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Ami89E1234

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Everything posted by Ami89E1234

  1. Holy crap it's already Thursday? Ohmigawd...
  2. Non-Complaint: Friday is National Donut Day so I get to go down to Krispy Kreme and get a free donut
  3. Are you sure the name of the model in the Scene Nodes Browser and the name you exported it as are the same? It won't work if they're not.
  4. No, I actually think the new MoH looks pretty nice. Bout damn time that series got good again - one of the few game series EA didn't totally f*ck up. Man, I need to get MoH: Allied Assault. Amazing game and so is Rising Sun.
  5. Complaint: The lights on the case of my Alienware aren't lighting anymore
  6. Since most of my mods have quints in them for some strange, perverted reason I've kinda been working on a way to get them to work. You'd have to make it as normal and add all the parts, but you'd need to script it commands that would change the function/what parts are activated. I don't have it finished yet so it might not work.
  7. Call of Duty: BlackOps is coming out. Oh, and it IS a Treyarch - Chris called it
  8. ^Lol Guess what I just found out? Lindbergh High School is an anagram for "Bongs Chill Horde High" IT MAKES PERFECT SENSE
  9. Lol I tied some helium-filled balloons to my cat's collar. Enjoyed it thoroughly Yes, I'm evil
  10. To flip that, go to Create - Copy and click on the model. Then go to Modify - Mirror and left click on the Front view. MAKE SURE ONLY THE X AXIS IS SELECTED (in the top bar)!!! It should be on the left of the current model. Go to Modify - Move and move it to the right. Once it's lined up in the middle, first Modify - Flip the copy so it's right, then go to Modify - Attach and select one, then press on the other. Now go to Select - Singe and enter Vertex mode. Since the halves should be perfectly lined up with each other, find a vertex and find the vertex on the other half right next to it (the same one, basically). Once both are selected, press W. This will weld the two vertices together, making a clean line down the center. Do this with all of the vertices in the middle. It also looks like your model is far too short and not wide enough. Still with the X axis selected, go to Modify - Scale and on the Side view drag the model to the left (just click and hold the model then move the cursor to the left) so it is stretched. Then do the same for front view. Hope this helps.
  11. Did you change the doors to the base? That might have something to do with it.
  12. Well it's a variation of C++. You make scripts in Notepad or Notepad2 and then save them as a .script file and add them. There are two kinds of scripts needed to be made for mods: Mission Scripts, which control a mission and are required for a mission to work; and Command Scripts, which basically do everything else. Example: Mission Script const char TIMER_NAME_WAIT_STATE_1C2[] = "t_wait_1c2"; const float TIMER_TIME_WAIT_STATE_1C2 = 15.f; const char TIMER_NAME_WAIT_STATE_2C2[] = "t_wait_2c2"; const float TIMER_TIME_WAIT_STATE_2C2 = 15.f; const char TIMER_NAME_WAIT_STATE_3B2[] = "t_wait_3b2"; const float TIMER_TIME_WAIT_STATE_3B2 = 15.f; const char TIMER_NAME_WAIT_STATE_4B2[] = "t_wait_4b2"; const float TIMER_TIME_WAIT_STATE_4B2 = 15.f; const char TIMER_NAME_WAIT_STATE_6B2[] = "t_wait_6b2"; const float TIMER_TIME_WAIT_STATE_6B2 = 15.f; const char TIMER_NAME_ENDCUTSCENE[] = "t_endcs"; const float TIMER_TIME_ENDCUTSCENE = 8.5f; const char COUNTER_INJURED_PERSONS[] = "Injured Persons"; const char COUNTER_BURNING_HOUSES[] = "Burning Houses"; const char COUNTER_BURNING_OBJECTS[] = "Burning Objects"; const char COUNTER_DEAD_CIVILS[] = "Dead Civils"; const char NAME_TRIGGER_CHURCH[] = "target_church"; const char NAME_AREALIGHT[] = "arealight"; const char NAME_HYDRANT[] = "hydrant"; const char M01_STATE_NO_RTW[] = "M01_STATE_NO_RTW"; const char M01_STATE_NO_RW[] = "M01_STATE_NO_RW"; object Mission01 : MissionScript { enum { RAINCUTINTERVAL = 5, // sec CS0TIME = 20, // sec CS1TIME = 22, // sec CS2TIME = 23, // sec CS3TIME = 37, COLLAPSETIME = 21, // sec WORKERSRUNTIME = 24, // sec PLANKHINTOFFSET = 15000, // msec WEATHER_OFF_TIME = 180, // sec }; enum State { STATE_1A1, STATE_1A2, STATE_1A3, STATE_1A4, STATE_1B1, STATE_1C1, STATE_1C2, STATE_1C3, STATE_1D1, STATE_1D2, STATE_1E1, // 10 STATE_1E2, STATE_1E3, STATE_1F1, STATE_1F2, STATE_1F3, STATE_1G1, STATE_1G2, STATE_1G3, STATE_1H1, STATE_1H2, // 20 STATE_1H3, STATE_1I1, STATE_1I2, STATE_1I3, STATE_2A1, STATE_2A2, STATE_2A3, STATE_2B1, STATE_2C1, STATE_2C2, // 30 STATE_2C3, STATE_2D1, STATE_2E1, STATE_2E2, STATE_2E3, STATE_2F1, STATE_2F2, STATE_2F3, STATE_2F4, STATE_3A1, // 40 STATE_3A2, STATE_3A3, STATE_3A4, STATE_3A5, STATE_3B1, STATE_3B2, STATE_3B3, STATE_3C1, STATE_3D1, STATE_3D2, // 50 STATE_3D3, STATE_3D4, STATE_3E1, STATE_3E2, STATE_3E3, STATE_3F1, STATE_3F2, STATE_3F3, STATE_4A1, STATE_4A2, // 60; STATE_4A3, STATE_4B1, STATE_4B2, STATE_4B3, STATE_4C1, STATE_4C2, STATE_4D1, STATE_4D2, STATE_4D3, STATE_4E1, // 70 STATE_4E2, STATE_4E3, STATE_4F1, STATE_4F2, STATE_4F3, STATE_4G1, STATE_4G2, STATE_4G3, STATE_4H1, STATE_4H2, // 80 STATE_4H3, STATE_5A1, STATE_5A2, STATE_5A3, STATE_5A4, STATE_5A5, STATE_5B1, STATE_5B2, STATE_5B3, STATE_5C1, // 90 STATE_5C2, STATE_5C3, STATE_6A0, STATE_6A1, STATE_6A2, STATE_6A3, STATE_6B1, STATE_6B2, STATE_6B3, STATE_6C1, // 100 STATE_6C2, STATE_6D1, STATE_6D2, STATE_6D3, STATE_6E1, STATE_6E2, STATE_6E3, STATE_6E4, STATE_6F1, STATE_6F2, // 110 STATE_6F3, STATE_6G1, STATE_6G2, STATE_6G3, STATE_6H1, STATE_6H2, STATE_6H3, STATE_7A1, STATE_7A2, STATE_7A3, // 120 STATE_7A4, STATE_7A5, STATE_7B1, STATE_7B2, STATE_7B3, STATE_7C1, STATE_7C2, STATE_7C3, STATE_1F1_ALT1, STATE_1F1_ALT2, // 130 STATE_4E1_ALT1, STATE_4E1_ALT2, STATE_6E1_ALT1, STATE_6E1_ALT2, STATE_7C4, STATE_1D2_ALT, STATE_3D0, STATE_4C2_ALT, STATE_5A0, STATE_6C2_ALT, }; GameObject mBarrel; GameObject mPlank; GameObject mDebris[2]; GameObject mFireSparks; GameObject mHeap; Person mWorker[2]; Path mWorkerPath[2]; Person mInjured2; Person mInjured1; // mit Planke Person mInjured3; // optional float mRainStrength; float mRainVolume; bool mPlankRemoved; bool mFireHint; bool mInjuriesHint; int mLastPlankHintTime; bool mFirstVehicleArrival; bool mInCutscene; bool mForceApplied; bool mEmptyCarHint; bool mTreatPersonHint; bool mTooManyDied; bool mFireOutOfControl; bool mCutscenePlayed; State mState; int mAwaitedVehicleID; bool mFireStarted; GameObjectList mAreaLights; GameObjectList mHydrants; Mission01() { mRainVolume = 1.f; } void Start() { Game::CreateAreaLightsAroundTrigger(NAME_TRIGGER_CHURCH, NAME_AREALIGHT, 400.f ); mAreaLights = Game::GetGameObjects(NAME_AREALIGHT); SwitchAreaLights(&mAreaLights, false); GameObjectList bl = Game::GetGameObjects("Barrel"); if(bl.GetNumObjects() == 0) System::Log("?Object 'Barrel' not found!"); else mBarrel = *bl.GetObject(0); GameObjectList pl = Game::GetGameObjects("Plank"); if(pl.GetNumObjects() == 0) System::Log("?Object 'Plank' not found!"); else mPlank = *pl.GetObject(0); GameObjectList dl = Game::GetGameObjects("Debris"); if(dl.GetNumObjects() != 2) System::Log("?Objects 'Debris' (2 objects) not found!"); else { mDebris[0] = *dl.GetObject(0); mDebris[1] = *dl.GetObject(1); } GameObjectList el = Game::GetGameObjects("Sparks"); if(el.GetNumObjects() == 0) System::Log("?Emitter object 'Sparks' not found!"); else mFireSparks = *el.GetObject(0); GameObjectList hl = Game::GetGameObjects("Heap"); if(hl.GetNumObjects() == 0) System::Log("?Object 'Heap' not found!"); else mHeap = *hl.GetObject(0); PersonList w1l("worker01"); if(w1l.GetNumPersons() == 0) System::Log("?Person 'worker1' not found!"); else mWorker[0] = *w1l.GetPerson(0); PersonList w2l("worker02"); if(w2l.GetNumPersons() == 0) System::Log("?Person 'worker2' not found!"); else mWorker[1] = *w2l.GetPerson(0); PersonList i1l("injured2"); if(i1l.GetNumPersons() == 0) System::Log("?Person 'injured2' not found!"); else mInjured2 = *i1l.GetPerson(0); PersonList i2l("injured"); if(i2l.GetNumPersons() == 0) System::Log("?Person 'injured' not found!"); else mInjured1 = *i2l.GetPerson(0); PathList p1l("run_worker01"); if(p1l.GetNumPaths() == 0) System::Log("?Path 'run_worker01' not found!"); else mWorkerPath[0] = *p1l.GetPath(0); mWorkerPath[0].SetOnFinishDeleteObject(false); PathList p2l("run_worker02"); if(p2l.GetNumPaths() == 0) System::Log("?Path 'run_worker02' not found!"); else mWorkerPath[1] = *p2l.GetPath(0); mWorkerPath[1].SetOnFinishDeleteObject(false); mHydrants = Game::GetGameObjectsWithPrefix(NAME_HYDRANT); mInCutscene = false; mPlankRemoved = false; mForceApplied = false; mFireHint = false; mInjuriesHint = false; mFirstVehicleArrival = true; mEmptyCarHint = false; mTreatPersonHint = false; mTooManyDied = false; mFireOutOfControl = false; mCutscenePlayed = false; mFireStarted = false; mLastPlankHintTime = System::GetTickCount() - PLANKHINTOFFSET; Mission::StartSingleTimer("HelpRTW", 1); Mission::StartIntervalTimer("CutDownRain", RAINCUTINTERVAL); mRainStrength = Weather::GetRainIntensity(); mState = STATE_1A1; mAwaitedVehicleID = -1; Audio::PlaySoundtrack("1"); } void OnTimer(const char* timer_, float time_) { switch(timer_) { case "CutDownRain" : { float rainIntensity = Weather::GetRainIntensity(); rainIntensity -= 5.f/WEATHER_OFF_TIME * mRainStrength; mRainVolume -= 5.f/WEATHER_OFF_TIME; if (rainIntensity < 0.f) { rainIntensity = 0.f; Game::StopAmbientSound("rain"); Weather::SetRainVisible(false); Mission::StopTimer("CutDownRain"); } Weather::SetRainIntensity(rainIntensity); Game::SetAmbientSoundVolumeByName("rain", mRainVolume); break; } break; case "cs0" : { Audio::SetMusicLevel(0.1f); Mission::StartCutScene(); Mission::StartSingleTimer("cs1", CS1TIME - CS0TIME); Mission::StartSingleTimer("cs2", (float)(CS1TIME - CS0TIME) + 0.5f);// CS2TIME - CS0TIME); Mission::StartSingleTimer("cs3", CS3TIME - CS0TIME); Mission::StartSingleTimer("Collapse", COLLAPSETIME - CS0TIME); Mission::StartSingleTimer("WorkersRun", WORKERSRUNTIME - CS0TIME); Mission::StartSingleTimer(TIMER_NAME_ENDCUTSCENE, TIMER_TIME_ENDCUTSCENE); Mission::ShowBlackBars(); Camera::StartTransition("cs0", 1.0f); mInCutscene = true; } break; case "cs1" : { Camera::StartTransition("cs1", 0.8f); } break; case "cs2" : { Camera::StartTransition("cs2", 1.0f); Mission::HideBlackBars(); //mCutscenePlayed = true; } break; case "cs3" : { mInCutscene = false; Game::SetDefaultMessageGroup("2"); } break; case "Collapse" : { mDebris[0].UnfreezePhysics(); mDebris[1].UnfreezePhysics(); Audio::PlaySample("mod:Audio/FX/destruction/csmission01_a.wav"); } break; case "WorkersRun": { mWorker[0].SetEscapePath("run_worker01"); //mWorker[1].SetEscapePath("run_worker02"); mWorker[0].SetFleeing(true); //mWorker[1].SetFleeing(true); } break; case "HelpRTW" : { Game::ShowHelpTextWindow("M01_STATE_1A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_1A2; } break; /*case "help_plank" : { Game::ShowHelpTextWindow("M01_HELP_MOVE_PLANK"); } break;*/ case TIMER_NAME_WAIT_STATE_1C2: { mState = STATE_1D1; SwitchAreaLights(&mAreaLights, false); } break; case TIMER_NAME_WAIT_STATE_2C2: { mState = STATE_2D1; Game::ShowHelpTextWindow("M01_STATE_2D1", 0); ScriptInterface::BlinkActionButton("EmptyCar"); SwitchAreaLights(&mAreaLights, false); } break; case TIMER_NAME_WAIT_STATE_3B2: { mState = STATE_3C1; Game::ShowHelpTextWindow("M01_STATE_3C1", 0); ScriptInterface::BlinkActionButton("EmptyCar"); SwitchAreaLights(&mAreaLights, false); } break; case TIMER_NAME_WAIT_STATE_4B2: { mState = STATE_4C1; SwitchAreaLights(&mAreaLights, false); } break; case TIMER_NAME_WAIT_STATE_6B2: { mState = STATE_6C1; SwitchAreaLights(&mAreaLights, false); } break; case TIMER_NAME_ENDCUTSCENE: { Mission::EndCutScene(); mCutscenePlayed = true; } break; } } void SwitchAreaLights(GameObjectList *lights_, bool enable_) { for ( int i=0; i<lights_->GetNumObjects(); ++i ) { if ( enable_ ) lights_->GetObject(i)->Show(); else lights_->GetObject(i)->Hide(); } } void BlinkHydrants(bool blink_) { for ( int i=0; i<mHydrants.GetNumObjects(); ++i ) { if (!blink_) mHydrants.GetObject(i)->SetHighlighted(false); else if (!mHydrants.GetObject(i)->IsHydrantInUse()) mHydrants.GetObject(i)->SetHighlighted(true); } } void Update() { if(!mCutscenePlayed && mPlankRemoved && !mInCutscene && /*Mission::GetCounter("Injured Persons")==0 &&*/ !Mission::TimerIsStarted("cs0")) Mission::StartSingleTimer("cs0", CS0TIME); GameObjectList sellist = Game::GetSelectedGameObjects(); bool ffSelected = false, paramedicSelected = false, docSelected = false; for(int i = 0; i < sellist.GetNumObjects(); i++) { if (sellist.GetObject(i)->GetType() == ACTOR_PERSON && sellist.GetObject(i)->IsIdle()) { Person p(sellist.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { ffSelected = true; } else if (p.GetPersonType() == PT_DOCTOR) { docSelected = true; } else if (p.GetPersonType() == PT_PARAMEDIC) { paramedicSelected = true; } } } if (docSelected && !paramedicSelected && !ffSelected) { if (mInjured3.IsValid() && !mInjured3.IsHealing() && !mInjured3.IsCarried() && !mInjured3.IsFlagSet(OF_BLOCKED)) mInjured3.SetHighlighted(true); if (mInjured1.IsValid() && !mInjured1.IsHealing() && !mInjured1.IsCarried() && !mInjured1.IsFlagSet(OF_BLOCKED)) mInjured1.SetHighlighted(true); if (mInjured2.IsValid() && !mInjured2.IsHealing() && !mInjured2.IsCarried() && !mInjured2.IsFlagSet(OF_BLOCKED)) mInjured2.SetHighlighted(true); } else if (!docSelected && paramedicSelected && !ffSelected) { if (mInjured3.IsValid() && !mInjured3.IsHealing() && !mInjured3.IsCarried() && !mInjured3.IsFlagSet(OF_BLOCKED)) mInjured3.SetHighlighted(true); if (mInjured1.IsValid() && !mInjured1.IsHealing() && !mInjured1.IsCarried() && !mInjured1.IsFlagSet(OF_BLOCKED)) mInjured1.SetHighlighted(true); if (mInjured2.IsValid() && !mInjured2.IsHealing() && !mInjured2.IsCarried() && !mInjured2.IsFlagSet(OF_BLOCKED)) mInjured2.SetHighlighted(true); } else if (!docSelected && !paramedicSelected && ffSelected) { if (mInjured3.IsValid() && !mInjured3.IsHealing() && !mInjured3.IsCarried() && !mInjured3.IsFlagSet(OF_BLOCKED)) mInjured3.SetHighlighted(true); if (mInjured1.IsValid() && !mInjured1.IsHealing() && !mInjured1.IsCarried() && !mInjured1.IsFlagSet(OF_BLOCKED)) mInjured1.SetHighlighted(true); if (mInjured2.IsValid() && !mInjured2.IsHealing() && !mInjured2.IsCarried() && !mInjured2.IsFlagSet(OF_BLOCKED)) mInjured2.SetHighlighted(true); if (!mPlankRemoved && mPlank.IsValid()) mPlank.SetHighlighted(true); } else { if (mInjured3.IsValid()) mInjured3.SetHighlighted(false); if (mInjured1.IsValid()) mInjured1.SetHighlighted(false); if (mInjured2.IsValid()) mInjured2.SetHighlighted(false); if (mPlank.IsValid()) mPlank.SetHighlighted(false); } if (mCutscenePlayed && mState < STATE_3A1) { if ((Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 0) || (Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 1 && mBarrel.IsBurning())) { if (!mInjured1.IsValid()) { ScriptInterface::BlinkActionButton(-1); mState = STATE_5A1; } else if (mInjured1.GetLife() >= 0.9f * mInjured1.GetMaxLife()) { mState = STATE_4D2; } else if (!mInjured1.IsHealing()) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } } else { PersonList ffighters = Game::GetFirefighters(); int numFFs = 0; int numFFSinCar = 0; for (int i = 0; i < ffighters.GetNumPersons(); i++) { numFFs++; if (ffighters.GetPerson(i)->GetEnteredCarID() > 0) numFFSinCar++; } bool RW = Game::ExistsFreeVehicle(VT_FIREFIGHTERS_RW, 0, 0); if (RW && numFFSinCar >= 3) { Game::ShowHelpTextWindow("M01_STATE_3B1", 0); mState = STATE_3B1; } else if (RW && numFFs >= 3) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; } else { Game::ShowHelpTextWindow("M01_STATE_3A1", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); mState = STATE_3A1; } } } switch(mState) { case STATE_1C2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_1A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_1A2; } } break; case STATE_1D1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool foundSelectedRTW = false; for(int i = 0; i < list.GetNumVehicles(); i++) { if (list.GetVehicle(i)->IsSelected()) { foundSelectedRTW = true; break; } } if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_1A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_1A2; break; } if (!foundSelectedRTW) Game::ShowHelpTextWindow("M01_STATE_1D1", 0); mState = STATE_1D2; } break; case STATE_1D2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_1A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_1A2; break; } bool bothFound = false; bool RTWisSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { bool paramedicFound = false; bool doctorFound = false; PersonList passengers = list.GetVehicle(i)->GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_PARAMEDIC) paramedicFound = true; else if (type == PT_DOCTOR) doctorFound = true; } if (paramedicFound && doctorFound) { bothFound = true; if (list.GetVehicle(i)->IsSelected()) { RTWisSelected = true; break; } } } if (!bothFound) { Game::ShowHelpTextWindow("M01_STATE1D2_ALT", 0); Mission::StartSingleTimer("HelpRTW", 5); mState = STATE_1A1; } if (RTWisSelected) { Game::ShowHelpTextWindow("M01_STATE_1D2", 0); ScriptInterface::BlinkActionButton("EmptyCar"); mState = STATE_1E1; } } break; case STATE_1D2_ALT: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_1A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_1A2; break; } bool RTWisSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { bool doctorFound = false; PersonList passengers = list.GetVehicle(i)->GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_DOCTOR) doctorFound = true; } if (doctorFound) { if (list.GetVehicle(i)->IsSelected()) { RTWisSelected = true; break; } } } if (RTWisSelected) { Game::ShowHelpTextWindow("M01_STATE_1D2", 0); ScriptInterface::BlinkActionButton("EmptyCar"); mState = STATE_1E1; } } break; case STATE_1E1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool foundSelectedRTW = false; for(int i = 0; i < list.GetNumVehicles(); i++) { if (list.GetVehicle(i)->IsSelected()) { foundSelectedRTW = true; break; } } if (!foundSelectedRTW) { Game::ShowHelpTextWindow("M01_STATE_1D1", 0); mState = STATE_1D2; } } break; case STATE_1E2: { if (mInjured2.IsHealing()) { mState = STATE_1E3; break; } PersonList doctors = Game::GetDoctors(); bool docNotInCar = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->GetEnteredCarID() == -1) docNotInCar = true; if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { // TODO Person highlighten mInjured2.SetHighlighted(true); Game::ShowHelpTextWindow("M01_STATE_1E2", 0); mState = STATE_1E3; break; } } if (doctors.