mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
578 lines
12 KiB
Lua
578 lines
12 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1
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L0_1 = require
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L1_1 = "Actor/ActorCommon"
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L0_1(L1_1)
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L0_1 = require
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L1_1 = "Actor/Npc/NpcActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "SneakAI"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L2_1 = require
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L3_1 = "Quest/Client/Q2012ClientConfig"
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L2_1 = L2_1(L3_1)
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L3_1 = require
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L4_1 = "Quest/Client/Q1000ClientConfig"
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L3_1 = L3_1(L4_1)
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L4_1 = L2_1.FollowNPCData
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L5_1 = L2_1.Datas
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L1_1.defaultAlias = "SneakAI"
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L6_1 = L4_1.PatrolPosNum
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L1_1.PatrolPosNum = L6_1
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L6_1 = L4_1.PatrolPos
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L1_1.PatrolPos = L6_1
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L6_1 = L4_1.PatrolDir
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L1_1.PatrolDir = L6_1
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L1_1.PatrolNext = 0
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L1_2 = {}
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L2_2 = 1170
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L3_2 = 1120
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L4_2 = 1190
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L5_2 = 0
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L6_2 = 1
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L7_2 = 2
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L8_2 = 3
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L1_2[1] = L2_2
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L1_2[2] = L3_2
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L1_2[3] = L4_2
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L1_2[4] = L5_2
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L1_2[5] = L6_2
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L1_2[6] = L7_2
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L1_2[7] = L8_2
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return L1_2
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end
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L1_1.GetCustomFreeStyleList = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
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L1_2 = print
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L2_2 = "Now StartPatrol"
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L1_2 = A0_2.PatrolNext
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L2_2 = A0_2.PatrolPosNum
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if L1_2 > L2_2 then
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 3
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L1_2(L2_2, L3_2)
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.CreateActorWithPos
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L3_2 = L5_1.Q201207Trigger_
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L3_2 = L3_2.alias
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L4_2 = L5_1.Q201207Trigger_
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L4_2 = L4_2.script
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L5_2 = L5_1.Q201207Trigger_
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L5_2 = L5_2.id
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L6_2 = 0
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L7_2 = L5_1.Q201207Trigger_
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L7_2 = L7_2.point
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L7_2 = L7_2.pos
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L8_2 = L5_1.Q201207Trigger_
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L8_2 = L8_2.point
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L8_2 = L8_2.rot
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L9_2 = true
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L10_2 = false
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L11_2 = 3
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
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end
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L1_2 = print
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L2_2 = "Now Noraml Goto"
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 6 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 7 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 9 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 10 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 11 then
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goto lbl_61
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end
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end
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end
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end
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end
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L2_2 = A0_2
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L1_2 = A0_2.RunToTask
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L3_2 = A0_2.PatrolPos
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L4_2 = A0_2.PatrolNext
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L3_2 = L3_2[L4_2]
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L4_2 = A0_2.Behave
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L1_2(L2_2, L3_2, L4_2)
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goto lbl_72
