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

752 lines
16 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/Quest/QuestActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "Quest424"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Quest424"
L2_1 = require
L3_1 = "Quest/Client/Q424ClientConfig"
L2_1 = L2_1(L3_1)
L3_1 = {}
L4_1 = L2_1.SneakAI1Data
L5_1 = L2_1.SneakAI2Data
L6_1 = L2_1.SneakAI3Data
L7_1 = L2_1.SneakAI4Data
L8_1 = L2_1.SneakAI5Data
L9_1 = L2_1.SneakAI6Data
L10_1 = L2_1.SneakAI7Data
L11_1 = L2_1.SneakAI8Data
L12_1 = L2_1.SneakAI9Data
L13_1 = L2_1.SneakAI10Data
L3_1[1] = L4_1
L3_1[2] = L5_1
L3_1[3] = L6_1
L3_1[4] = L7_1
L3_1[5] = L8_1
L3_1[6] = L9_1
L3_1[7] = L10_1
L3_1[8] = L11_1
L3_1[9] = L12_1
L3_1[10] = L13_1
L4_1 = {}
L5_1 = L2_1.RedDoor1Data
L6_1 = L2_1.RedDoor2Data
L7_1 = L2_1.RedDoor3Data
L4_1[1] = L5_1
L4_1[2] = L6_1
L4_1[3] = L7_1
L5_1 = {}
L6_1 = L2_1.BlackDoor1Data
L7_1 = L2_1.BlackDoor2Data
L5_1[1] = L6_1
L5_1[2] = L7_1
L6_1 = L2_1.SubIDs
function L7_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42401
L1_2["42401"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42402
L1_2["42402"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42403
L1_2["42403"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42404
L1_2["42404"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42405
L1_2["42405"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42406
L1_2["42406"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart42407
L1_2["42407"] = L2_2
end
L1_1.OnSubStartHandlerBuild = L7_1
function L7_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42401
L1_2["42401"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42402
L1_2["42402"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42403
L1_2["42403"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42404
L1_2["42404"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42405
L1_2["42405"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42406
L1_2["42406"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish42407
L1_2["42407"] = L2_2
end
L1_1.OnSubFinishHandlerBuild = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L2_2 = A0_2
L1_2 = A0_2.TransmitPlayer
L3_2 = 0
L4_2 = M
L4_2 = L4_2.Pos
L5_2 = 0
L6_2 = 0
L7_2 = 5
L4_2 = L4_2(L5_2, L6_2, L7_2)
L5_2 = M
L5_2 = L5_2.Euler
L6_2 = 0
L7_2 = 0
L8_2 = 0
L5_2, L6_2, L7_2, L8_2 = L5_2(L6_2, L7_2, L8_2)
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
L2_2 = A0_2
L1_2 = A0_2.ExitSneakMode
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.TriggerLevelAbility
L3_2 = "Level_Remove_Switch_SneakBtn"
L1_2(L2_2, L3_2)
end
L1_1.MovePlayer = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L1_2 = 1
L2_2 = L2_1.TreasurePos
L2_2 = #L2_2
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActorWithPos
L7_2 = "SneakTreasure"
L8_2 = tostring
L9_2 = L4_2
L8_2 = L8_2(L9_2)
L7_2 = L7_2 .. L8_2
L8_2 = "Actor/Gadget/SneakTreasure"
L9_2 = 70300003
L10_2 = 0
L11_2 = L2_1.TreasurePos
L11_2 = L11_2[L4_2]
L12_2 = L2_1.TreasureDir
L13_2 = true
L14_2 = false
L15_2 = 1013
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
end
L1_1.TreasurePrepare = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L1_2 = 1
L2_2 = L2_1.TreasurePos
L2_2 = #L2_2
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = "SneakTreasure"
L8_2 = tostring
L9_2 = L4_2
L8_2 = L8_2(L9_2)
L7_2 = L7_2 .. L8_2
