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

778 lines
17 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/Quest/QuestActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "Quest20010"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Quest20010"
L2_1 = nil
L3_1 = nil
L4_1 = nil
L5_1 = nil
function L6_1(A0_2)
local L1_2
L1_2 = A0_2.clientData
L2_1 = L1_2
L1_2 = L2_1.NPCData
L3_1 = L1_2
L1_2 = L2_1.HiliData
L4_1 = L1_2
L1_2 = L2_1.PlayerData
L5_1 = L1_2
end
L1_1.OnDataLoaded = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001001
L1_2["2001001"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001002
L1_2["2001002"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001003
L1_2["2001003"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001004
L1_2["2001004"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001005
L1_2["2001005"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001006
L1_2["2001006"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001007
L1_2["2001007"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001008
L1_2["2001008"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001009
L1_2["2001009"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001010
L1_2["2001010"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001011
L1_2["2001011"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001012
L1_2["2001012"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001013
L1_2["2001013"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001014
L1_2["2001014"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart2001015
L1_2["2001015"] = L2_2
end
L1_1.OnSubStartHandlerBuild = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001001
L1_2["2001001"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001002
L1_2["2001002"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001003
L1_2["2001003"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001004
L1_2["2001004"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001005
L1_2["2001005"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001006
L1_2["2001006"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001007
L1_2["2001007"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001008
L1_2["2001008"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001009
L1_2["2001009"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001010
L1_2["2001010"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001011
L1_2["2001011"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001012
L1_2["2001012"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001013
L1_2["2001013"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001014
L1_2["2001014"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish2001015
L1_2["2001015"] = L2_2
end
L1_1.OnSubFinishHandlerBuild = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFailedHandlers = L1_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001001
L1_2["2001001"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001002
L1_2["2001002"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001003
L1_2["2001003"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001004
L1_2["2001004"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001005
L1_2["2001005"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001006
L1_2["2001006"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001007
L1_2["2001007"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001008
L1_2["2001008"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001009
L1_2["2001009"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001010
L1_2["2001010"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001011
L1_2["2001011"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001012
L1_2["2001012"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001013
L1_2["2001013"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001014
L1_2["2001014"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed2001015
L1_2["2001015"] = L2_2
end
L1_1.OnSubFailedHandlerBuild = 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 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_1.ActorAlias
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.FinishQuestID
L6_2 = false
L7_2 = 2001002
L4_2(L5_2, L6_2, L7_2)
end
L4_2 = actorMgr
L5_2 = L4_2
L4_2 = L4_2.GetQuestNpcActor
L6_2 = L3_1.Npc
L4_2 = L4_2(L5_2, L6_2)
L6_2 = L4_2
L5_2 = L4_2.Standby
L5_2(L6_2)
L6_2 = L4_2
L5_2 = L4_2.DoFreeStateTrigger
L5_2(L6_2)
L6_2 = L4_2
L5_2 = L4_2.TurnTo
L7_2 = M
L7_2 = L7_2.Euler2DirXZ
L8_2 = L3_1.NPCDir3
L7_2, L8_2 = L7_2(L8_2)
L5_2(L6_2, L7_2, L8_2)
end
L1_1.FinishQuest02 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = L2_1.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 = 2001007