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::lbl_61::
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L1_2 = A0_2.PatrolNext
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L2_2 = A0_2.PatrolPosNum
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if L1_2 > L2_2 then
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else
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = A0_2.PatrolPos
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L4_2 = A0_2.PatrolNext
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L3_2 = L3_2[L4_2]
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L4_2 = A0_2.Behave
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L1_2(L2_2, L3_2, L4_2)
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end
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::lbl_72::
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end
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L1_1.StartPatrol = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.Behave0508 = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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end
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L1_1.Behave0401 = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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L1_1.Behave0402 = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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L1_2 = print
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L2_2 = "Now Arrive"
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L1_2 = A0_2.uActor
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if L1_2 == nil then
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return
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end
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L1_2 = A0_2.PatrolNext
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if L1_2 == 4 then
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L2_2 = A0_2
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L1_2 = A0_2.TurnTo
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L3_2 = M
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L3_2 = L3_2.Euler2DirXZ
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L4_2 = sceneData
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L5_2 = L4_2
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L4_2 = L4_2.GetDummyPoint
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L6_2 = 3
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L7_2 = "Q2012NpcFollow04"
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L4_2 = L4_2.rot
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L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2)
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 1170
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L1_2(L2_2, L3_2)
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = L2_1.ActorAlias
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L1_2 = L1_2(L2_2, L3_2)
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if L1_2 ~= nil then
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L3_2 = L1_2
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L2_2 = L1_2.NarratorOnlyTaskByData
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L4_2 = L5_1.NarratorChat01
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L2_2(L3_2, L4_2)
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end
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L3_2 = A0_2
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L2_2 = A0_2.CallDelay
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L4_2 = 12
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L5_2 = A0_2.Behave0401
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L2_2(L3_2, L4_2, L5_2)
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L3_2 = A0_2
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L2_2 = A0_2.CallDelay
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L4_2 = 16
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L5_2 = A0_2.Behave0402
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L2_2(L3_2, L4_2, L5_2)
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else
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L1_2 = A0_2.PatrolNext
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if L1_2 == 5 then
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L2_2 = A0_2
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L1_2 = A0_2.TurnTo
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L3_2 = M
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L3_2 = L3_2.Euler2DirXZ
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L4_2 = sceneData
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L5_2 = L4_2
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L4_2 = L4_2.GetDummyPoint
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L6_2 = 3
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L7_2 = "Q2012NpcFollow04_1"
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L4_2 = L4_2.rot
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L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2)
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 1120
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L1_2(L2_2, L3_2)
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = L2_1.ActorAlias
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L1_2 = L1_2(L2_2, L3_2)
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if L1_2 ~= nil then
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L3_2 = L1_2
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L2_2 = L1_2.NarratorOnlyTaskByData
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L4_2 = L5_1.NarratorThink01
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L2_2(L3_2, L4_2)
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end
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L3_2 = A0_2
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L2_2 = A0_2.CallDelay
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L4_2 = 8.3
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L5_2 = A0_2.Behave0508
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L2_2(L3_2, L4_2, L5_2)
