local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.PlayerReturn.PlayerReturnMainPage"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.PlayerReturn.PlayerReturnRewardDialog"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.PlayerReturnActivityPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "PlayerReturnActivityPanel"
L2_1 = G
L2_1 = L2_1.TabItem
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.ActivityPlayerReturnModule
function L2_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2
  A0_2._activity_data = A3_2
  L4_2 = {}
  A0_2._item_panels = L4_2
  A0_2._refresh = true
end
L0_1.ctor = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._is_custom_loaded
  if L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_tips
  L4_2 = A0_2._on_btn_tips_clicked
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_reward
  L4_2 = A0_2._on_btn_reward_clicked
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_reserve_stamina
  L4_2 = A0_2._on_btn_reserve_stamina
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_to_special_zoom
  L4_2 = A0_2._on_btn_to_special_zoom
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.PlayerReturnOnceOnlyRewardTaken
  L4_2 = A0_2._on_once_only_reward_taken
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.ReserveStaminaChanged
  L4_2 = A0_2._refresh_reserve_stamina_count
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.PlayerReturnInviteeDataUpdated
  L4_2 = A0_2._on_player_return_invitee_data_updated
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = 1
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_panels
  L2_2 = #L2_2
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = A0_2._binder
    L5_2 = L5_2.btn_panels
    L5_2 = L5_2[L4_2]
    function L6_2()
      local L0_3, L1_3, L2_3, L3_3
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3.save_navigation_target
      L2_3 = A0_2._binder
      L2_3 = L2_3.btn_panels
      L3_3 = L4_2
      L2_3 = L2_3[L3_3]
      L2_3 = L2_3.gameObject
      L0_3(L1_3, L2_3)
    end
    L5_2.onSelectTrigger = L6_2
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_reserve_stamina
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2._binder
    L2_3 = L2_3.btn_reserve_stamina
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_reward
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2._binder
    L2_3 = L2_3.btn_reward
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
  L2_2 = A0_2
  L1_2 = A0_2._init_btn_panels
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "PlayerReturnOnceOnlyReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reward_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "PlayerReturnSignReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_sign_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "PlayerReturnMissionReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_mission_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "PlayerReturnQuestionnaireReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_questionnaire_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "PlayerReturnReserveStaminaBtn"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reserve_stamina_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  A0_2._is_custom_loaded = true
end
L0_1._custom_on_load = L2_1
function L2_1(A0_2)
  local L1_2
  A0_2._activity_data = nil
  A0_2._item_panels = nil
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_tab_btn_reddot
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
end
L0_1._on_added = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2.is_active_in_hierarchy
  L2_2 = L2_2(L3_2)
  if not L2_2 then
    return
  end
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  L2_2 = L2_2(L3_2)
  if not L2_2 then
    return
  end
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.set_navigation_target
    L5_2 = A0_2
    L4_2 = A0_2.get_navigation_target
    L4_2, L5_2 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2)
  end
end
L0_1._on_enter_zoom = L2_1
function L2_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.btn_panels
    L2_2 = #L2_2
    L2_2 = 0 < L2_2
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1._is_can_to_zoom = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_panels
  L1_2 = #L1_2
  if 0 < L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.btn_panels
    L1_2 = L1_2[1]
    L1_2 = L1_2.gameObject
    return L1_2
  end
end
L0_1.get_first_selected_object = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._owner
  L2_2 = L1_2
  L1_2 = L1_2._get_panel_prefab_path_by_activity_data
  L3_2 = A0_2._activity_data
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = A0_2._is_custom_bind
  if not L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.bind
    L4_2 = L1_2
    L2_2(L3_2, L4_2)
  end
  A0_2._is_custom_bind = true
  A0_2._is_invitee_info_synced = false
  L3_2 = A0_2
  L2_2 = A0_2._refresh_invite_bubble
  L2_2(L3_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_ModuleManager
  L2_2 = L2_2.ActivityPlayerReturnModule
  L3_2 = L2_2
  L2_2 = L2_2.SendGetInviteeInfoWWWReq
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._custom_on_load
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_panel_info
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_reserve_stamina_count
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_btn_reward_status
  L2_2(L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_key_map_zoom
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = G
  L4_2 = L4_2.Utils
  L4_2 = L4_2.is_gamepad_input
  L4_2 = L4_2()
  L2_2(L3_2, L4_2)
end
L0_1._on_select = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "ActivityQuest"
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.PanelID