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.DestroySelf
L6_2(L7_2)
end
end
end
L1_1.TreasureDestroy = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L1_2 = 1
L2_2 = L2_1.SneakAINum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActorWithPos
L7_2 = L3_1[L4_2]
L7_2 = L7_2.alias
L8_2 = L3_1[L4_2]
L8_2 = L8_2.metaPath
L9_2 = L3_1[L4_2]
L9_2 = L9_2.configID
L10_2 = L3_1[L4_2]
L10_2 = L10_2.dataIndex
L11_2 = L3_1[L4_2]
L11_2 = L11_2.bornPos
L12_2 = L3_1[L4_2]
L12_2 = L12_2.bornDir
L13_2 = true
L14_2 = true
L15_2 = 1013
L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L6_2 = L3_1[L4_2]
L6_2 = L6_2.PatrolPosNum
L5_2.PatrolPosNum = L6_2
L6_2 = L3_1[L4_2]
L6_2 = L6_2.PatrolPos
L5_2.PatrolPos = L6_2
L6_2 = L3_1[L4_2]
L6_2 = L6_2.PatrolDir
L5_2.PatrolDir = L6_2
L5_2.PatrolNext = 1
end
end
L1_1.SneakAIPrepare = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = 1
L2_2 = L2_1.SneakAINum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L3_1[L4_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.Destroy
L8_2 = false
L6_2(L7_2, L8_2)
end
end
end
L1_1.SneakAIDestroy = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
L1_2 = 1
L2_2 = L2_1.RedDoorNum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActorWithPos
L7_2 = L4_1[L4_2]
L7_2 = L7_2.alias
L8_2 = L4_1[L4_2]
L8_2 = L8_2.metaPath
L9_2 = L4_1[L4_2]
L9_2 = L9_2.configID
L10_2 = L4_1[L4_2]
L10_2 = L10_2.dataIndex
L11_2 = L4_1[L4_2]
L11_2 = L11_2.bornPos
L12_2 = L4_1[L4_2]
L12_2 = L12_2.bornDir
L13_2 = true
L14_2 = true
L15_2 = 1013
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
L1_2 = 1
L2_2 = L2_1.BlackDoorNum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActorWithPos
L7_2 = L5_1[L4_2]
L7_2 = L7_2.alias
L8_2 = L5_1[L4_2]
L8_2 = L8_2.metaPath
L9_2 = L5_1[L4_2]
L9_2 = L9_2.configID
L10_2 = L5_1[L4_2]
L10_2 = L10_2.dataIndex
L11_2 = L5_1[L4_2]
L11_2 = L11_2.bornPos
L12_2 = L5_1[L4_2]
L12_2 = L12_2.bornDir
L13_2 = true
L14_2 = true
L15_2 = 1013
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
end
end
L1_1.DoorPrepare = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = 1
L2_2 = L2_1.RedDoorNum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L4_1[L4_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.Destroy
L8_2 = false
L6_2(L7_2, L8_2)
end
end
L1_2 = 1
L2_2 = L2_1.BlackDoorNum
L3_2 = 1
for L4_2 = L1_2, L2_2, L3_2 do
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L5_1[L4_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.Destroy
L8_2 = false
L6_2(L7_2, L8_2)
end
end
end
L1_1.DoorDestroy = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = A0_2
L1_2 = A0_2.SpawnItem
L3_2 = L2_1.KeyID
L4_2 = L2_1.KeyPos
L5_2 = nil
L6_2 = "Harp"
L7_2 = 1013
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = A0_2
L1_2 = A0_2.SpawnItem
L3_2 = L2_1.RedKeyID
L4_2 = L2_1.RedKeyPos
L5_2 = nil
L6_2 = "RedKey"
L7_2 = 1013
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = A0_2
L1_2 = A0_2.SpawnItem
L3_2 = L2_1.BlackKeyID
L4_2 = L2_1.BlackKeyPos
L5_2 = nil
L6_2 = "BlackKey"
L7_2 = 1013
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
end
L1_1.ItemPrepare = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.UnSpawn
L3_2 = "Harp"
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.UnSpawn
L3_2 = "RedKey"
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.UnSpawn
L3_2 = "BlackKey"
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.UnSpawn
L3_2 = "SoldierRedKey"
