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rawset(_G, 'SetpiecePrgs', rawget(_G, 'SetpiecePrgs') or {}) |
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SetpiecePrgs.DowntownFirstEnter_LegionActor3 = function(seed, state, MainActor, TargetActor) |
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local li = { id = "DowntownFirstEnter_LegionActor3" } |
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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, "LegionActor3Start_01", true) |
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prgdbg(li, 1, 2) sprocall(SetpieceSetStance.Exec, SetpieceSetStance, state, rand, true, "", MainActor, "Crouch", "Current Weapon", true) |
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prgdbg(li, 1, 3) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 1200) |
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local _, LegionActor3MoveTo |
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prgdbg(li, 1, 4) _, LegionActor3MoveTo = sprocall(SetpieceGotoPosition.Exec, SetpieceGotoPosition, state, rand, true, "", MainActor, "LegionActor3MoveTo_01", true, true, false, "Crouch", true, false, "", 1000) |
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prgdbg(li, 1, 5) sprocall(SetpieceWaitCheckpoint.Exec, SetpieceWaitCheckpoint, state, rand, "PantagruelFirstEnter_SynPoint") |
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prgdbg(li, 1, 6) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 1200) |
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local _, WallShoot |
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prgdbg(li, 1, 7) _, WallShoot = sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Point", TargetActor, "Arms", "AttackPointLegion3", 2, 600, 0, 100, 800, 0) |
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prgdbg(li, 1, 8) sprocall(SetpieceSleep.Exec, SetpieceSleep, state, rand, true, "", 800) |
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local _ |
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prgdbg(li, 1, 9) _, WallShoot = sprocall(SetpieceShoot.Exec, SetpieceShoot, state, rand, true, "", MainActor, "Point", TargetActor, "Arms", "AttackPointLegion3", 1, 1500, 0, 100, 1000, 0) |
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end |