mirror of
https://github.com/SapphireServer/Sapphire.git
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276 lines
8.5 KiB
C++
276 lines
8.5 KiB
C++
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// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include <Service.h>
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// Quest Script: SubFst013_00040
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// Quest Name: For Friendship
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// Quest ID: 65576
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// Start NPC: 1000162
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// End NPC: 1000162
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using namespace Sapphire;
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class SubFst013 : public Sapphire::ScriptAPI::QuestScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// UI8AL
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/// Countable Num: 1 Seq: 1 Event: 1 Listener: 1000161
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/// Countable Num: 1 Seq: 2 Event: 2 Listener: 1000161
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/// Countable Num: 1 Seq: 3 Event: 1 Listener: 1000162
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/// Countable Num: 1 Seq: 4 Event: 1 Listener: 1000161
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/// Countable Num: 1 Seq: 5 Event: 2 Listener: 1000161
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/// Countable Num: 1 Seq: 255 Event: 1 Listener: 1000162
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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Seq1 = 1,
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Seq2 = 2,
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Seq3 = 3,
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Seq4 = 4,
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Seq5 = 5,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1000162;
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static constexpr auto Actor1 = 1000161;
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static constexpr auto FirstQuest = 65575;
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq1Actor1 = 1;
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static constexpr auto Seq1Actor1Emoteno = 99;
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static constexpr auto Seq1Actor1Emoteok = 100;
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static constexpr auto Seq2Actor0 = 2;
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static constexpr auto Seq3Actor1 = 3;
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static constexpr auto Seq3Actor1Emoteno = 97;
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static constexpr auto Seq3Actor1Emoteok = 98;
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static constexpr auto Seq4Actor0 = 4;
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static constexpr auto Seq5Actor1 = 5;
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static constexpr auto Seq5Actor1Emoteno = 95;
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static constexpr auto Seq5Actor1Emoteok = 96;
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static constexpr auto Seq6Actor0 = 6;
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public:
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SubFst013() : Sapphire::ScriptAPI::QuestScript( 65576 ){};
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~SubFst013() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if (quest.getSeq() == Seq2)
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Scene00002(quest, player);
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else if (quest.getSeq() == Seq4)
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Scene00004(quest, player);
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else if (quest.getSeq() == SeqFinish)
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Scene00006(quest, player);
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break;
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}
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case Actor1: // talking to Aunillie while on quest
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{
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Scene00003(quest, player);
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break;
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}
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}
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}
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void onEmote(World::Quest& quest, uint64_t actorId, uint32_t emoteId, Sapphire::Entity::Player& player) override
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{
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if (actorId != Actor1)
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return;
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if (emoteId == 5 && quest.getSeq() == Seq1)
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Scene00100(quest, player);
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else if (emoteId == 18 && quest.getSeq() == Seq3)
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Scene00098(quest, player);
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else if (emoteId == 11 && quest.getSeq() == Seq5)
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Scene00096(quest, player);
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, NONE, bindSceneReturn( &SubFst013::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 ) // accept quest
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{
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quest.setSeq(Seq1);
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, NONE, bindSceneReturn( &SubFst013::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, NONE, bindSceneReturn( &SubFst013::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq(Seq3);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, NONE, bindSceneReturn( &SubFst013::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00004( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 4, NONE, bindSceneReturn( &SubFst013::Scene00004Return ) );
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}
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void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq(Seq5);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00005( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 5, NONE, bindSceneReturn( &SubFst013::Scene00005Return ) );
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}
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void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00006( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 6, NONE, bindSceneReturn( &SubFst013::Scene00006Return ) );
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}
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void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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if( player.giveQuestRewards( getId(), 0 ) )
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player.finishQuest( getId() );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00095( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 95, NONE, bindSceneReturn( &SubFst013::Scene00095Return ) );
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}
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void Scene00095Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00096( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 96, NONE, bindSceneReturn( &SubFst013::Scene00096Return ) );
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}
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void Scene00096Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq(SeqFinish);
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player.sendEventNotice(getId(), 4, 2, 0, 0);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00097( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 97, NONE, bindSceneReturn( &SubFst013::Scene00097Return ) );
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}
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void Scene00097Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00098( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 98, NONE, bindSceneReturn( &SubFst013::Scene00098Return ) );
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}
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void Scene00098Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq(Seq4);
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00099( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 99, NONE, bindSceneReturn( &SubFst013::Scene00099Return ) );
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}
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void Scene00099Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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//Empty??
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00100( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 100, NONE, bindSceneReturn( &SubFst013::Scene00100Return ) );
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}
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void Scene00100Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq(Seq2);
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player.sendEventNotice(getId(), 0, 2, 0, 0);
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}
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};
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EXPOSE_SCRIPT( SubFst013 );
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