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

1253 lines
26 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_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 = "Quest480"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Quest480"
L2_1 = require
L3_1 = "Quest/Client/Q480ClientConfig"
L2_1 = L2_1(L3_1)
q480Cfg = L2_1
L2_1 = q480Cfg
L2_1 = L2_1.SubIDs
L3_1 = q480Cfg
L3_1 = L3_1.AmborData
L4_1 = q480Cfg
L4_1 = L4_1.WindData
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart48005
L1_2["48005"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart48001
L1_2["48001"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart48002
L1_2["48002"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart48003
L1_2["48003"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart48004
L1_2["48004"] = L2_2
end
L1_1.OnSubStartHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish48001
L1_2["48001"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish48002
L1_2["48002"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish48003
L1_2["48003"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish48004
L1_2["48004"] = L2_2
end
L1_1.OnSubFinishHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFailedHandlers = L1_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed48002
L1_2["48002"] = L2_2
end
L1_1.OnSubFailedHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = 60
L3_2 = A0_2
L2_2 = A0_2.CountDownUIStart
L4_2 = L1_2
L5_2 = 10
L6_2 = 3
L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = L1_2 + 4
L5_2 = A0_2.CountDown
L2_2(L3_2, L4_2, L5_2)
end
L1_1.StartCount = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.GetActor
L3_2 = q480Cfg
L3_2 = L3_2.ActorAlias
L1_2 = L1_2(L2_2, L3_2)
if L1_2 ~= nil then
L2_2 = print
L3_2 = "FlyingTest fail"
L2_2(L3_2)
L3_2 = L1_2
L2_2 = L1_2.FinishQuestID
L4_2 = true
L5_2 = 48002
L2_2(L3_2, L4_2, L5_2)
end
end
L1_1.CountDown = 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
L2_2 = print
L3_2 = "48005 start:..."
L2_2(L3_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.CreateActorWithPos
L4_2 = "Q480Trigger"
L5_2 = "Actor/Gadget/Q480Trigger"
L6_2 = 70900002
L7_2 = 0
L8_2 = L3_1.bornPos
L9_2 = L3_1.bornDir
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)
end
L1_1.OnSubStart48005 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "48001 start:..."
L2_2(L3_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.ChangeWeather
L4_2 = "BigWorld/Weather_ClearSky"
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L3_1.AmborID
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubStart48001 = 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, L13_2, L14_2, L15_2, L16_2, L17_2
L2_2 = print
L3_2 = "48002 start:..."
L2_2(L3_2)
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.ChangeWeather
L4_2 = "BigWorld/Weather_ClearSky"
L2_2(L3_2, L4_2)
L2_2 = {}
L2_2.x = 0
L2_2.y = 0
L2_2.z = 0
L3_2 = L4_1.Pos1
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = "Q48002Wind101"
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
L4_2 = L4_2.y
L4_2 = L4_2 + 1.5
L3_2.y = L4_2
L3_2 = L4_1.Pos2
L3_2.x = 1883.17
L3_2 = L4_1.Pos2
L3_2.y = 233.1
L3_2 = L4_1.Pos2
L3_2.z = -1274.9
L3_2 = L4_1.Pos4
L3_2.x = 1864.07
L3_2 = L4_1.Pos4
L3_2.y = 242.7
L3_2 = L4_1.Pos4
L3_2.z = -1268.39
L4_2 = A0_2
L3_2 = A0_2.SpawnGadgetWithPos
L5_2 = A1_2
L6_2 = 70710005
L7_2 = 1
L8_2 = L4_1.Pos1
L9_2 = M
L9_2 = L9_2.Dir2Euler
L10_2 = L2_2
L9_2 = L9_2(L10_2)
L10_2 = L4_1.Wind1
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
L4_2 = A0_2
L3_2 = A0_2.SpawnGadgetWithPos
L5_2 = A1_2
L6_2 = 70710005
L7_2 = 2
L8_2 = L4_1.Pos2
L9_2 = M
L9_2 = L9_2.Dir2Euler
L10_2 = L2_2
L9_2 = L9_2(L10_2)
L10_2 = L4_1.Wind2
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
L4_2 = A0_2
L3_2 = A0_2.SpawnGadgetWithPos
L5_2 = A1_2
L6_2 = 70710005
L7_2 = 2
L8_2 = L4_1.Pos4
L9_2 = M
L9_2 = L9_2.Dir2Euler
L10_2 = L2_2
L9_2 = L9_2(L10_2)
L10_2 = L4_1.Wind4
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
L4_2 = A0_2
L3_2 = A0_2.ActionSafeCall
L5_2 = A0_2.StartCount
L3_2(L4_2, L5_2)
L3_2 = q480Cfg
L3_2.TriggerNum = 0
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.CreateActorWithPos
L5_2 = "Q480Marks"
L6_2 = tostring
L7_2 = 1
L6_2 = L6_2(L7_2)
L5_2 = L5_2 .. L6_2
L6_2 = "Actor/Gadget/Q480Marks"
L7_2 = 70300064
L8_2 = 0
L9_2 = q480Cfg
L9_2 = L9_2.FlyMarks
L9_2 = L9_2[1]
L9_2 = L9_2.pos
L10_2 = q480Cfg
L10_2 = L10_2.FlyMarks
L10_2 = L10_2[1]
L10_2 = L10_2.rot
L11_2 = true
L12_2 = false
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline1
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline1
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline1
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline1
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline1
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline1
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline1
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline1
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc1"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline1
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline1
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline1
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline2
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline2
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline2
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline2
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline2
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline2
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline2
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline2
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc2"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline2
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline2
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline2
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline3
