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

158 lines
3.3 KiB
Lua

local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/Gadget/GadgetActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "Q480Marks"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Q480Marks"
function L2_1()
local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L0_2 = q480Cfg
L0_2 = L0_2.TriggerNum
L1_2 = q480Cfg
L1_2 = L1_2.TotalNum
if L0_2 < L1_2 then
L0_2 = q480Cfg
L0_2 = L0_2.TriggerNum
L0_2 = L0_2 + 1
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.CreateActorWithPos
L3_2 = "Q480Marks"
L4_2 = tostring
L5_2 = L0_2
L4_2 = L4_2(L5_2)
L3_2 = L3_2 .. L4_2
L4_2 = "Actor/Gadget/Q480Marks"
L5_2 = 70300064
L6_2 = 0
L7_2 = q480Cfg
L7_2 = L7_2.FlyMarks
L7_2 = L7_2[L0_2]
L7_2 = L7_2.pos
L8_2 = q480Cfg
L8_2 = L8_2.FlyMarks
L8_2 = L8_2[L0_2]
L8_2 = L8_2.rot
L9_2 = true
L10_2 = false
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
end
end
function L3_1(A0_2)
local L1_2
end
L1_1.OnPostDataPrepare = L3_1
function L3_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.AddComponentTrigger
L3_2 = 5
L4_2 = DistType
L4_2 = L4_2.EULER
L5_2 = M
L5_2 = L5_2.Pos
L6_2 = 0
L7_2 = 0
L8_2 = 0
L5_2 = L5_2(L6_2, L7_2, L8_2)
L6_2 = A0_2.TriggerIn
L7_2 = A0_2.TriggerOut
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
end
L1_1.OnPostComponentPrepare = L3_1
function L3_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 = q480Cfg
L2_2 = q480Cfg
L2_2 = L2_2.TriggerNum
L2_2 = L2_2 + 1
L1_2.TriggerNum = L2_2
L1_2 = print
L2_2 = "NowTrigger is"
L3_2 = q480Cfg
L3_2 = L3_2.TriggerNum
L1_2(L2_2, L3_2)
L1_2 = q480Cfg
L1_2 = L1_2.TriggerNum
if L1_2 == 1 then
L2_2 = A0_2
L1_2 = A0_2.CountNumUIStart
L1_2(L2_2)
end
L2_2 = A0_2
L1_2 = A0_2.CountNumUIUpdate
L3_2 = q480Cfg
L3_2 = L3_2.TriggerNum
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.GetPos
L1_2 = L1_2(L2_2)
L2_2 = q480Cfg
L2_2 = L2_2.TriggerNum
L3_2 = q480Cfg
L3_2 = L3_2.TotalNum
if L2_2 < L3_2 then
L3_2 = A0_2
L2_2 = A0_2.PlayEffect
L4_2 = "Eff_FlyRace_Marker_Active_AS_Task"
L5_2 = L1_2
L6_2 = nil
L7_2 = M
L7_2 = L7_2.Pos
L8_2 = 2
L9_2 = 2
L10_2 = 2
L7_2, L8_2, L9_2, L10_2 = L7_2(L8_2, L9_2, L10_2)
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
L2_2 = L2_1
L2_2()
L3_2 = A0_2
L2_2 = A0_2.DestroySelf
L2_2(L3_2)
else
L3_2 = A0_2
L2_2 = A0_2.PlayEffect
L4_2 = "Eff_FlyRace_Marker_Active_AS_Task"
L5_2 = L1_2
L6_2 = nil
L7_2 = M
L7_2 = L7_2.Pos
L8_2 = 2
L9_2 = 2
L10_2 = 2
L7_2, L8_2, L9_2, L10_2 = L7_2(L8_2, L9_2, L10_2)
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
L3_2 = A0_2
L2_2 = A0_2.CountNumUITerminate
L2_2(L3_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = q480Cfg
L4_2 = L4_2.ActorAlias
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.FinishQuestID
L5_2 = false
L6_2 = 48002
L3_2(L4_2, L5_2, L6_2)
end
L4_2 = A0_2
L3_2 = A0_2.DestroySelf
L3_2(L4_2)
end
end
L1_1.TriggerIn = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.TriggerOut = L3_1
return L1_1