L1_2(L2_2, L3_2)
end
L1_1.ItemDestroy = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = L2_1.Score
if L1_2 < 50 then
L2_1.Rank = "C"
else
L1_2 = L2_1.Score
if L1_2 < 90 then
L2_1.Rank = "B"
else
L1_2 = L2_1.Score
if L1_2 < 120 then
L2_1.Rank = "A"
else
L1_2 = L2_1.Score
if L1_2 < 150 then
L2_1.Rank = "S"
else
L1_2 = L2_1.Score
if L1_2 < 180 then
L2_1.Rank = "SS"
else
L1_2 = L2_1.Score
if L1_2 == 180 then
L2_1.Rank = "SSS"
end
end
end
end
end
end
L2_2 = A0_2
L1_2 = A0_2.ShowMessage
L3_2 = "\233\128\154\229\133\179\232\175\132\229\136\134\239\188\154"
L4_2 = L2_1.Rank
L3_2 = L3_2 .. L4_2
L1_2(L2_2, L3_2)
end
L1_1.GetScore = L7_1
function L7_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = L2_1.Score
L1_2 = L1_2 + 10
L2_1.Score = L1_2
L2_2 = A0_2
L1_2 = A0_2.CountNumUIUpdate
L3_2 = L2_1.Score
L1_2(L2_2, L3_2)
end
L1_1.GetTreasure = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubStart42401 = L7_1
function L7_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2
L2_2 = print
L3_2 = "42402 start: Spawn npc"
L2_2(L3_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.CreateActorWithPos
L4_2 = L2_1.SneakJudgeData
L4_2 = L4_2.alias
L5_2 = L2_1.SneakJudgeData
L5_2 = L5_2.metaPath
L6_2 = L2_1.SneakJudgeData
L6_2 = L6_2.configID
L7_2 = 0
L8_2 = L2_1.SneakJudgeData
L8_2 = L8_2.bornPos
L9_2 = L2_1.SneakJudgeData
L9_2 = L9_2.bornDir
L10_2 = true
L11_2 = false
L12_2 = 1013
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
end
L1_1.OnSubStart42402 = L7_1
function L7_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = print
L3_2 = "OnStart42403:SneakStart"
L2_2(L3_2)
L2_1.Score = 100
L3_2 = A0_2
L2_2 = A0_2.SneakAIDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.SneakAIPrepare
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DoorDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DoorPrepare
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ItemDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ItemPrepare
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.TreasureDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.TreasurePrepare
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CountNumUIStart
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CountNumUIUpdate
L4_2 = L2_1.Score
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.EnterSneakMode
L4_2 = 11
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.TriggerLevelAbility
L4_2 = "Level_Apply_Switch_SneakBtn"
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.ShowMessage
L4_2 = "GameStart"
L2_2(L3_2, L4_2)
end
L1_1.OnSubStart42403 = L7_1
function L7_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "OnStart42404:SneakFailed"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ItemDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.DoorDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.TreasureDestroy
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.CountNumUITerminate
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.SneakAIDestroy
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.MovePlayer
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 4
function L5_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.FinishQuest
L3_3 = false
L1_3(L2_3, L3_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart42404 = L7_1
function L7_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "42405 start: Success Got Harp"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.GetScore