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE1D2_ALT", 0); Mission::StartSingleTimer("HelpRTW", 5); mState = STATE_1A1; } else if (!docNotInCar) { Game::ShowHelpTextWindow("M01_STATE_1D1", 0); mState = STATE_1D2_ALT; } } break; case STATE_1E3: { if (mInjured2.IsHealing()) Game::CloseHelpTextWindow(); if (!mInjured2.IsHealing()) { PersonList doctors = Game::GetDoctors(); bool docSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_1E1", 0); mInjured2.SetHighlighted(false); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_1C2); SwitchAreaLights(&mAreaLights, false); mState = STATE_1E2; } } else if (mInjured2.GetLife() >= 0.9f * mInjured2.GetMaxLife()) { PersonList paramedics = Game::GetParamedics(); if (paramedics.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE_1F1_ALT1", 0); mState = STATE_1F1_ALT1; break; } bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paramedicSelected = true; break; } } if (!paramedicSelected) { Game::ShowHelpTextWindow("M01_STATE_1F1", 0); mState = STATE_1F1; } else { Game::ShowHelpTextWindow("M01_STATE_1F2", 0); ScriptInterface::BlinkActionButton("Lift"); mState = STATE_1F2; } } } break; case STATE_1F1: { if (mInjured2.IsCarried()) { mState = STATE_1G1; break; } PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_1F2", 0); ScriptInterface::BlinkActionButton("Lift"); mState = STATE_1F2; break; } } if (paramedics.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE_1F1_ALT", 0); mState = STATE_1F1_ALT1; } } break; case STATE_1F2: { if (mInjured2.IsCarried()) { mState = STATE_1G1; break; } if (ScriptInterface::IsCurrentCommand("Lift")) { Game::ShowHelpTextWindow("M01_STATE_1F3", 0); ScriptInterface::BlinkActionButton(-1); mInjured2.SetHighlighted(true); mState = STATE_1F3; } else if (!mInjured2.IsCarried()) { ScriptInterface::BlinkActionButton("Lift"); PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_1F1", 0); mInjured2.SetHighlighted(false); ScriptInterface::BlinkActionButton(-1); mState = STATE_1F1; } } } break; case STATE_1F3: { if (!mInjured2.IsCarried()) { PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_1F1", 0); mInjured2.SetHighlighted(false); mState = STATE_1F1; } } } break; case STATE_1G1: { ScriptInterface::BlinkActionButton(-1); PersonList paramedics = Game::GetParamedics(); bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paramedicSelected = true; break; } } if (!paramedicSelected) Game::ShowHelpTextWindow("M01_STATE_1G1", 0); mState = STATE_1G2; } break; case STATE_1G2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_1I2; break; } PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_1G2", 0); mState = STATE_1G3; break; } } } break; case STATE_1G3: { if (mInjured2.GetEnteredCarID() == -1) { PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_1G1", 0); mState = STATE_1G2; } } } break; case STATE_1H1: { PersonList doctors = Game::GetDoctors(); bool doctorSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { doctorSelected = true; break; } } if (!doctorSelected) Game::ShowHelpTextWindow("M01_STATE_1H1", 0); mState = STATE_1H2; } break; case STATE_1H2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_1I2; break; } PersonList doctors = Game::GetDoctors(); for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_1H2", 0); mState = STATE_1H3; break; } } } break; case STATE_1H3: { PersonList doctors = Game::GetDoctors(); bool docSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_1H1", 0); mState = STATE_1H2; } } break; case STATE_1I1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured2.GetID() && Game::GetNumSelectedGameObjects() == 1) { RTWselected = true; break; } } } if (!RTWselected) Game::ShowHelpTextWindow("M01_STATE_1I1", 0); mState = STATE_1I2; } break; case STATE_1I2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured2.GetID() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_1I2", 0); ScriptInterface::BlinkActionButton("GoHome"); mState = STATE_1I3; break; } } } } break; case STATE_1I3: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured2.GetID() && Game::GetNumSelectedGameObjects() == 1) { RTWselected = true; break; } } } if (!RTWselected) { Game::ShowHelpTextWindow("M01_STATE_1I1", 0); mState = STATE_1I2; } } break; case STATE_2C2: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); Game::ShowHelpTextWindow("M01_STATE_2A1", 0); mState = STATE_2A1; break; } } break; case STATE_2D1: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); Game::ShowHelpTextWindow("M01_STATE_2A1", 0); mState = STATE_2A1; break; } ScriptInterface::BlinkActionButton("EmptyCar"); } break; case STATE_2E2: { PersonList ffs = Game::GetFirefighters(); bool ffSelected = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_2E1", 0); Mission::StopTimer(TIMER_NAME_WAIT_STATE_2C2); ScriptInterface::BlinkActionButton(-1); mState = STATE_2E1; break; } ScriptInterface::BlinkActionButton("Pull"); if (ScriptInterface::IsCurrentCommand("Pull")) { Game::ShowHelpTextWindow("M01_STATE_2E3", 0); ScriptInterface::BlinkActionButton(-1); mState = STATE_2E3; } } break; case STATE_2F1: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_2F1", 0); mState = STATE_2F2; } break; case STATE_2F2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { Game::ShowHelpTextWindow("M01_STATE_2F2", 0); mState = STATE_2F3; ScriptInterface::BlinkActionButton("StopPull"); break; } } } } break; case STATE_3A3: { if (ScriptInterface::IsFireDepartmentVehicleSelected("RW") && ScriptInterface::GetNumVehicleCrewMembersAdded() > 1) { Game::ShowHelpTextWindow("M01_STATE_3A4", 0); ScriptInterface::BlinkCrewButton("FIREFIGHTER", true); mState = STATE_3A4; } } break; case STATE_3A4: { if (ScriptInterface::IsFireDepartmentVehicleSelected("RW") && ScriptInterface::GetNumVehicleCrewMembersAdded() > 2) { Game::ShowHelpTextWindow("M01_STATE_3A5", 0); ScriptInterface::BlinkCrewButton("FIREFIGHTER", false); ScriptInterface::BlinkSendVehicleTargetButton(true); Game::EnableUpdateMissionOnPause(false); mState = STATE_3A5; } } break; case STATE_3B2: { Actor rw = Game::GetActor(mAwaitedVehicleID); if (!rw.IsValid()) { Game::ShowHelpTextWindow("M01_STATE_3A1", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); mState = STATE_3A1; break; } } break; case STATE_3C1: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_3A1", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); mState = STATE_3A1; break; } ScriptInterface::BlinkActionButton("EmptyCar"); } break; case STATE_3D0: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() > 0) mState = STATE_3D2; } break; case STATE_3D1: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RW); mState = STATE_3D0; } } break; case STATE_3D2: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RW); mState = STATE_3D0; break; } PersonList ffs = Game::GetFirefighters(); bool ffSelected = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } ScriptInterface::BlinkActionButton("GetEquipment"); if (ScriptInterface::IsEquipmentMenuOpen()) { Game::ShowHelpTextWindow("M01_STATE_3D3", 0); ScriptInterface::BlinkActionButton(-1); ScriptInterface::BlinkEquipmentButton("GetFirehose"); mState = STATE_3D3; } } break; case STATE_3D3: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RW); mState = STATE_3D0; break; } PersonList ffs = Game::GetFirefighters(); bool ffSelected = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } if (ScriptInterface::IsCurrentCommand("GetFirehose")) { Game::ShowHelpTextWindow("M01_STATE_3D4", 0); ScriptInterface::BlinkEquipmentButton(-1); mState = STATE_3D4; } } break; case STATE_3D4: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RW); mState = STATE_3D0; break; } PersonList ffs = Game::GetFirefighters(); bool ffSelected = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } } break; case STATE_3E1: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE) { ffWithHose = true; break; } } if (!ffWithHose) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_3E1", 0); mState = STATE_3E2; } break; case STATE_3E2: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE) { ffWithHose = true; break; } } if (!ffWithHose) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_3E2", 0); BlinkHydrants(true); mState = STATE_3E3; break; } } } } break; case STATE_3E3: { BlinkHydrants(true); GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_3E1", 0); BlinkHydrants(false); mState = STATE_3E2; } } break; case STATE_3F1: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE && ffs.GetPerson(i)->GetFirehoseID() > 0) { ffWithHose = true; break; } } if (!ffWithHose) { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); mState = STATE_3D1; break; } GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0 && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_3F1", 0); mState = STATE_3F2; } break; case STATE_3F2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0 && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_3F2", 0); mState = STATE_3F3; break; } } } } break; case STATE_3F3: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0 && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_3F1", 0); mState = STATE_3F2; } } break; case STATE_4B2: { Actor rtw = Game::GetActor(mAwaitedVehicleID); if (!rtw.IsValid()) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; break; } } break; case STATE_4C1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; break; } } break; case STATE_4C2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; break; } bool paramedicFound = false; bool doctorFound = false; bool RTWSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle v(list.GetVehicle(i)); if (v.IsSelected()) RTWSelected = true; paramedicFound = false; doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_PARAMEDIC) paramedicFound = true; else if (type == PT_DOCTOR) doctorFound = true; } if (paramedicFound && doctorFound) break; } if (!paramedicFound || !doctorFound) { Game::ShowHelpTextWindow("M01_STATE4C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } else if (!RTWSelected) { mState = STATE_4C1; Game::ShowHelpTextWindow("M01_STATE_4C1", 0); //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); } } break; case STATE_4C2_ALT: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; break; } bool doctorFound = false; bool RTWSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle v(list.GetVehicle(i)); if (v.IsSelected()) RTWSelected = true; doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_DOCTOR) doctorFound = true; } if (doctorFound) break; } if (!doctorFound) { Game::ShowHelpTextWindow("M01_STATE4C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } else if (!RTWSelected) { mState = STATE_4C1; Game::ShowHelpTextWindow("M01_STATE_4C1", 0); //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); } } break; case STATE_4D2: { if (mInjured1.IsHealing()) Game::CloseHelpTextWindow(); if (!mInjured1.IsHealing()) { PersonList doctors = Game::GetDoctors(); bool docSelected = false; bool docNotInCar = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->GetEnteredCarID() == -1) docNotInCar = true; if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_4D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); mInjured1.SetHighlighted(false); mState = STATE_4D1; break; } else if (!docNotInCar) { Game::ShowHelpTextWindow("M01_STATE_4C1", 0); mState = STATE_4C2_ALT; } } else if (mInjured1.GetLife() >= 0.9f * mInjured1.GetMaxLife()) { PersonList paramedics = Game::GetParamedics(); bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paramedicSelected = true; break; } } if (!paramedicSelected) { if (paramedics.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE_4E1_ALT1", 0); mState = STATE_4E1_ALT1; } else { Game::ShowHelpTextWindow("M01_STATE_4E1", 0); mState = STATE_4E1; } } else { Game::ShowHelpTextWindow("M01_STATE_4E2", 0); ScriptInterface::BlinkActionButton("Lift"); mState = STATE_4E2; } } } break; case STATE_4E1: { if (mInjured1.IsCarried()) { mState = STATE_4F1; break; } PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_4E2", 0); ScriptInterface::BlinkActionButton("Lift"); mState = STATE_4E2; break; } } if (paramedics.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE_4E1_ALT", 0); mState = STATE_4E1_ALT1; } } break; case STATE_4E2: { if (mInjured2.IsCarried()) { mState = STATE_4F1; break; } if (ScriptInterface::IsCurrentCommand("Lift")) { Game::ShowHelpTextWindow("M01_STATE_4E3", 0); ScriptInterface::BlinkActionButton(-1); mInjured1.SetHighlighted(true); mState = STATE_4E3; } else if (!mInjured1.IsCarried()) { ScriptInterface::BlinkActionButton("Lift"); PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_4E1", 0); mInjured1.SetHighlighted(false); ScriptInterface::BlinkActionButton(-1); mState = STATE_4E1; } } } break; case STATE_4E3: { if (!mInjured1.IsCarried()) { PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_4E1", 0); mInjured1.SetHighlighted(false); mState = STATE_4E1; } } } break; case STATE_4F1: { PersonList paramedics = Game::GetParamedics(); bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paramedicSelected = true; break; } } if (!paramedicSelected) Game::ShowHelpTextWindow("M01_STATE_4F1", 0); mState = STATE_4F2; } break; case STATE_4F2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_4H2; break; } PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_4F2", 0); mState = STATE_4F3; break; } } } break; case STATE_4F3: { if (mInjured1.GetEnteredCarID() == -1) { PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_4F1", 0); mState = STATE_4F2; } } } break; case STATE_4G1: { PersonList doctors = Game::GetDoctors(); bool doctorSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { doctorSelected = true; break; } } if (!doctorSelected) Game::ShowHelpTextWindow("M01_STATE_4G1", 0); mState = STATE_4G2; } break; case STATE_4G2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_1I2; break; } PersonList doctors = Game::GetDoctors(); for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_4G2", 0); mState = STATE_4G3; break; } } } break; case STATE_4G3: { PersonList doctors = Game::GetDoctors(); bool docSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_4G1", 0); mState = STATE_4G2; } } break; case STATE_4H1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured1.GetID()) { RTWselected = true; break; } } } if (!RTWselected) Game::ShowHelpTextWindow("M01_STATE_4H1", 0); mState = STATE_4H2; } break; case STATE_4H2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured1.GetID()) { Game::ShowHelpTextWindow("M01_STATE_4H2", 0); ScriptInterface::BlinkActionButton("GoHome"); mState = STATE_4H3; } } } } break; case STATE_4H3: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured1.GetID() && Game::GetNumSelectedGameObjects() == 1) { RTWselected = true; break; } } } if (!RTWselected) { Game::ShowHelpTextWindow("M01_STATE_4H1", 0); mState = STATE_4H2; } } break; case STATE_5A0: { VehicleList list(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list.GetNumVehicles() > 0) mState = STATE_5A2; } break; case STATE_5A1: { if (Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 0) { mState = STATE_6A0; } else { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_5A1", 0); mState = STATE_5A2; } } break; case STATE_5A2: { VehicleList list1(VT_FIREFIGHTERS_RW, VT_FIREFIGHTERS_RW); if (list1.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RW); mState = STATE_5A0; } GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_5A2", 0); ScriptInterface::BlinkActionButton("GetEquipment"); mState = STATE_5A3; break; } } } } break; case STATE_5A3: { bool ffSelected = false; GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_5A1", 0); mState = STATE_5A2; break; } ScriptInterface::BlinkActionButton("GetEquipment"); if (ScriptInterface::IsEquipmentMenuOpen()) { Game::ShowHelpTextWindow("M01_STATE_5A3", 0); ScriptInterface::BlinkActionButton(-1); ScriptInterface::BlinkEquipmentButton("GetFirehose"); mState = STATE_5A4; } } break; case STATE_5A4: { bool ffSelected = false; GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && Game::GetNumSelectedGameObjects() == 1 && (p.GetEquipment() == EQUIP_NONE || p.IsCurrentAction("EActionGetEquipment"))) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_5A1", 0); mState = STATE_5A2; break; } ScriptInterface::BlinkEquipmentButton("GetFirehose"); if (ScriptInterface::IsCurrentCommand("GetFirehose")) { Game::ShowHelpTextWindow("M01_STATE_5A4", 0); ScriptInterface::BlinkEquipmentButton(-1); mState = STATE_5A5; } } break; case STATE_5B1: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE) { ffWithHose = true; break; } } if (!ffWithHose) { ScriptInterface::BlinkActionButton(-1); mState = STATE_5A1; break; } GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_5B1", 0); mState = STATE_5B2; } break; case STATE_5B2: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE) { ffWithHose = true; break; } } if (!ffWithHose) { ScriptInterface::BlinkActionButton(-1); mState = STATE_5A1; break; } GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { Game::ShowHelpTextWindow("M01_STATE_5B2", 0); BlinkHydrants(true); mState = STATE_5B3; break; } } } } break; case STATE_5B3: { BlinkHydrants(true); GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_5B1", 