L3_2(L4_2, L5_2, L6_2)
end
end
L1_1.FinishQuest07 = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.TransmitPlayer
L3_2 = 3
L4_2 = L5_1.PlayerPos
L5_2 = L5_1.PlayerDir
L1_2(L2_2, L3_2, L4_2, L5_2)
L2_2 = A0_2
L1_2 = A0_2.CreateQuestNpc
L3_2 = quest
L4_2 = L3_1.NpcID
L5_2 = 1
L1_2(L2_2, L3_2, L4_2, L5_2)
L2_2 = A0_2
L1_2 = A0_2.GetQuestNpcActor
L3_2 = L3_1.Npc
L1_2 = L1_2(L2_2, L3_2)
L3_2 = L1_2
L2_2 = L1_2.Standby
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.RequestInteraction
L4_2 = L1_2
L2_2(L3_2, L4_2)
L2_2 = print
L3_2 = "force dialogue"
L2_2(L3_2)
end
L1_1.CreateNPC = 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.ShowBlackScreen
L3_2 = 0.5
L4_2 = 1
L5_2 = 0.5
function L6_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3
L3_3 = A1_3
L2_3 = A1_3.GetQuestNpcActor
L4_3 = L4_1.Npc
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.Destroy
L5_3 = false
L3_3(L4_3, L5_3)
end
end
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L1_1.DestroyHili = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L3_1.NpcID
L6_2 = 1
L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L4_1.NpcID
L6_2 = 2
L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L3_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L4_1.Npc
L3_2 = L3_2(L4_2, L5_2)
L5_2 = L2_2
L4_2 = L2_2.Standby
L4_2(L5_2)
L5_2 = L2_2
L4_2 = L2_2.DoFreeStateTrigger
L4_2(L5_2)
L5_2 = L3_2
L4_2 = L3_2.Standby
L4_2(L5_2)
L5_2 = L3_2
L4_2 = L3_2.DoFreeStateTrigger
L4_2(L5_2)
end
L1_1.OnSubStart2001009 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubStart2001001 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFinish2001001 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFailed2001001 = L6_1
function L6_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 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.CreateActorWithPos
L4_2 = "Q20010trigger01"
L5_2 = "Actor/Gadget/Q20010Trigger"
L6_2 = 70900002
L7_2 = 0
L8_2 = sceneData
L9_2 = L8_2
L8_2 = L8_2.GetDummyPoint
L10_2 = 3
L11_2 = "Q20010Region"
L8_2 = L8_2(L9_2, L10_2, L11_2)
L8_2 = L8_2.pos
L9_2 = sceneData
L10_2 = L9_2
L9_2 = L9_2.GetDummyPoint
L11_2 = 3
L12_2 = "Q20010Region"
L9_2 = L9_2(L10_2, L11_2, L12_2)
L9_2 = L9_2.rot
L10_2 = true
L11_2 = false
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L3_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.RunToRouteTask
L5_2 = L2_1.RoutePoints
function L6_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L2_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.FinishQuestID
L5_3 = false
L6_3 = 2001002
L3_3(L4_3, L5_3, L6_3)
end
L3_3 = L2_2
L4_3 = L3_3
L3_3 = L3_3.Standby
L3_3(L4_3)
L3_3 = L2_2
L4_3 = L3_3
L3_3 = L3_3.TurnTo
L5_3 = M
L5_3 = L5_3.Euler2DirXZ
L6_3 = L3_1.NPCDir3
L5_3, L6_3 = L5_3(L6_3)
L3_3(L4_3, L5_3, L6_3)
end
L3_2(L4_2, L5_2, L6_2)
end
L1_1.OnSubStart2001002 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFinish2001002 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DestroyQuestNpcActor
L4_2 = L3_1.Npc
L5_2 = 3
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed2001002 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubStart2001003 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFinish2001003 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFailed2001003 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = math
L2_2 = L2_2.random
L3_2 = 1
L4_2 = 100
L2_2 = L2_2(L3_2, L4_2)
if 1 <= L2_2 and L2_2 <= 50 then
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_1.ActorAlias
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.FinishQuestID
L6_2 = false
L7_2 = 2001012
L4_2(L5_2, L6_2, L7_2)
L5_2 = L3_2
L4_2 = L3_2.FinishQuestID
L6_2 = true
L7_2 = 2001013
L4_2(L5_2, L6_2, L7_2)
end
elseif 50 < L2_2 and L2_2 <= 100 then
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_1.ActorAlias
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.FinishQuestID
L6_2 = false
L7_2 = 2001013
L4_2(L5_2, L6_2, L7_2)
L5_2 = L3_2
L4_2 = L3_2.FinishQuestID
L6_2 = true
L7_2 = 2001012
L4_2(L5_2, L6_2, L7_2)
end
end
end
L1_1.OnSubStart2001008 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "08 finish"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ShowBlackScreen
L4_2 = 0.5
L5_2 = 1
L6_2 = 0.5
function L7_2()
local L0_3, L1_3, L2_3, L3_3, L4_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.TransmitPlayerById
L2_3 = A1_2
L3_3 = 1
L0_3(L1_3, L2_3, L3_3)
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.CreateQuestNpc
L2_3 = A1_2
L3_3 = L3_1.NpcID
L4_3 = 1
L0_3(L1_3, L2_3, L3_3, L4_3)
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.RequestInteractionForceAlias
L2_3 = "Npc2002520010"
L0_3(L1_3, L2_3)
L0_3 = print