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._bind_tab_btn_reddot = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.set_icon
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TabIcon
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.set_title
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TabName
  L1_2(L2_2, L3_2)
end
L0_1._setup_tab_panel = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = L1_1.IsRewardTaken
  A0_2._is_reward_taken = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_get_mark
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_taken
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_taken
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_btn_reward_status = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TitleName
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.PanelDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_tips
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TagDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SetTargetTimeByTimeStamp
  L3_2 = L1_1.FinishTime
  L4_2 = A0_2._expire_call_back
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._setup_panel_info = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_reserve_stamina_num
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = G
  L3_2 = L3_2.StaminaModule
  L3_2 = L3_2.Instance
  L4_2 = L3_2
  L3_2 = L3_2.get_cur_reserve_stamina
  L3_2, L4_2 = L3_2(L4_2)
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._refresh_reserve_stamina_count = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._is_invitee_info_synced
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.panel_invite_bubble
    L2_2 = L1_2
    L1_2 = L1_2.refresh_view
    L1_2(L2_2)
  else
    L1_2 = A0_2._binder
    L1_2 = L1_2.panel_invite_bubble
    L2_2 = L1_2
    L1_2 = L1_2.safe_set_active
    L3_2 = false
    L1_2(L2_2, L3_2)
  end
end
L0_1._refresh_invite_bubble = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  L1_2 = 1
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_panels
  L2_2 = #L2_2
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L6_2 = A0_2
    L5_2 = A0_2._bind_btn_callback
    L7_2 = A0_2._binder
    L7_2 = L7_2.btn_panels
    L7_2 = L7_2[L4_2]
    L8_2 = A0_2._on_btn_item_panel_clicked
    L9_2 = L4_2
    L5_2(L6_2, L7_2, L8_2, L9_2)
  end
  L2_2 = A0_2
  L1_2 = A0_2.setup_navigation
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_panels
  L4_2 = NavigationType
  L4_2 = L4_2.Vertical
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._init_btn_panels = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.show_introduce
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.TagDesc
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.IntroDesc
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_tips_clicked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = L1_1.PlayerReturnData
  L2_2 = L1_2
  L1_2 = L1_2.GetReturnRewardID
  L1_2 = L1_2(L2_2)
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_show
  L3_2 = "Ui.Activity.PlayerReturn.PlayerReturnRewardDialog"
  L4_2 = L1_2
  L5_2 = L1_1.IsRewardTaken
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._on_btn_reward_clicked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.SDKLuaReportAdapter
  L1_2 = L1_2.ReportUIButtonClick
  L2_2 = A0_2._owner
  L2_2 = L2_2.__name
  L3_2 = A0_2.__name
  L4_2 = "PlayerReturnReserveStaminaBtn"
  L5_2 = A0_2._owner
  L5_2 = L5_2.guid
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.Prefs
  L1_2 = L1_2.User
  L1_2.SeenPlayerReturnReserveStamina = 1
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_show
  L2_2 = "Ui.Common.ItemDetailDialog"
  L1_2 = L1_2(L2_2)
  L3_2 = L1_2
  L2_2 = L1_2.setup_view
  L4_2 = G
  L4_2 = L4_2.StaminaModule
  L4_2 = L4_2.Instance
  L5_2 = L4_2
  L4_2 = L4_2.get_reserve_stamina_id
  L4_2, L5_2 = L4_2(L5_2)
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._on_btn_reserve_stamina = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.set_special_zoom_navigation_target
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_reserve_stamina
  L3_2 = L3_2.gameObject
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_to_special_zoom = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_async_show
  L3_2 = "Ui.Activity.PlayerReturn.PlayerReturnMainPage"
  L4_2 = A0_2._activity_data
  L5_2 = A1_2
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._on_btn_item_panel_clicked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_btn_reward_status
  L1_2(L2_2)
end
L0_1._on_once_only_reward_taken = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  A0_2._is_invitee_info_synced = true
  L2_2 = A0_2
  L1_2 = A0_2._refresh_invite_bubble
  L1_2(L2_2)
end
L0_1._on_player_return_invitee_data_updated = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityRefreshAll
  L1_2(L2_2)
end
L0_1._expire_call_back = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_info
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_enter_special_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_info
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
end
L0_1._on_leave_special_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_zoom
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_gamepad_input
  L3_2 = L3_2()
  L1_2(L2_2, L3_2)
end
L0_1._on_in_control_input_switch = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L1_2 = A0_2._binder
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.node_key_map_zoom
    if L1_2 then
      L1_2 = A0_2._binder
      L1_2 = L1_2.node_key_map_zoom
      L2_2 = L1_2
      L1_2 = L1_2.SafeSetActive
      L3_2 = G
      L3_2 = L3_2.Utils
      L3_2 = L3_2.is_gamepad_input
      L3_2 = L3_2()
      L1_2(L2_2, L3_2)
    end
  end
  L2_2 = A0_2
  L1_2 = A0_2._refresh_invite_bubble
  L1_2(L2_2)
end
L0_1._on_return_to_top = L2_1
return L0_1