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else
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L1_2 = A0_2.PatrolNext
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if L1_2 == 7 then
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.GetActor
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L3_2 = L2_1.ActorAlias
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L1_2 = L1_2(L2_2, L3_2)
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if L1_2 ~= nil then
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L3_2 = L1_2
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L2_2 = L1_2.NarratorOnlyTaskByData
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L4_2 = L5_1.NarratorThink02
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L2_2(L3_2, L4_2)
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end
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L3_2 = A0_2
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L2_2 = A0_2.StartPatrol
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L2_2(L3_2)
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else
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L1_2 = A0_2.PatrolNext
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if L1_2 == 8 then
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L2_2 = A0_2
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L1_2 = A0_2.TurnTo
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L3_2 = M
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L3_2 = L3_2.Euler2DirXZ
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L4_2 = sceneData
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L5_2 = L4_2
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L4_2 = L4_2.GetDummyPoint
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L6_2 = 3
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L7_2 = "Q2012NpcFollow07"
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L4_2 = L4_2.rot
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L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2)
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStyle
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L3_2 = 1190
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = 3
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L4_2 = A0_2.Behave0508
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L1_2(L2_2, L3_2, L4_2)
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else
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L1_2 = A0_2.PatrolNext
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L1_2 = L1_2 + 1
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A0_2.PatrolNext = L1_2
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L2_2 = A0_2
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L1_2 = A0_2.StartPatrol
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L1_2(L2_2)
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end
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end
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end
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end
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end
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L1_1.Behave = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
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L1_2 = print
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L2_2 = "********************ReturnToPatrol"
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L1_2(L2_2)
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L1_2 = print
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L2_2 = "Return Now Goto "
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.DoFreeStateTrigger
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L1_2(L2_2)
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L1_2 = A0_2.PatrolNext
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L2_2 = A0_2.PatrolPosNum
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if L1_2 > L2_2 then
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L1_2 = actorMgr
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L2_2 = L1_2
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L1_2 = L1_2.CreateActorWithPos
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L3_2 = L5_1.Q201207Trigger_
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L3_2 = L3_2.alias
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L4_2 = L5_1.Q201207Trigger_
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L4_2 = L4_2.script
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L5_2 = L5_1.Q201207Trigger_
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L5_2 = L5_2.id
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L6_2 = 0
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L7_2 = L5_1.Q201207Trigger_
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L7_2 = L7_2.point
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L7_2 = L7_2.pos
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L8_2 = L5_1.Q201207Trigger_
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L8_2 = L8_2.point
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L8_2 = L8_2.rot
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L9_2 = true
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L10_2 = false
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L11_2 = 3
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
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end
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L1_2 = print
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L2_2 = "Now Noraml Goto"
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 6 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 7 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 9 then
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L1_2 = A0_2.PatrolNext
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if L1_2 ~= 10 then
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goto lbl_56
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end
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end
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end