L1_3 = "force dialogue"
L0_3(L1_3)
end
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
end
L1_1.OnSubFinish2001008 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubStart2001004 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
function L4_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.ShowBlackScreen
L2_3 = 0.5
L3_3 = 1
L4_3 = 0.5
function L5_3()
local L0_4, L1_4, L2_4, L3_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.GetQuestNpcActor
L2_4 = L4_1.Npc
L0_4 = L0_4(L1_4, L2_4)
if L0_4 ~= nil then
L2_4 = L0_4
L1_4 = L0_4.Destroy
L3_4 = false
L1_4(L2_4, L3_4)
end
end
L0_3(L1_3, L2_3, L3_3, L4_3, L5_3)
end
L2_2(L3_2, L4_2)
end
L1_1.OnSubFinish2001004 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFailed2001004 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 0.8
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_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
L2_3 = L0_3
L1_3 = L0_3.FinishQuestID
L3_3 = false
L4_3 = 2001007
L1_3(L2_3, L3_3, L4_3)
end
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart2001007 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
function L4_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.ShowBlackScreen
L2_3 = 0.5
L3_3 = 1
L4_3 = 0.5
function L5_3()
local L0_4, L1_4, L2_4, L3_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.GetQuestNpcActor
L2_4 = L4_1.Npc
L0_4 = L0_4(L1_4, L2_4)
if L0_4 ~= nil then
L2_4 = L0_4
L1_4 = L0_4.Destroy
L3_4 = false
L1_4(L2_4, L3_4)
end
end
L0_3(L1_3, L2_3, L3_3, L4_3, L5_3)
end
L2_2(L3_2, L4_2)
L2_2 = print
L3_2 = "destroy hili npc"
L2_2(L3_2)
end
L1_1.OnSubFinish2001007 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.NarratorOnlyTask
L4_2 = L2_1.NarratorData
L4_2 = L4_2.Story1
L2_2(L3_2, L4_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = L2_1.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 = true
L6_2 = 2001008
L3_2(L4_2, L5_2, L6_2)
end
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L4_1.Npc
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.Destroy
L6_2 = false
L4_2(L5_2, L6_2)
end
L4_2 = print
L5_2 = "destroy hili npc"
L4_2(L5_2)
end
L1_1.OnSubFinish2001010 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = L2_1.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 = true
L6_2 = 2001010
L3_2(L4_2, L5_2, L6_2)
end
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L3_1.Npc
L3_2 = L3_2(L4_2, L5_2)
L5_2 = L3_2
L4_2 = L3_2.Standby
L4_2(L5_2)
L5_2 = L3_2
L4_2 = L3_2.DoFreeStyle
L6_2 = 1070
L4_2(L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.CreateSpeechBubbleTask
L6_2 = L3_1.NpcID
L7_2 = 200080501
L8_2 = 2
L9_2 = true
L10_2 = 1
L11_2 = 2
L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.OnSubStart2001005 = L6_1
function L6_1(A0_2, A1_2)
end
L1_1.OnSubFinish2001005 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L3_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.DoFreeStateTrigger
L3_2(L4_2)
L4_2 = L2_2
L3_2 = L2_2.Standby
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.ClearSpeechBubbleTask
L3_2(L4_2)
end
L1_1.OnSubStart2001006 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L3_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.WalkToRouteTask
L5_2 = L2_1.RoutePoints1
function L6_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3
L3_3 = A0_3
L2_3 = A0_3.DestroyWithDither
L4_3 = false
L5_3 = 1
L2_3(L3_3, L4_3, L5_3)
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3
L2_3 = L2_2
L3_3 = L2_3
L2_3 = L2_3.Standby
L4_3 = true
L2_3(L3_3, L4_3)
end
L3_2(L4_2, L5_2, L6_2, L7_2)
end
L1_1.OnSubFinish2001006 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.DoFreeStyle
L5_2 = 1
L3_2(L4_2, L5_2)
end
L1_1.OnSubStart2001015 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L3_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.WalkToRouteTask
L5_2 = L2_1.RoutePoints1
function L6_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3
L3_3 = A0_3
L2_3 = A0_3.DestroyWithDither
L4_3 = false
L5_3 = 1
L2_3(L3_3, L4_3, L5_3)
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3, L4_3
L2_3 = L2_2
L3_3 = L2_3
L2_3 = L2_3.Standby
L4_3 = true
L2_3(L3_3, L4_3)
end
L3_2(L4_2, L5_2, L6_2, L7_2)
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L4_1.Npc
L3_2 = L3_2(L4_2, L5_2)
L5_2 = L3_2
L4_2 = L3_2.DoFreeStyle
L6_2 = 1
L4_2(L5_2, L6_2)
end
L1_1.OnSubFinish2001015 = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2
L2_2 = A0_2.GetQuestNpcActor
L4_2 = L4_1.Npc
L2_2 = L2_2(L3_2, L4_2)
L4_2 = L2_2
L3_2 = L2_2.Destroy
L5_2 = false
L3_2(L4_2, L5_2)
L4_2 = A0_2
L3_2 = A0_2.GetQuestNpcActor
L5_2 = L3_1.Npc
L3_2 = L3_2(L4_2, L5_2)
L5_2 = L3_2
L4_2 = L3_2.Destroy
L6_2 = false
L4_2(L5_2, L6_2)
end
L1_1.OnMainCanceled = L6_1
return L1_1