10_2[L7_2] = L9_2
L11_2 = A0_2
L10_2 = A0_2.NpcWalkToTaskImpl
L12_2 = A1_2
L13_2 = L9_2
L10_2(L11_2, L12_2, L13_2)
return L7_2
end
L1_1.NpcWalkToTask = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.NpcWalkToTask
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = nil
L10_2 = nil
function L11_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.SyncPos
L3_3 = 1
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.NpcWalkToTaskEasy = L6_1
function L6_1(A0_2, A1_2, A2_2)
local 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
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.PushTaskCache
L3_3 = A0_3
L4_3 = L3_2
L5_3 = L4_2
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.WalkToTask
L10_2 = A2_2.pos
L11_2 = L6_2
L12_2 = A2_2.onPause
L13_2 = A2_2.onResume
L14_2 = A2_2.onDisappear
L15_2 = L7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcWalkToTaskImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if nil == A1_2 then
L7_2 = nil
return L7_2
end
L8_2 = A0_2
L7_2 = A0_2.GetNextTaskUniqId
L7_2 = L7_2(L8_2)
L8_2 = ActorCommandType
L8_2 = L8_2.QUEST_MOVE_TASK
L9_2 = A0_2.curRunningTask
if L9_2 == nil then
L9_2 = {}
A0_2.curRunningTask = L9_2
end
L9_2 = {}
L9_2.uniqId = L7_2
L9_2.cmdType = L8_2
L10_2 = A1_2.alias
L9_2.alias = L10_2
L9_2.points = A2_2
L9_2.onFinish = A3_2
L9_2.onPause = A4_2
L9_2.onResume = A5_2
L9_2.onDisappear = A6_2
L10_2 = A0_2.NpcRunToRouteTaskImpl
L9_2.handler = L10_2
L10_2 = A0_2.curRunningTask
L10_2[L7_2] = L9_2
L11_2 = A0_2
L10_2 = A0_2.NpcRunToRouteTaskImpl
L12_2 = A1_2
L13_2 = L9_2
L10_2(L11_2, L12_2, L13_2)
return L7_2
end
L1_1.NpcRunToRouteTask = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.NpcRunToRouteTask
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = nil
L10_2 = nil
function L11_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.SyncPos
L3_3 = 2
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.NpcRunToRouteTaskEasy = L6_1
function L6_1(A0_2, A1_2, A2_2)
local 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
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3
L2_3 = A0_2
L3_3 = L2_3
L2_3 = L2_3.PushTaskCache
L4_3 = A0_3
L5_3 = L3_2
L6_3 = L4_2
L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3)
if L2_3 == true then
L2_3 = A1_3.curWayPointIndex
if nil ~= L2_3 and 0 < L2_3 then
L3_3 = A0_2
L4_3 = L3_3
L3_3 = L3_3.GetTaskCache
L5_3 = L3_2
L3_3 = L3_3(L4_3, L5_3)
if nil ~= L3_3 then
L4_3 = L3_3.points
if nil ~= L4_3 then
L4_3 = {}
L5_3 = 1
L6_3 = L2_3 + 1
L7_3 = L3_3.points
L7_3 = #L7_3
L8_3 = 1
for L9_3 = L6_3, L7_3, L8_3 do
L10_3 = L3_3.points
L10_3 = L10_3[L9_3]
L4_3[L5_3] = L10_3
L5_3 = L5_3 + 1
end
L3_3.points = L4_3
end
end
end
end
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.RunToRouteTask
L10_2 = A2_2.points
L11_2 = L6_2
L12_2 = A2_2.onPause
L13_2 = A2_2.onResume
L14_2 = A2_2.onDisappear