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.CountNumUITerminate
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.SneakAIDestroy
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 3
L5_2 = A0_2.MovePlayer
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 5
L5_2 = A0_2.GetScore
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 7
L5_2 = A0_2.GetScore
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart42405 = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubFinish42401 = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubFinish42402 = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubFinish42403 = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubFinish42404 = L7_1
function L7_1(A0_2, A1_2)
end
L1_1.OnSubFinish42405 = L7_1
function L7_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
L2_2 = print
L3_2 = "*****INVOKE**********"
L4_2 = A1_2
L5_2 = "*********"
L3_2 = L3_2 .. L4_2 .. L5_2
L2_2(L3_2)
if A1_2 < 2000 then
L2_2 = A1_2 - 1000
L3_2 = math
L3_2 = L3_2.modf
L4_2 = L2_2 / 10
L3_2 = L3_2(L4_2)
L4_2 = math
L4_2 = L4_2.fmod
L5_2 = L2_2
L6_2 = 10
L4_2 = L4_2(L5_2, L6_2)
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L3_1[L3_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
if L4_2 == 1 then
L6_2 = print
L7_2 = "*****Soldier*****"
L8_2 = L3_2
L9_2 = "*****ASSULT"
L7_2 = L7_2 .. L8_2 .. L9_2
L6_2(L7_2)
L7_2 = L5_2
L6_2 = L5_2.DoFreeStyle
L8_2 = 4
L6_2(L7_2, L8_2)
if L3_2 == 10 then
L7_2 = L5_2
L6_2 = L5_2.GetPos
L6_2 = L6_2(L7_2)
L8_2 = A0_2
L7_2 = A0_2.SpawnItem
L9_2 = L2_1.RedKeyID
L10_2 = L6_2
L11_2 = nil
L12_2 = "SoldierRedKey"
L13_2 = 1013
L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
elseif L4_2 == 2 then
L6_2 = print
L7_2 = "*****Soldier*****"
L8_2 = L3_2
L9_2 = "*****STUN"
L7_2 = L7_2 .. L8_2 .. L9_2
L6_2(L7_2)
L7_2 = L5_2
L6_2 = L5_2.Stun
L6_2(L7_2)
elseif L4_2 == 3 then
L6_2 = print
L7_2 = "*****Soldier*****"
L8_2 = L3_2
L9_2 = "*****KILL"
L7_2 = L7_2 .. L8_2 .. L9_2
L6_2(L7_2)
L7_2 = A0_2
L6_2 = A0_2.ActionSafeCall
function L8_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = L5_2
L2_3 = L1_3
L1_3 = L1_3.Destroy
L3_3 = false
L1_3(L2_3, L3_3)
L1_3 = L2_1.Score
L1_3 = L1_3 - 10
L2_1.Score = L1_3
L2_3 = A0_3
L1_3 = A0_3.CountNumUIUpdate
L3_3 = L2_1.Score
L1_3(L2_3, L3_3)
end
L6_2(L7_2, L8_2)
end
end
elseif 2000 < A1_2 then
L2_2 = A1_2 - 2000
L3_2 = math
L3_2 = L3_2.modf
L4_2 = L2_2 / 10
L3_2 = L3_2(L4_2)
L4_2 = math
L4_2 = L4_2.fmod
L5_2 = L2_2
L6_2 = 10
L4_2 = L4_2(L5_2, L6_2)
if L3_2 == 1 then
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L4_1[L4_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = A0_2
L6_2 = A0_2.ActionSafeCall
function L8_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = L5_2
L2_3 = L1_3
L1_3 = L1_3.Destroy
L3_3 = false
L1_3(L2_3, L3_3)
end
L6_2(L7_2, L8_2)
end
elseif L3_2 == 2 then
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.GetActor
L7_2 = L5_1[L4_2]
L7_2 = L7_2.alias
L5_2 = L5_2(L6_2, L7_2)
if L5_2 ~= nil then
L7_2 = A0_2
L6_2 = A0_2.ActionSafeCall
function L8_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = L5_2
L2_3 = L1_3
L1_3 = L1_3.Destroy
L3_3 = false
L1_3(L2_3, L3_3)
end
L6_2(L7_2, L8_2)
end
end
end
end
L1_1.InvokeOnInteraction = L7_1
function L7_1(A0_2)
local L1_2
end
L1_1.Start = L7_1
function L7_1(A0_2)
local L1_2
end
L1_1.OnDestroy = L7_1
return L1_1