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end
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L2_2 = A0_2
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L1_2 = A0_2.RunToTask
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L3_2 = A0_2.PatrolPos
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L4_2 = A0_2.PatrolNext
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L3_2 = L3_2[L4_2]
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L4_2 = A0_2.Behave
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L1_2(L2_2, L3_2, L4_2)
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goto lbl_67
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::lbl_56::
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L1_2 = A0_2.PatrolNext
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L2_2 = A0_2.PatrolPosNum
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if L1_2 > L2_2 then
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else
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = A0_2.PatrolPos
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L4_2 = A0_2.PatrolNext
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L3_2 = L3_2[L4_2]
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L4_2 = A0_2.Behave
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L1_2(L2_2, L3_2, L4_2)
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end
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::lbl_67::
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end
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L1_1.ReturnToPatrol = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L2_2 = A0_2
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L1_2 = A0_2.UnCallFunc
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L3_2 = A0_2.Behave0508
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.UnCallFunc
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L3_2 = A0_2.Behave0401
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.UnCallFunc
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L3_2 = A0_2.Behave0402
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L1_2(L2_2, L3_2)
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L1_2 = print
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L2_2 = "Aware Now Next "
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L3_2 = A0_2.PatrolNext
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.ClearFollowTask
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Standby
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L1_2(L2_2)
|
|
L1_2 = actorMgr
|
|
L2_2 = L1_2
|
|
L1_2 = L1_2.GetActor
|
|
L3_2 = L2_1.ActorAlias
|
|
L1_2 = L1_2(L2_2, L3_2)
|
|
if L1_2 ~= nil then
|
|
L3_2 = L1_2
|
|
L2_2 = L1_2.NarratorOnlyTaskByData
|
|
L4_2 = L5_1.NarratorWarnFound
|
|
L2_2(L3_2, L4_2)
|
|
end
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.GetPos
|
|
L2_2 = L2_2(L3_2)
|
|
L3_2 = L2_2.y
|
|
L3_2 = L3_2 + 1
|
|
L2_2.y = L3_2
|
|
L3_2 = actorUtils
|
|
L3_2 = L3_2.GetAvatarPos
|
|
L3_2 = L3_2()
|
|
L5_2 = A0_2
|
|
L4_2 = A0_2.GetPos
|
|
L4_2 = L4_2(L5_2)
|
|
L5_2 = {}
|
|
L6_2 = L3_2.x
|
|
L7_2 = L4_2.x
|
|
L6_2 = L6_2 - L7_2
|
|
L5_2.x = L6_2
|
|
L6_2 = L3_2.y
|
|
L7_2 = L4_2.y
|
|
L6_2 = L6_2 - L7_2
|
|
L5_2.y = L6_2
|
|
L6_2 = L3_2.z
|
|
L7_2 = L4_2.z
|
|
L6_2 = L6_2 - L7_2
|
|
L5_2.z = L6_2
|
|
L7_2 = A0_2
|
|
L6_2 = A0_2.TurnTo
|
|
L8_2 = L5_2
|
|
L6_2(L7_2, L8_2)
|
|
L7_2 = A0_2
|
|
L6_2 = A0_2.DoFreeStyle
|
|
L8_2 = 1190
|
|
L6_2(L7_2, L8_2)
|
|
end
|
|
L1_1.Aware = L6_1
|
|
function L6_1(A0_2)
|
|
local L1_2, L2_2, L3_2, L4_2
|
|
L1_2 = print
|
|
L2_2 = "********************CheckLure"
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.Standby
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.DoFreeStyle
|
|
L3_2 = 3
|
|
L1_2(L2_2, L3_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.CallDelay
|
|
L3_2 = 6
|
|
L4_2 = A0_2.ReturnToPatrol
|
|
L1_2(L2_2, L3_2, L4_2)
|
|
end
|
|
L1_1.CheckLure = L6_1
|
|
function L6_1(A0_2, A1_2, A2_2)
|
|
end
|
|
L1_1.OnLure = L6_1
|
|
function L6_1(A0_2)
|
|
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
|
|
L1_2 = print
|
|
L2_2 = "********************Discover"
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.Standby
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.DoFreeStateTrigger
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.ClearNarratorTask
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.StopNarrator
|
|
L1_2(L2_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.CallDelay
|
|
L3_2 = 0.5
|
|
function L4_2()
|
|
local L0_3, L1_3, L2_3
|
|
L0_3 = A0_2
|
|
L1_3 = L0_3
|
|
L0_3 = L0_3.NarratorOnlyTaskByData
|
|
L2_3 = L5_1.NarratorFailFound
|
|
L0_3(L1_3, L2_3)
|
|
end
|
|
L1_2(L2_2, L3_2, L4_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.DoFreeStyle
|
|
L3_2 = 2
|
|
L1_2(L2_2, L3_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.GetPos
|
|
L1_2 = L1_2(L2_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.EnterSceneLookCamera
|
|
L4_2 = L1_2
|
|
L5_2 = 0
|
|
L6_2 = 2
|
|
L7_2 = true
|
|
L8_2 = true
|
|
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
|
|
L2_2 = globalActor
|
|
L3_2 = L2_2
|
|
L2_2 = L2_2.EnablePlayerInput
|
|
L4_2 = false
|
|
L2_2(L3_2, L4_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 11
|
|
function L5_2()
|
|
local L0_3, L1_3, L2_3, L3_3, L4_3
|
|
L0_3 = globalActor
|
|
L1_3 = L0_3
|
|
L0_3 = L0_3.EnablePlayerInput
|
|
L2_3 = true
|
|
L0_3(L1_3, L2_3)
|
|
L0_3 = actorMgr
|
|
L1_3 = L0_3
|
|
L0_3 = L0_3.GetActor
|
|
L2_3 = L2_1.ActorAlias
|
|
L0_3 = L0_3(L1_3, L2_3)
|
|
if L0_3 ~= nil then
|
|
L1_3 = print
|
|
L2_3 = "Sneak Failed OOOMG"
|
|
L1_3(L2_3)
|
|
L2_3 = L0_3
|
|
L1_3 = L0_3.FinishQuestID
|
|
L3_3 = true
|
|
L4_3 = 201207
|
|
L1_3(L2_3, L3_3, L4_3)
|
|
end
|
|
end
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
end
|
|
L1_1.Discover = L6_1
|
|
function L6_1(A0_2)
|
|
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.ThreatTask
|
|
L3_2 = A0_2.Discover
|
|
L4_2 = A0_2.Aware
|
|
L5_2 = A0_2.ReturnToPatrol
|
|
L6_2 = A0_2.OnLure
|
|
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.StartPatrol
|
|
L1_2(L2_2)
|
|
end
|
|
L1_1.Start = L6_1
|
|
return L1_1
|