L15_2 = L7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcRunToRouteTaskImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if nil == A1_2 then
L7_2 = nil
return L7_2
end
L8_2 = A0_2
L7_2 = A0_2.GetNextTaskUniqId
L7_2 = L7_2(L8_2)
L8_2 = ActorCommandType
L8_2 = L8_2.QUEST_MOVE_TASK
L9_2 = A0_2.curRunningTask
if L9_2 == nil then
L9_2 = {}
A0_2.curRunningTask = L9_2
end
L9_2 = {}
L9_2.uniqId = L7_2
L9_2.cmdType = L8_2
L10_2 = A1_2.alias
L9_2.alias = L10_2
L9_2.points = A2_2
L9_2.onFinish = A3_2
L9_2.onPause = A4_2
L9_2.onResume = A5_2
L9_2.onDisappear = A6_2
L10_2 = A0_2.NpcWalkToRouteTaskImpl
L9_2.handler = L10_2
L10_2 = A0_2.curRunningTask
L10_2[L7_2] = L9_2
L11_2 = A0_2
L10_2 = A0_2.NpcWalkToRouteTaskImpl
L12_2 = A1_2
L13_2 = L9_2
L10_2(L11_2, L12_2, L13_2)
return L7_2
end
L1_1.NpcWalkToRouteTask = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.NpcWalkToRouteTask
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = nil
L10_2 = nil
function L11_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.SyncPos
L3_3 = 1
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.NpcWalkToRouteTaskEasy = L6_1
function L6_1(A0_2, A1_2, A2_2)
local 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
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3
L2_3 = A0_2
L3_3 = L2_3
L2_3 = L2_3.PushTaskCache
L4_3 = A0_3
L5_3 = L3_2
L6_3 = L4_2
L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3)
if L2_3 == true then
L2_3 = A1_3.curWayPointIndex
if nil ~= L2_3 and 0 < L2_3 then
L3_3 = A0_2
L4_3 = L3_3
L3_3 = L3_3.GetTaskCache
L5_3 = L3_2
L3_3 = L3_3(L4_3, L5_3)
if nil ~= L3_3 then
L4_3 = L3_3.points
if nil ~= L4_3 then
L4_3 = {}
L5_3 = 1
L6_3 = L2_3 + 1
L7_3 = L3_3.points
L7_3 = #L7_3
L8_3 = 1
for L9_3 = L6_3, L7_3, L8_3 do
L10_3 = L3_3.points
L10_3 = L10_3[L9_3]
L4_3[L5_3] = L10_3
L5_3 = L5_3 + 1
end
L3_3.points = L4_3
end
end
end
end
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.WalkToRouteTask
L10_2 = A2_2.points
L11_2 = L6_2
L12_2 = A2_2.onPause
L13_2 = A2_2.onResume
L14_2 = A2_2.onDisappear
L15_2 = L7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcWalkToRouteTaskImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
if nil == A1_2 then
L4_2 = nil
return L4_2
end
L5_2 = A0_2
L4_2 = A0_2.GetNextTaskUniqId
L4_2 = L4_2(L5_2)
L5_2 = ActorCommandType
L5_2 = L5_2.QUEST_FORCE_AVATAR_WALK
L6_2 = A0_2.curRunningTask
if L6_2 == nil then
L6_2 = {}
A0_2.curRunningTask = L6_2
end
L6_2 = {}
L6_2.uniqId = L4_2
L6_2.cmdType = L5_2
L7_2 = A1_2.alias
L6_2.alias = L7_2
L6_2.lockDist = A2_2
L6_2.outDist = A3_2
L7_2 = A0_2.NpcForceAvatarWalkByDistImpl
L6_2.handler = L7_2
L7_2 = A0_2.curRunningTask
L7_2[L4_2] = L6_2
L8_2 = A0_2
L7_2 = A0_2.NpcForceAvatarWalkByDistImpl
L9_2 = A1_2
L10_2 = L6_2
L7_2(L8_2, L9_2, L10_2)
return L4_2
end
L1_1.NpcForceAvatarWalkByDist = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
function L5_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.PushTaskCache