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline3
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline3
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline3
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline3
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline3
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline3
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline3
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc3"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline3
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline3
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline3
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline4
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline4
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline4
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline4
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline4
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline4
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline4
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline4
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc4"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline4
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline4
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline4
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline5
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline5
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline5
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline5
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline5
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline5
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline5
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline5
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc5"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline5
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline5
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline5
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline7
L4_2 = #L4_2
L4_2 = L4_2 - 1
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline7
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline7
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline7
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline7
L9_2 = L9_2[L6_2]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline7
L9_2 = L6_2 + 1
L8_2 = L8_2[L9_2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline7
L9_2 = L9_2[L6_2]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline7
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc7"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline7
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline7
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline7
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
L3_2 = 1
L4_2 = q480Cfg
L4_2 = L4_2.Flyline8
L4_2 = #L4_2
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = print
L8_2 = "Now fengquan"
L9_2 = L6_2
L7_2(L8_2, L9_2)
L7_2 = {}
L8_2 = q480Cfg
L8_2 = L8_2.Flyline8
L8_2 = L8_2[2]
L8_2 = L8_2.x
L9_2 = q480Cfg
L9_2 = L9_2.Flyline8
L9_2 = L9_2[1]
L9_2 = L9_2.x
L8_2 = L8_2 - L9_2
L7_2.x = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline8
L8_2 = L8_2[2]
L8_2 = L8_2.y
L9_2 = q480Cfg
L9_2 = L9_2.Flyline8
L9_2 = L9_2[1]
L9_2 = L9_2.y
L8_2 = L8_2 - L9_2
L7_2.y = L8_2
L8_2 = q480Cfg
L8_2 = L8_2.Flyline8
L8_2 = L8_2[2]
L8_2 = L8_2.z
L9_2 = q480Cfg
L9_2 = L9_2.Flyline8
L9_2 = L9_2[1]
L9_2 = L9_2.z
L8_2 = L8_2 - L9_2
L7_2.z = L8_2
L9_2 = A0_2
L8_2 = A0_2.SpawnGadgetByIdWithPos
L10_2 = 48002
L11_2 = 70690001
L12_2 = 3
L13_2 = q480Cfg
L13_2 = L13_2.Flyline8
L13_2 = L13_2[L6_2]
L14_2 = M
L14_2 = L14_2.Dir2Euler
L15_2 = L7_2
L14_2 = L14_2(L15_2)
L15_2 = "Acc8"
L16_2 = tostring
L17_2 = L6_2
L16_2 = L16_2(L17_2)
L15_2 = L15_2 .. L16_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
L8_2 = print
L9_2 = q480Cfg
L9_2 = L9_2.Flyline8
L9_2 = L9_2[L6_2]
L9_2 = L9_2.x
L10_2 = q480Cfg
L10_2 = L10_2.Flyline8
L10_2 = L10_2[L6_2]
L10_2 = L10_2.y
L11_2 = q480Cfg
L11_2 = L11_2.Flyline8
L11_2 = L11_2[L6_2]
L11_2 = L11_2.z
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.OnSubStart48002 = 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
L2_2 = print
L3_2 = "48003 start:..."
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CountDownUITerminate
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CountNumUITerminate
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L3_1.AmborID
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind1
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind3
L2_2(L3_2, L4_2)
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline1
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc1"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline2
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc2"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline3
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc3"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline4
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc4"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline5
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc5"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline7
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc7"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline8
L3_2 = #L3_2
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc8"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.TotalNum
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L6_2 = actorMgr
L7_2 = L6_2
L6_2 = L6_2.GetActor
L8_2 = "Q480Marks"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_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)
end
end
end
L1_1.OnSubStart48003 = 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
L2_2 = print
L3_2 = "48004 start:..."
