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rawset(_G, 'SetpiecePrgs', rawget(_G, 'SetpiecePrgs') or {}) |
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SetpiecePrgs.DowntownFirstEnter_LegionActor1 = function(seed, state, MainActor, TargetActor) |
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local li = { id = "DowntownFirstEnter_LegionActor1" } |
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local rand = BraidRandomCreate(seed or AsyncRand()) |
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local _, LegionActor3Start |
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prgdbg(li, 1, 1) _, LegionActor3Start = sprocall(SetpieceTeleport.Exec, SetpieceTeleport, state, MainActor, "LegionActor1Start", true) |
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prgdbg(li, 1, 2) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", MainActor, "Standing", "Current Weapon", true) |
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prgdbg(li, 1, 3) sprocall(SetpieceAnimation.Exec, SetpieceAnimation, state, rand, true, "", MainActor, "", true, "ar_Standing_CombatBegin3", 1000, 0, range(1, 1), 0, false, true, false, "") |
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prgdbg(li, 1, 4) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 800) |
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prgdbg(li, 1, 5) sprocall(SetpieceWaitCheckpoint.Exec, SetpieceWaitCheckpoint, state, rand, "PantagruelFirstEnter_SynPoint") |
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local _, AttackPointLegion1 |
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prgdbg(li, 1, 6) _, AttackPointLegion1 = sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Point", TargetActor, "Arms", "AttackPointLegion1", 1, 0, 300, 100, 800, 0) |
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prgdbg(li, 1, 7) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 200) |
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prgdbg(li, 1, 8) sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Unit", TargetActor, "Arms", "", 2, 0, 400, 400, 0, 0) |
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prgdbg(li, 1, 9) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 300) |
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prgdbg(li, 1, 10) sprocall(SetpieceDeath.Exec, SetpieceDeath, state, rand, true, "", MainActor, false) |
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end |