0); BlinkHydrants(false); mState = STATE_5B2; } } break; case STATE_5C1: { PersonList ffs = Game::GetFirefighters(); bool ffWithHose = false; for(int i = 0; i < ffs.GetNumPersons(); i++) { if (ffs.GetPerson(i)->GetEquipment() == EQUIP_FIREHOSE && ffs.GetPerson(i)->GetFirehoseID() > 0) { ffWithHose = true; break; } } if (!ffWithHose) { ScriptInterface::BlinkActionButton(-1); mState = STATE_5B1; break; } GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_5C1", 0); mState = STATE_5C2; } break; case STATE_5C2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0) { Game::ShowHelpTextWindow("M01_STATE_5C2", 0); mState = STATE_5C3; break; } } } } break; case STATE_5C3: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0 && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_5C1", 0); mState = STATE_5C2; } } break; case STATE_6A0: { if (Mission::GetCounter(COUNTER_INJURED_PERSONS) == 0) mState = STATE_7A1; else { if (mWorker[0].IsInjured()) mInjured3 = mWorker[0]; else if (mWorker[1].IsInjured()) mInjured3 = mWorker[1]; if (mInjured3.IsHealing()) { if (mInjured3.GetLife() >= 0.9f * mInjured3.GetMaxLife()) mState = STATE_6E1; else mState = STATE_6D3; } else if (mInjured3.IsValid()) { Game::ShowHelpTextWindow("M01_STATE_6A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; } } } break; case STATE_6B2: { Actor rtw = Game::GetActor(mAwaitedVehicleID); if (!rtw.IsValid()) { Game::ShowHelpTextWindow("M01_STATE_6A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; break; } } break; case STATE_6C1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_6A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; break; } } break; case STATE_6C2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_6A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; break; } bool paramedicFound = false; bool doctorFound = false; bool RTWSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle v(list.GetVehicle(i)); if (v.IsSelected()) RTWSelected = true; paramedicFound = false; doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_PARAMEDIC) paramedicFound = true; else if (type == PT_DOCTOR) doctorFound = true; } if (paramedicFound && doctorFound) break; } if (!paramedicFound || !doctorFound) { Game::ShowHelpTextWindow("M01_STATE6C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; } else if (!RTWSelected) { mState = STATE_6C1; Game::ShowHelpTextWindow("M01_STATE_6C1", 0); //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); } } break; case STATE_6C2_ALT: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow("M01_STATE_6A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; break; } bool doctorFound = false; bool RTWSelected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { Vehicle v(list.GetVehicle(i)); if (v.IsSelected()) RTWSelected = true; doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_DOCTOR) doctorFound = true; } if (doctorFound) break; } if (!doctorFound) { Game::ShowHelpTextWindow("M01_STATE6C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; } else if (!RTWSelected) { mState = STATE_6C1; Game::ShowHelpTextWindow("M01_STATE_6C1", 0); //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); } } break; case STATE_6D1: { PersonList doctors = Game::GetDoctors(); bool doctorSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected()) { doctorSelected = true; break; } } if (!doctorSelected) Game::ShowHelpTextWindow("M01_STATE_6D1", 0); mState = STATE_6D2; } break; case STATE_6D2: { PersonList doctors = Game::GetDoctors(); for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_6D2", 0); mInjured3.SetHighlighted(true); mState = STATE_6D3; break; } } } break; case STATE_6D3: { if (mInjured3.IsHealing()) Game::CloseHelpTextWindow(); if (!mInjured3.IsHealing()) { PersonList doctors = Game::GetDoctors(); bool docSelected = false; bool docNotInCar = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->GetEnteredCarID() == -1) docNotInCar = true; if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_6D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); mInjured3.SetHighlighted(false); mState = STATE_6D1; break; } else if (!docNotInCar) { Game::ShowHelpTextWindow("M01_STATE_6C1", 0); mState = STATE_6C2_ALT; } } else if (mInjured3.GetLife() >= 0.9f * mInjured3.GetMaxLife()) { mState = STATE_6E1; } } break; case STATE_6E1: { PersonList paramedics = Game::GetParamedics(); bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected()) { paramedicSelected = true; break; } } if (!paramedicSelected) { if (paramedics.GetNumPersons() == 0) { Game::ShowHelpTextWindow("M01_STATE_6E1_ALT1", 0); mState = STATE_6E1_ALT1; } else Game::ShowHelpTextWindow("M01_STATE_6E1", 0); mState = STATE_6E2; } } break; case STATE_6E2: { PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_6E2", 0); ScriptInterface::BlinkActionButton("Lift"); mState = STATE_6E3; break; } } } break; case STATE_6E3: { if (mInjured3.IsCarried()) { mState = STATE_6F1; break; } if (ScriptInterface::IsCurrentCommand("Lift")) { Game::ShowHelpTextWindow("M01_STATE_6E3", 0); ScriptInterface::BlinkActionButton(-1); mInjured3.SetHighlighted(true); mState = STATE_6E3; } else if (!mInjured3.IsCarried()) { PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_6E1", 0); mInjured3.SetHighlighted(false); mState = STATE_6E2; } } } break; case STATE_6F1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); ScriptInterface::BlinkActionButton(-1); mState = STATE_6H2; break; } PersonList paramedics = Game::GetParamedics(); bool paramedicSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected()) { paramedicSelected = true; break; } } if (!paramedicSelected) Game::ShowHelpTextWindow("M01_STATE_6F1", 0); mState = STATE_6F2; } break; case STATE_6F2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); ScriptInterface::BlinkActionButton(-1); mState = STATE_6H3; break; } PersonList paramedics = Game::GetParamedics(); for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_6F2", 0); mState = STATE_6F3; break; } } } break; case STATE_6F3: { if (mInjured3.GetEnteredCarID() == -1) { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); ScriptInterface::BlinkActionButton(-1); mState = STATE_6H2; break; } PersonList paramedics = Game::GetParamedics(); bool paraSelected = false; for(int i = 0; i < paramedics.GetNumPersons(); i++) { if (paramedics.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { paraSelected = true; break; } } if (!paraSelected) { Game::ShowHelpTextWindow("M01_STATE_6F1", 0); mState = STATE_6F2; } } } break; case STATE_6G1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_6H3; break; } PersonList doctors = Game::GetDoctors(); bool doctorSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected()) { doctorSelected = true; break; } } if (!doctorSelected) Game::ShowHelpTextWindow("M01_STATE_6G1", 0); mState = STATE_6G2; } break; case STATE_6G2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); if (list.GetNumVehicles() == 0) { Game::ShowHelpTextWindow(M01_STATE_NO_RTW); mState = STATE_6H3; break; } PersonList doctors = Game::GetDoctors(); for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_6G2", 0); mState = STATE_6G3; break; } } } break; case STATE_6G3: { PersonList doctors = Game::GetDoctors(); bool docSelected = false; for(int i = 0; i < doctors.GetNumPersons(); i++) { if (doctors.GetPerson(i)->IsSelected() && Game::GetNumSelectedGameObjects() == 1) { docSelected = true; break; } } if (!docSelected) { Game::ShowHelpTextWindow("M01_STATE_6G1", 0); mState = STATE_6G2; } } break; case STATE_6H1: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured3.GetID()) { RTWselected = true; break; } } } if (!RTWselected) Game::ShowHelpTextWindow("M01_STATE_6H1", 0); mState = STATE_6H2; } break; case STATE_6H2: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured3.GetID()) { Game::ShowHelpTextWindow("M01_STATE_6H2", 0); ScriptInterface::BlinkActionButton("GoHome"); mState = STATE_6H3; } } } } break; case STATE_6H3: { VehicleList list(VT_AMBULANCE_RTW, VT_AMBULANCE_RTW); bool RTWselected = false; for(int i = 0; i < list.GetNumVehicles(); i++) { PersonList transports = list.GetVehicle(i)->GetTransports(); for(int j = 0; j < transports.GetNumPersons(); j++) { if (transports.GetPerson(j)->GetID() == mInjured3.GetID() && Game::GetNumSelectedGameObjects() == 1) { RTWselected = true; break; } } } if (!RTWselected) { Game::ShowHelpTextWindow("M01_STATE_6H1", 0); mState = STATE_6H2; } } break; case STATE_7A1: { if ((Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 0) || (Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 1 && mBarrel.IsBurning())) { mState = STATE_7C4; Game::CloseHelpTextWindow(); break; } GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_7A1", 0); mState = STATE_7A2; } break; case STATE_7A2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE) { Game::ShowHelpTextWindow("M01_STATE_7A2", 0); ScriptInterface::BlinkActionButton("GetEquipment"); mState = STATE_7A3; break; } } } } break; case STATE_7A3: { bool ffSelected = false; GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_NONE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_7A1", 0); mState = STATE_7A2; break; } ScriptInterface::BlinkActionButton("GetEquipment"); if (ScriptInterface::IsEquipmentMenuOpen()) { Game::ShowHelpTextWindow("M01_STATE_7A3", 0); ScriptInterface::BlinkActionButton(-1); ScriptInterface::BlinkEquipmentButton("GetFirehose"); mState = STATE_7A4; } } break; case STATE_7A4: { bool ffSelected = false; GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && Game::GetNumSelectedGameObjects() == 1 && (p.GetEquipment() == EQUIP_NONE || p.IsCurrentAction("EActionGetEquipment"))) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_7A1", 0); mState = STATE_7A2; break; } ScriptInterface::BlinkEquipmentButton("GetFirehose"); if (ScriptInterface::IsCurrentCommand("GetFirehose")) { Game::ShowHelpTextWindow("M01_STATE_7A4", 0); ScriptInterface::BlinkEquipmentButton(-1); mState = STATE_7A5; } } break; case STATE_7B1: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_7B1", 0); mState = STATE_7B2; } break; case STATE_7B2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE) { Game::ShowHelpTextWindow("M01_STATE_7B2", 0); BlinkHydrants(true); mState = STATE_7B3; break; } } } } break; case STATE_7B3: { BlinkHydrants(true); GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetEquipment() == EQUIP_FIREHOSE && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_7B1", 0); BlinkHydrants(false); mState = STATE_7B2; } } break; case STATE_7C1: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0) { ffSelected = true; break; } } } if (!ffSelected) Game::ShowHelpTextWindow("M01_STATE_7C1", 0); mState = STATE_7C2; } break; case STATE_7C2: { GameObjectList list = Game::GetSelectedGameObjects(); for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0) { Game::ShowHelpTextWindow("M01_STATE_7C2", 0); mState = STATE_7C3; break; } } } } break; case STATE_7C3: { GameObjectList list = Game::GetSelectedGameObjects(); bool ffSelected = false; for(int i = 0; i < list.GetNumObjects(); i++) { if (list.GetObject(i)->GetType() == ACTOR_PERSON) { Person p(list.GetObject(i)); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.GetFirehoseID() > 0 && Game::GetNumSelectedGameObjects() == 1) { ffSelected = true; break; } } } if (!ffSelected) { Game::ShowHelpTextWindow("M01_STATE_7C1", 0); mState = STATE_7C2; } } break; } } MissionState GetMissionState() { if(Mission::GetCounter(COUNTER_BURNING_OBJECTS) > 0 && !(Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 1 && mBarrel.IsBurning())) { if(!Mission::HasObjective("EXTINGUISH_FIRES")) { Mission::AddObjective("EXTINGUISH_FIRES", "SUPERV_M01_OBJ04", "SUPERV_OBJ_EXTINGUISHED"); Mission::PlayComment("SUPERV_M01_OBJ04"); } if(Mission::IsObjectiveAccomplished("EXTINGUISH_FIRES")) Mission::SetObjectiveAccomplished("EXTINGUISH_FIRES", false); } else if(Mission::HasObjective("EXTINGUISH_FIRES") && !Mission::IsObjectiveAccomplished("EXTINGUISH_FIRES")) { Mission::SetObjectiveAccomplished("EXTINGUISH_FIRES", true); if (mCutscenePlayed) Audio::SetMusicLevel(0.5f); } if(Mission::GetCounter("Injured Persons") > 0) { if(!Mission::HasObjective("TRANSPORT_INJURED")) Mission::AddObjective("TRANSPORT_INJURED", "SUPERV_M01_OBJ03", "SUPERV_OBJ_VICTIMS_TRANSPORTED"); if(Mission::IsObjectiveAccomplished("TRANSPORT_INJURED")) Mission::SetObjectiveAccomplished("TRANSPORT_INJURED", false); } else if(Mission::HasObjective("TRANSPORT_INJURED") && !Mission::IsObjectiveAccomplished("TRANSPORT_INJURED")) { Mission::SetObjectiveAccomplished("TRANSPORT_INJURED", true); } if (Mission::GetCounter("Civil deaths") > 1) { mTooManyDied = true; Audio::SetMusicLevel(0.6f); return MISSION_FAILED; } if (Mission::GetCounter(COUNTER_BURNING_HOUSES) > 0) { mFireOutOfControl = true; Audio::SetMusicLevel(0.6f); return MISSION_FAILED; } if(Mission::IsDefaultLogicNegative()) { Audio::SetMusicLevel(0.6f); return MISSION_FAILED; } if(mCutscenePlayed && Mission::IsDefaultLogicPositive() && Mission::AllObjectivesAccomplished()) { Audio::SetMusicLevel(0.7f); return MISSION_SUCCEEDED; } if(!mInjuriesHint) { if(Mission::GetCounter(COUNTER_DEAD_CIVILS) > 0) { Mission::PlayHint("HINT_M01_INJURIES"); Audio::SetMusicLevel(0.3f); mInjuriesHint = true; } } return MISSION_RUNNING; } void OnCollision(GameObject *a, GameObject *b) { if(mInCutscene && a && b) { GameObject *Barrel = NULL, *Debris = NULL; if(a->GetID() == mBarrel.GetID()) Barrel = a; if(b->GetID() == mBarrel.GetID()) Barrel = b; if(a->GetID() == mDebris[0].GetID() || a->GetID() == mDebris[1].GetID()) Debris = a; if(!Debris && b->GetID() == mDebris[0].GetID() || b->GetID() == mDebris[1].GetID()) Debris = b; if(Debris) { GameObject *po = NULL; if(a==Debris) { if(b->GetType()==ACTOR_PERSON) po = b; } else if(b==Debris) { if(a->GetType()==ACTOR_PERSON) po = a; } if(po && po->GetID() != mWorker[0].GetID()) { Person p(po); if(!p.IsInjured()) p.Injure(INJUREREASON_UNKNOWN, true); if (mWorker[0].IsInjured()) mInjured3 = mWorker[0]; else if (mWorker[1].IsInjured()) mInjured3 = mWorker[1]; } } if(!mForceApplied && Barrel && Debris) { mBarrel.ApplyForce(0, mBarrel.GetPosition(), Vector(-400.0f, 0, 0)); Vector sp = mBarrel.GetPosition(); sp.z += 50.0f; sp.x -= 50.0f; mFireSparks.SetPosition(sp); mFireSparks.StartParticleEffect(); //mBarrel.StopBurning(); if(mBarrel.IsBurning()) { mHeap.Burn(); mFireStarted = true; } mForceApplied = true; Audio::PlaySample("mod:Audio/FX/destruction/csmission01_b.wav"); Mission::EndCutScene(); mCutscenePlayed = true; Mission::StopTimer(TIMER_NAME_ENDCUTSCENE); //Audio::SetMusicLevel(0.2f); } } } bool OnStartBurning(GameObject *Obj) { if(!mFireHint && Obj->HasName("HintBurner")) { Mission::PlayHint("HINT_M01_FIRECONTROL"); Audio::SetMusicLevel(0.4f); mFireHint = true; } return true; } bool IsInjuredPerson(int ID) { Actor a = Game::GetActor(ID); return (a.GetType()==ACTOR_PERSON) && (a.HasName("Injured")); } ActionCallbackResult OnPreAction(const char *Action, ActionCallback *Data) { switch(Action) { case "EActionExtinguish": { if (mState == STATE_3F3 || mState == STATE_3F2) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } else if (mState == STATE_5C3 || mState == STATE_5C2) { mState = STATE_6A0; } else if (mState == STATE_7C3 || mState == STATE_7C2) { mState = STATE_7C4; Game::CloseHelpTextWindow(); } } break; case "EActionCool": { if (mState == STATE_3F3 || mState == STATE_3F2) { Game::ShowHelpTextWindow("M01_STATE_4A1", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } else if (mState == STATE_5C3 || mState == STATE_5C2) { mState = STATE_6A0; } else if (mState == STATE_7C3 || mState == STATE_7C2) { mState = STATE_7C4; Game::CloseHelpTextWindow(); } } break; case "EActionLeaveCar": { if (mState == STATE_4C1 || mState == STATE_4C2 || mState == STATE_4C2_ALT || mState == STATE_4B3 || mState == STATE_4A3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_4D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); mState = STATE_4D1; } } } else if (mState == STATE_6C1 || mState == STATE_6C2 || mState == STATE_6B3 || mState == STATE_6A3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_6D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); mState = STATE_6D1; } } } } break; case "EActionTreatPerson": { Actor person = Game::GetActor(Data->Parameters[0].iValue); if (person.IsValid() && person.GetType() == ACTOR_PERSON) { Person p(&person); p.SetHighlighted(false); } } break; } return ACTION_CONTINUE; } ActionCallbackResult OnPostAction(const char *Action, ActionCallback *Data) { if(!mPlankRemoved && Action=="EActionPull") { if(Data->Parameters[0].iValue == mPlank.GetID()) { mPlankRemoved = true; Mission::PlayHint("HINT_M01_CAUTION"); mState = STATE_2F1; // TODO: evtl. distanz checken? } }/* else if(!mTreatPersonHint && Action=="EActionLeaveCar") { if (Data->Owner->GetType() == ACTOR_PERSON) { Person p(Data->Owner); if (p.GetPersonType() == PT_DOCTOR) { Game::ShowHelpTextWindow("M01_HELP_TREAT_PERSON"); mTreatPersonHint = true; } } }*/ switch(Action) { case "EActionLeaveCar": { if (mState == STATE_1E1 || mState == STATE_1C3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_1E1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_1C2); SwitchAreaLights(&mAreaLights, false); mState = STATE_1E2; } } } else if (mState == STATE_2C3 || mState == STATE_2A3 || mState == STATE_2D1) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { Game::ShowHelpTextWindow("M01_STATE_2E1", 0); Mission::StopTimer(TIMER_NAME_WAIT_STATE_2C2); SwitchAreaLights(&mAreaLights, false); ScriptInterface::BlinkActionButton(-1); mState = STATE_2E1; } } } else if (mState == STATE_3C1 || mState == STATE_3B3 || mState == STATE_3A5 || mState == STATE_3A4 || mState == STATE_3A3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { PersonList FFs = Game::GetFirefighters(); if (FFs.GetNumPersons() < 