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CountDownUITerminate
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = L3_1.AmborID
L2_2(L3_2, L4_2, L5_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind1
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.UnSpawn
L4_2 = L4_1.Wind3
L2_2(L3_2, L4_2)
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline1
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc1"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline2
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc2"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline3
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc3"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline4
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc4"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline5
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc5"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline7
L3_2 = #L3_2
L3_2 = L3_2 - 1
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc7"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.TotalNum
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L6_2 = actorMgr
L7_2 = L6_2
L6_2 = L6_2.GetActor
L8_2 = "Q480Marks"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_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)
end
end
end
L1_1.OnSubStart48004 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = print
L3_2 = "OnFinished 48001"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
function L4_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L2_3 = A0_3
L1_3 = A0_3.GetQuestNpcActor
L3_3 = L3_1.Ambor
L1_3 = L1_3(L2_3, L3_3)
if L1_3 ~= nil then
L3_3 = L1_3
L2_3 = L1_3.Destroy
L4_3 = false
L2_3(L3_3, L4_3)
end
L3_3 = A0_3
L2_3 = A0_3.GetQuestNpcActor
L4_3 = "Paimon"
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.DestroyWithDisappear
L5_3 = false
L3_3(L4_3, L5_3)
end
end
L2_2(L3_2, L4_2)
end
L1_1.OnSubFinish48001 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = print
L3_2 = "OnFinished 48002"
L2_2(L3_2)
end
L1_1.OnSubFinish48002 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = print
L3_2 = "OnFailed 48002"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 2
function L5_2(A0_3)
local L1_3, L2_3, L3_3, L4_3
L2_3 = A0_3
L1_3 = A0_3.TransmitPlayerByQuestId
L3_3 = 48002
L4_3 = 1
L1_3(L2_3, L3_3, L4_3)
end
L2_2(L3_2, L4_2, L5_2)
end
L1_1.OnSubFailed48002 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = print
L3_2 = "OnFinished 48003"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
L4_2 = A0_2.DestroyNPC
L2_2(L3_2, L4_2)
end
L1_1.OnSubFinish48003 = 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
L2_2 = print
L3_2 = "OnFinished 48004"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
L4_2 = A0_2.DestroyNPC
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
function L4_2(A0_3)
local L1_3, L2_3, L3_3, L4_3
L2_3 = A0_3
L1_3 = A0_3.CallDelay
L3_3 = 1.5
function L4_3(A0_4)
local L1_4, L2_4, L3_4, L4_4, L5_4
L2_4 = A0_4
L1_4 = A0_4.NarratorOnlyTaskLegacy
L3_4 = q480Cfg
L3_4 = L3_4.FinishNarrator
L4_4 = nil
L5_4 = "Tag"
L1_4(L2_4, L3_4, L4_4, L5_4)
end
L1_3(L2_3, L3_3, L4_3)
end
L2_2(L3_2, L4_2)
L2_2 = 1
L3_2 = q480Cfg
L3_2 = L3_2.Flyline8
L3_2 = #L3_2
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L7_2 = A0_2
L6_2 = A0_2.UnSpawn
L8_2 = "Acc8"
L9_2 = tostring
L10_2 = L5_2
L9_2 = L9_2(L10_2)
L8_2 = L8_2 .. L9_2
L6_2(L7_2, L8_2)
end
end
L1_1.OnSubFinish48004 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "OnFinished 48004"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.ShowBlackScreen
L4_2 = 0.5
L5_2 = 1.0
L6_2 = 0.5
function L7_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3
L2_3 = A0_3
L1_3 = A0_3.GetQuestNpcActor
L3_3 = L3_1.Ambor
L1_3 = L1_3(L2_3, L3_3)
if L1_3 ~= nil then
L3_3 = L1_3
L2_3 = L1_3.Destroy
L4_3 = false
L2_3(L3_3, L4_3)
end
L3_3 = A0_3
L2_3 = A0_3.GetQuestNpcActor
L4_3 = "Paimon"
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.DestroyWithDisappear
L5_3 = false
L3_3(L4_3, L5_3)
end
end
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
end
L1_1.DestroyNPC = L5_1
function L5_1(A0_2)
local L1_2
end
L1_1.Start = L5_1
function L5_1(A0_2)
local L1_2
end
L1_1.OnDestroy = L5_1
return L1_1