L3_3 = A0_3
L4_3 = L3_2
L5_3 = L4_2
L1_3(L2_3, L3_3, L4_3, L5_3)
end
L7_2 = A1_2
L6_2 = A1_2.IsActorStart
L6_2 = L6_2(L7_2)
if L6_2 then
L7_2 = A1_2
L6_2 = A1_2.ForceAvatarWalkByDist
L8_2 = A2_2.lockDist
L9_2 = A2_2.outDist
L10_2 = L5_2
L6_2(L7_2, L8_2, L9_2, L10_2)
else
L7_2 = A0_2
L6_2 = A0_2.PushTaskCache
L8_2 = A1_2
L9_2 = L3_2
L10_2 = L4_2
L6_2(L7_2, L8_2, L9_2, L10_2)
end
end
L1_1.NpcForceAvatarWalkByDistImpl = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
if nil == A1_2 then
L2_2 = nil
return L2_2
end
L3_2 = A0_2
L2_2 = A0_2.FinishTaskByCmdType
L4_2 = ActorCommandType
L4_2 = L4_2.QUEST_FORCE_AVATAR_WALK
L2_2(L3_2, L4_2)
L3_2 = A1_2
L2_2 = A1_2.ResetForceAvatarWalk
L2_2(L3_2)
end
L1_1.NpcResetForceAvatarWalk = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2, A11_2, A12_2)
local L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2
if nil == A1_2 then
L13_2 = nil
return L13_2
end
L14_2 = A0_2
L13_2 = A0_2.GetNextTaskUniqId
L13_2 = L13_2(L14_2)
L14_2 = ActorCommandType
L14_2 = L14_2.QUEST_MOVE_PAUSE_TASK
L15_2 = A0_2.curRunningTask
if L15_2 == nil then
L15_2 = {}
A0_2.curRunningTask = L15_2
end
L15_2 = {}
L15_2.uniqId = L13_2
L15_2.cmdType = L14_2
L16_2 = A1_2.alias
L15_2.alias = L16_2
L15_2.points = A2_2
L15_2.pauseLen = A3_2
L15_2.resumeLen = A4_2
L15_2.beFollowFailed = A5_2
L15_2.onFinish = A6_2
L15_2.onPause = A7_2
L15_2.onResume = A8_2
L15_2.onMovePause = A9_2
L15_2.onMoveResume = A10_2
L15_2.onMoveFailed = A11_2
L15_2.isWalk = A12_2
L16_2 = A0_2.NpcBeFollowTaskByRoutePointsWithDiffLenImpl
L15_2.handler = L16_2
L16_2 = A0_2.curRunningTask
L16_2[L13_2] = L15_2
L17_2 = A0_2
L16_2 = A0_2.NpcBeFollowTaskByRoutePointsWithDiffLenImpl
L18_2 = A1_2
L19_2 = L15_2
L16_2(L17_2, L18_2, L19_2)
return L13_2
end
L1_1.NpcBeFollowTaskByRoutePointsWithDiffLen = L6_1
function L6_1(A0_2, A1_2, A2_2)
local 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, L18_2, L19_2, L20_2, L21_2
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_3.BeFollowState
L2_3 = BeFollowState
L2_3 = L2_3.FAILED
if L1_3 ~= L2_3 then
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
end
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3
L2_3 = A0_2
L3_3 = L2_3
L2_3 = L2_3.PushTaskCache
L4_3 = A0_3
L5_3 = L3_2
L6_3 = L4_2
L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3)
if L2_3 == true then
L2_3 = A1_3.curWayPointIndex
if nil ~= L2_3 and 0 < L2_3 then
L3_3 = A0_2
L4_3 = L3_3
L3_3 = L3_3.GetTaskCache
L5_3 = L3_2
L3_3 = L3_3(L4_3, L5_3)
if nil ~= L3_3 then
L4_3 = L3_3.points
if nil ~= L4_3 then
L4_3 = {}
L5_3 = 1
L6_3 = L2_3 + 1
L7_3 = L3_3.points
L7_3 = #L7_3
L8_3 = 1
for L9_3 = L6_3, L7_3, L8_3 do
L10_3 = L3_3.points
L10_3 = L10_3[L9_3]
L4_3[L5_3] = L10_3
L5_3 = L5_3 + 1
end
L3_3.points = L4_3
end
end
end
end
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.BeFollowTaskByRoutePointsWithDiffLen
L10_2 = A2_2.points
L11_2 = A2_2.pauseLen
L12_2 = A2_2.resumeLen
L13_2 = A2_2.beFollowFailed
L14_2 = L6_2
L15_2 = A2_2.onPause
L16_2 = A2_2.onResume
L17_2 = A2_2.onMovePause
L18_2 = A2_2.onMoveResume
L19_2 = A2_2.onMoveFailed
L20_2 = A2_2.isWalk
L21_2 = L7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcBeFollowTaskByRoutePointsWithDiffLenImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
if nil == A1_2 then
L5_2 = nil
return L5_2
end
L6_2 = A0_2
L5_2 = A0_2.GetNextTaskUniqId
L5_2 = L5_2(L6_2)
L6_2 = ActorCommandType
L6_2 = L6_2.QUEST_NARRATOR_TASK
L7_2 = A0_2.curRunningTask
if L7_2 == nil then
L7_2 = {}
A0_2.curRunningTask = L7_2
end
L7_2 = {}
L7_2.uniqId = L5_2
L7_2.cmdType = L6_2
L8_2 = A1_2.alias
L7_2.alias = L8_2
L7_2.data = A2_2
L7_2.onFinish = A3_2
L7_2.mainQuestId = A4_2
L8_2 = A0_2.NpcNarratorOnlyTaskByDataImpl
L7_2.handler = L8_2
L8_2 = A0_2.curRunningTask
L8_2[L5_2] = L7_2
L9_2 = A0_2
L8_2 = A0_2.NpcNarratorOnlyTaskByDataImpl
L10_2 = A1_2
L11_2 = L7_2
L8_2(L9_2, L10_2, L11_2)
return L5_2
end
L1_1.NpcNarratorOnlyTaskByData = L6_1
function L6_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2
if nil == A2_2 then
return
end
L3_2 = A2_2.uniqId
L4_2 = A2_2.cmdType
L5_2 = A2_2.onFinish
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.FinishTask
L3_3 = L3_2
L1_3(L2_3, L3_3)
L1_3 = L5_2
if nil ~= L1_3 then
L1_3 = L5_2
L2_3 = A0_3
L1_3(L2_3)
end
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = A0_2
L3_3 = L2_3
L2_3 = L2_3.PushTaskCache
L4_3 = A0_3
L5_3 = L3_2
L6_3 = L4_2
L2_3 = L2_3(L3_3, L4_3, L5_3, L6_3)
if L2_3 == true then
L2_3 = A1_3.dialogIndex
if nil ~= L2_3 then
L3_3 = A0_2
L4_3 = L3_3
L3_3 = L3_3.GetTaskCache
L5_3 = L3_2
L3_3 = L3_3(L4_3, L5_3)
if nil ~= L3_3 then
if 1 < L2_3 then
L4_3 = L2_3 - 1
L3_3.dialogIndex = L4_3
else
L3_3.dialogIndex = 0
end
end
end
end
end
L9_2 = A1_2
L8_2 = A1_2.IsActorStart
L8_2 = L8_2(L9_2)
if L8_2 then
L9_2 = A1_2
L8_2 = A1_2.NarratorOnlyTaskByData
L10_2 = A2_2.data
L11_2 = L6_2
L12_2 = A2_2.mainQuestId
L13_2 = L7_2
L14_2 = A2_2.dialogIndex
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2)
else
L9_2 = A0_2
L8_2 = A0_2.PushTaskCache
L10_2 = A1_2
L11_2 = L3_2
L12_2 = L4_2
L8_2(L9_2, L10_2, L11_2, L12_2)
end
end
L1_1.NpcNarratorOnlyTaskByDataImpl = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, ...)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.NotifyToWithSource
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = ActorEventSource
L9_2 = L9_2.QUEST
L10_2 = A0_2.mainQuestID
L11_2 = ...
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.NotifyTo = L6_1
function L6_1(A0_2, A1_2, A2_2, A3_2, ...)
local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = A0_2
L4_2 = A0_2.LightNotifyToWithSource
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L9_2 = ActorEventSource
L9_2 = L9_2.QUEST
L10_2 = A0_2.mainQuestID
L11_2 = ...
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.LightNotifyTo = L6_1
return L1_1