3) { Game::ShowHelpTextWindow("M01_STATE_3C1_ALT", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); Game::EnableUpdateMissionOnPause(false); mState = STATE_3A1; } else { Game::ShowHelpTextWindow("M01_STATE_3D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); Game::EnableUpdateMissionOnPause(false); mState = STATE_3D1; } } } } else if (mState == STATE_4C1 || mState == STATE_4C2 || mState == STATE_4B3 || mState == STATE_4A3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_4D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); mState = STATE_4D1; } } } else if (mState == STATE_6C1 || mState == STATE_6C2 || mState == STATE_6B3 || mState == STATE_6A3) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList paramedics = Game::GetParamedics(); PersonList doctors = Game::GetDoctors(); if (paramedics.GetNumPersons() == 0 || doctors.GetNumPersons()) { Game::ShowHelpTextWindow("M01_STATE_6C1_ALT", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); mState = STATE_6A1; } else { Game::ShowHelpTextWindow("M01_STATE_6D1", 0); ScriptInterface::BlinkActionButton(-1); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); mState = STATE_6D1; } } } } else if (mState == STATE_1F1_ALT2) { Game::ShowHelpTextWindow("M01_STATE_1F1", 0); mState = STATE_1F1; } else if (mState == STATE_4E1_ALT2) { mState = STATE_4E1; } else if (mState == STATE_6E1_ALT2) { mState = STATE_6E1; } } break; case "EActionLiftPerson": { if (mState == STATE_1F3 || mState == STATE_1F2) { if (Data->Parameters[0].iValue == mInjured2.GetID()) { mState = STATE_1G1; //ScriptInterface::BlinkActionButton("EnterCar"); ScriptInterface::BlinkActionButton(-1); mInjured2.SetHighlighted(false); } } else if (mState == STATE_4E3 || mState == STATE_4E2) { if (Data->Parameters[0].iValue == mInjured1.GetID()) { mState = STATE_4F1; ScriptInterface::BlinkActionButton(-1); mInjured1.SetHighlighted(false); } } else if (mState == STATE_6E3 || mState == STATE_6E4) { if (Data->Parameters[0].iValue == mInjured3.GetID()) { mState = STATE_6F1; ScriptInterface::BlinkActionButton(-1); mInjured3.SetHighlighted(false); } } } break; case "EActionEnterCar": { if (mState == STATE_1G3 || mState == STATE_1G2) { Person p(Data->Owner); if (p.GetPersonType() == PT_PARAMEDIC) { if (p.IsCarryingPerson()) { Person carried = p.GetCarried(); if (carried.GetID() == mInjured2.GetID()) mState = STATE_1H1; } } } else if (mState == STATE_1H3 || mState == STATE_1H2) { Person p(Data->Owner); if (p.GetPersonType() == PT_DOCTOR) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured2.GetID()) { mState = STATE_1I1; break; } } } } } } else if (mState == STATE_4F3 || mState == STATE_4F2) { Person p(Data->Owner); if (p.GetPersonType() == PT_PARAMEDIC) { if (p.IsCarryingPerson()) { Person carried = p.GetCarried(); if (carried.GetID() == mInjured1.GetID()) mState = STATE_4G1; } } } else if (mState == STATE_4G3 || mState == STATE_4G2) { Person p(Data->Owner); if (p.GetPersonType() == PT_DOCTOR) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured1.GetID()) { mState = STATE_4H1; break; } } } } } } else if (mState == STATE_6F3 || mState == STATE_6F2) { Person p(Data->Owner); if (p.GetPersonType() == PT_PARAMEDIC) { if (p.IsCarryingPerson()) { Person carried = p.GetCarried(); if (carried.GetID() == mInjured3.GetID()) mState = STATE_6G1; } } } else if (mState == STATE_6G3 || mState == STATE_6G2) { Person p(Data->Owner); if (p.GetPersonType() == PT_DOCTOR) { Actor car = Game::GetActor(Data->Parameters[0].iValue); if (car.IsValid() && car.GetType() == ACTOR_VEHICLE) { Vehicle v(&car); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured3.GetID()) { mState = STATE_6H1; break; } } } } } } } break; case "EActionPull": { if (mState == STATE_2E3 || mState == STATE_2E2) { if (Data->Parameters[0].iValue == mPlank.GetID()) { ScriptInterface::BlinkActionButton(-1); mState = STATE_2F1; } } } break; case "EActionFindPath": { if (mState == STATE_2F3 && Data->Owner->GetType() == ACTOR_PERSON) { Person p(Data->Owner); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL && p.IsPulling()) { Game::ShowHelpTextWindow("M01_STATE_2F3", 0); mState = STATE_2F4; } } } break; case "EActionStopPulling": { if (mState == STATE_2F3 || mState == STATE_2F4) { Person p(Data->Owner); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { //Game::ShowHelpTextWindow("M01_STATE_3A1", 0); //ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkActionButton(-1); Game::CloseHelpTextWindow(); //mState = STATE_3A1; } } } break; case "EActionGetEquipment": { if (mState == STATE_3D3 || mState == STATE_3D4 || mState == STATE_3D1 || mState == STATE_3D2) { if (Data->Parameters[1].iValue == EQUIP_FIREHOSE) mState = STATE_3E1; else Game::ShowHelpTextWindow("M01_STATE_3D4_ALT", 0); } else if (mState == STATE_5A5 || mState == STATE_5A4) { if (Data->Parameters[1].iValue == EQUIP_FIREHOSE) mState = STATE_5B1; else { Game::ShowHelpTextWindow("M01_STATE_5A4_ALT", 0); mState = STATE_5A2; } } else if (mState == STATE_7A5 || mState == STATE_7A4) { if (Data->Parameters[1].iValue == EQUIP_FIREHOSE) mState = STATE_7B1; else { Game::ShowHelpTextWindow("M01_STATE_7A4_ALT", 0); mState = STATE_7A2; } } } break; case "EActionUseEquipment": { if ((mState == STATE_3E3 || mState == STATE_3E2) && Data->Parameters[2].iValue == EQUIP_FIREHOSE) { BlinkHydrants(false); mState = STATE_3F1; } else if ((mState == STATE_5B3 || mState == STATE_5B2) && Data->Parameters[2].iValue == EQUIP_FIREHOSE) { BlinkHydrants(false); mState = STATE_5C1; } else if ((mState == STATE_7B3 || mState == STATE_7B2) && Data->Parameters[2].iValue == EQUIP_FIREHOSE) { BlinkHydrants(false); mState = STATE_7C1; } } break; } return ACTION_CONTINUE; } void OnPostCommand(const char *Cmd_, GameObject *Caller_, Actor *Target_) { switch(Cmd_) { case "GoHome": { if (mState <= STATE_1I3) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured2.GetID()) { ScriptInterface::BlinkNavigatorFireDepartmentButton(true); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkActionButton(-1); Game::ShowHelpTextWindow("M01_STATE_2A1", 0); mState = STATE_2A1; break; } } } } else if (mState <= STATE_4H3) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured1.GetID()) { if ((Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 0) || (Mission::GetCounter(COUNTER_BURNING_HOUSES) + Mission::GetCounter(COUNTER_BURNING_OBJECTS) == 1 && mBarrel.IsBurning())) { mState = STATE_6A0; Game::CloseHelpTextWindow(); } else mState = STATE_5A1; ScriptInterface::BlinkActionButton(-1); break; } } } } else if (mState == STATE_6H3) { Vehicle v(Caller_); if (v.GetVehicleType() <= VT_AMBULANCE_RTW) { PersonList transports = v.GetTransports(); for(int i = 0; i < transports.GetNumPersons(); i++) { if (transports.GetPerson(i)->GetID() == mInjured3.GetID()) { mState = STATE_7A1; ScriptInterface::BlinkActionButton(-1); break; } } } } } break; case "MoveTo": { if (mState == STATE_1C2 && Caller_->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Mission::StartSingleTimer(TIMER_NAME_WAIT_STATE_1C2, 15.f); mState = STATE_1C3; } } else if (mState == STATE_2C2 && Caller_->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { Mission::StartSingleTimer(TIMER_NAME_WAIT_STATE_2C2, 15.f); mState = STATE_2C3; } } else if (mState == STATE_3B2 && Caller_->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { Mission::StartSingleTimer(TIMER_NAME_WAIT_STATE_3B2, 15.f); mState = STATE_3B3; } } else if (mState == STATE_4B2 && Caller_->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Mission::StartSingleTimer(TIMER_NAME_WAIT_STATE_4B2, 15.f); mState = STATE_4B3; } } else if (mState == STATE_6B2 && Caller_->GetType() == ACTOR_VEHICLE) { Vehicle v(Caller_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Mission::StartSingleTimer(TIMER_NAME_WAIT_STATE_6B2, 15.f); mState = STATE_6B3; } } } break; case "EnterCar": { if (mState == STATE_1E2) { Person p(Caller_); if (p.GetCarried().GetID() == mInjured2.GetID() && !p.IsClassified()) p.PushActionUnloadPerson(ACTION_NEWLIST); } } break; } } void OnVehicleBrowserOpened(OrderGroupID group) { System::Log("M01: state: %d", mState); if (mState <= STATE_1A2 && group == GROUP_AMBULANCE) { Game::ShowHelpTextWindow("M01_STATE_1A2", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkAmbulanceVehicle("RTW", true); Mission::StopTimer("HelpRTW"); mState = STATE_1A3; } else if (mState == STATE_2A1 && group == GROUP_FIREDEPT) { Game::ShowHelpTextWindow("M01_STATE_2A2", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); ScriptInterface::BlinkFireDepartmentVehicle("RW", true); mState = STATE_2A2; } else if (mState == STATE_3A1 && group == GROUP_FIREDEPT) { Game::ShowHelpTextWindow("M01_STATE_3A2", 0); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); ScriptInterface::BlinkFireDepartmentVehicle("RW", true); mState = STATE_3A2; } else if (mState == STATE_4A1 && group == GROUP_AMBULANCE) { Game::ShowHelpTextWindow("M01_STATE_4A2", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkAmbulanceVehicle("RTW", true); mState = STATE_4A2; } else if (mState == STATE_6A1 && group == GROUP_AMBULANCE) { Game::ShowHelpTextWindow("M01_STATE_6A2", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(false); ScriptInterface::BlinkAmbulanceVehicle("RTW", true); mState = STATE_6A2; } } void OnVehicleBrowserClicked(VehicleType type) { System::Log("M01: state: %d", mState); if (mState == STATE_1A3 && type == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_1A3", 0); SwitchAreaLights(&mAreaLights, true); ScriptInterface::BlinkAmbulanceVehicle("RTW", false); ScriptInterface::BlinkSendVehicleTargetButton(true); mState = STATE_1A4; } else if (mState == STATE_2A2 && type == VT_FIREFIGHTERS_RW) { Game::ShowHelpTextWindow("M01_STATE_2A3", 0); ScriptInterface::BlinkFireDepartmentVehicle("RW", false); ScriptInterface::BlinkSendVehicleTargetButton(true); mState = STATE_2A3; } else if (mState == STATE_3A2 && type == VT_FIREFIGHTERS_RW) { Game::EnableUpdateMissionOnPause(true); Game::ShowHelpTextWindow("M01_STATE_3A3", 0); ScriptInterface::BlinkFireDepartmentVehicle("RW", false); //ScriptInterface::BlinkSendVehicleTargetButton(true); ScriptInterface::BlinkCrewButton("FIREFIGHTER", true); mState = STATE_3A3; } else if (mState == STATE_4A2 && type == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_4A3", 0); ScriptInterface::BlinkAmbulanceVehicle("RTW", false); ScriptInterface::BlinkSendVehicleTargetButton(true); mState = STATE_4A3; } else if (mState == STATE_6A2 && type == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_6A3", 0); ScriptInterface::BlinkAmbulanceVehicle("RTW", false); ScriptInterface::BlinkSendVehicleTargetButton(true); mState = STATE_6A3; } } void OnSquadVehicleArrived(Vehicle *v) { /*if (!mEmptyCarHint) { mEmptyCarHint = true; Mission::StartSingleTimer("emptycar", 15.f); }*/ /*if(!mFirstVehicleArrival) return;*/ if (mState == STATE_1A4 && v->GetVehicleType() == VT_AMBULANCE_RTW) { SwitchAreaLights(&mAreaLights, false); mAwaitedVehicleID = v->GetID(); ScriptInterface::BlinkSendVehicleTargetButton(false); Game::CloseHelpTextWindow(); if (v->GetNumActions() == 1) { mState = STATE_1B1; Game::ShowHelpTextWindow("M01_STATE_1B1", 0); // TODO Text } } else if (mState == STATE_2A3 && v->GetVehicleType() == VT_FIREFIGHTERS_RW) { mAwaitedVehicleID = v->GetID(); ScriptInterface::BlinkSendVehicleTargetButton(false); Game::CloseHelpTextWindow(); if (v->GetNumActions() == 1) { mState = STATE_2B1; Game::ShowHelpTextWindow("M01_STATE_2B1", 0); // TODO Text } } else if ((mState == STATE_3A5 || mState == STATE_3A4 ||mState == STATE_3A3) && v->GetVehicleType() == VT_FIREFIGHTERS_RW)// && v->GetNumPassengers() >= 3) { mAwaitedVehicleID = v->GetID(); ScriptInterface::BlinkCrewButton("FIREFIGHTER", false); ScriptInterface::BlinkSendVehicleTargetButton(false); Game::CloseHelpTextWindow(); if (v->GetNumActions() == 1) { mState = STATE_3B1; Game::ShowHelpTextWindow("M01_STATE_3B1", 0); // TODO Text } } else if (mState == STATE_4A3 && v->GetVehicleType() == VT_AMBULANCE_RTW) { mAwaitedVehicleID = v->GetID(); ScriptInterface::BlinkSendVehicleTargetButton(false); Game::CloseHelpTextWindow(); if (v->GetNumActions() == 1) { mState = STATE_4B1; Game::ShowHelpTextWindow("M01_STATE_4B1", 0); // TODO Text } } else if (mState == STATE_6A3 && v->GetVehicleType() == VT_AMBULANCE_RTW) { mAwaitedVehicleID = v->GetID(); ScriptInterface::BlinkSendVehicleTargetButton(false); Game::CloseHelpTextWindow(); if (v->GetNumActions() == 1) { mState = STATE_6B1; Game::ShowHelpTextWindow("M01_STATE_6B1", 0); // TODO Text } } else if (mState == STATE_1F1_ALT1 && v->GetVehicleType() == VT_AMBULANCE_RTW) { PersonList paramedics = Game::GetParamedics(); if (paramedics.GetNumPersons() > 0) { mAwaitedVehicleID = v->GetID(); Game::ShowHelpTextWindow("M01_STATE_1F1_ALT2", 0); mState = STATE_1F1_ALT2; } else Game::ShowHelpTextWindow("M01_STATE_1F1_ALT1", 0); } else if (mState == STATE_4E1_ALT1 && v->GetVehicleType() == VT_AMBULANCE_RTW) { PersonList paramedics = Game::GetParamedics(); if (paramedics.GetNumPersons() > 0) { mAwaitedVehicleID = v->GetID(); Game::ShowHelpTextWindow("M01_STATE_4E1_ALT2", 0); mState = STATE_4E1_ALT2; } else Game::ShowHelpTextWindow("M01_STATE_4E1_ALT1", 0); } else if (mState == STATE_6E1_ALT1 && v->GetVehicleType() == VT_AMBULANCE_RTW) { PersonList paramedics = Game::GetParamedics(); if (paramedics.GetNumPersons() > 0) { mAwaitedVehicleID = v->GetID(); Game::ShowHelpTextWindow("M01_STATE_6E1_ALT2", 0); mState = STATE_6E1_ALT2; } else Game::ShowHelpTextWindow("M01_STATE_6E1_ALT1", 0); } /*if (v->GetNumActions() > 1) // zum Ziel geordert return; Game::ShowHelpTextWindow("M01_HELP_HOME"); mFirstVehicleArrival = false;*/ } void OnJumpToEntryPoint() { System::Log("M01 jump to entrypoint state: %d", mState); if (mState == STATE_1B1 || mState == STATE_1A4) { Game::ShowHelpTextWindow("M01_STATE_1C1", 0); mState = STATE_1C1; } else if (mState == STATE_2B1 || mState == STATE_2A3) { Game::ShowHelpTextWindow("M01_STATE_2C1", 0); mState = STATE_2C1; } } bool OnUnitSelected(GameObject *Unit_) { if ((mState == STATE_1C1 || mState == STATE_1B1) && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_1C2", 0); SwitchAreaLights(&mAreaLights, true); mState = STATE_1C2; } } else if (mState == STATE_2C1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { PersonList passengers = v.GetPassengers(); bool ffFound = false; for(int i = 0; i < passengers.GetNumPersons(); i++) { if (passengers.GetPerson(i)->GetPersonType() == PT_FIREFIGHTER_NORMAL) { ffFound = true; break; } } if (!ffFound) { Game::ShowHelpTextWindow("M01_STATE_2D1_ALT", 0); mState = STATE_2A1; } else { Game::ShowHelpTextWindow("M01_STATE_2C2", 0); SwitchAreaLights(&mAreaLights, true); mState = STATE_2C2; } } } else if (mState == STATE_2E1 && Unit_->GetType() == ACTOR_PERSON) { Person p(Unit_); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { Game::ShowHelpTextWindow("M01_STATE_2E2", 0); ScriptInterface::BlinkActionButton("Pull"); mState = STATE_2E2; } } else if (mState == STATE_3B1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_FIREFIGHTERS_RW) { Game::ShowHelpTextWindow("M01_STATE_3B2", 0); SwitchAreaLights(&mAreaLights, true); mState = STATE_3B2; } } else if (mState == STATE_3D1 && Unit_->GetType() == ACTOR_PERSON) { Person p(Unit_); if (p.GetPersonType() == PT_FIREFIGHTER_NORMAL) { Game::ShowHelpTextWindow("M01_STATE_3D2", 0); ScriptInterface::BlinkActionButton("GetEquipment"); mState = STATE_3D2; } } else if (mState == STATE_4B1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_4B2", 0); SwitchAreaLights(&mAreaLights, true); mState = STATE_4B2; } } else if (mState == STATE_4C1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { bool paramedicFound = false; bool doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_PARAMEDIC) paramedicFound = true; else if (type == PT_DOCTOR) doctorFound = true; } if (!paramedicFound || !doctorFound) { Game::ShowHelpTextWindow("M01_STATE4C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_4A1; } else { Game::ShowHelpTextWindow("M01_STATE_4C2", 0); ScriptInterface::BlinkActionButton("EmptyCar"); mState = STATE_4C2; } } } else if (mState == STATE_4D1 && Unit_->GetType() == ACTOR_PERSON) { Person p(Unit_); if (p.GetPersonType() == PT_DOCTOR) { Game::ShowHelpTextWindow("M01_STATE_4D2", 0); mInjured1.SetHighlighted(true); mState = STATE_4D2; } } else if (mState == STATE_4E1 && Unit_->GetType() == ACTOR_PERSON) { Person p(Unit_); if (p.GetPersonType() == PT_PARAMEDIC) { Game::ShowHelpTextWindow("M01_STATE_4E2", 0); mState = STATE_4E2; } } else if (mState == STATE_6B1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { Game::ShowHelpTextWindow("M01_STATE_6B2", 0); SwitchAreaLights(&mAreaLights, true); mState = STATE_6B2; } } else if (mState == STATE_6C1 && Unit_->GetType() == ACTOR_VEHICLE) { Vehicle v(Unit_); if (v.GetVehicleType() == VT_AMBULANCE_RTW) { bool paramedicFound = false; bool doctorFound = false; PersonList passengers = v.GetPassengers(); for(int j = 0; j < passengers.GetNumPersons(); j++) { PersonType type = passengers.GetPerson(j)->GetPersonType(); if (type == PT_PARAMEDIC) paramedicFound = true; else if (type == PT_DOCTOR) doctorFound = true; } if (!paramedicFound || !doctorFound) { Game::ShowHelpTextWindow("M01_STATE6C1_ALT", 0); ScriptInterface::BlinkNavigatorAmbulanceButton(true); ScriptInterface::BlinkNavigatorFireDepartmentButton(false); mState = STATE_6A1; } else { Game::ShowHelpTextWindow("M01_STATE_6C2", 0); ScriptInterface::BlinkActionButton("EmptyCar"); mState = STATE_6C2; } } } return true; } void OnTrigger(const char *Trigger, Actor *Collider) { switch(Trigger) { case "move_plank": { if (Collider->GetType() == ACTOR_PERSON) { Person p(Collider); if (p.GetRole() == ROLE_SQUAD) { Mission::PlayHint("HINT_M01_MOVE_PLANK"); //Mission::StartSingleTimer("help_plank", 20.f); Game::DeactivateTrigger("move_plank"); } } else if (Collider->GetType() == ACTOR_VEHICLE) { Vehicle v(Collider); if (!v.IsCivilCar()) { Mission::PlayHint("HINT_M01_MOVE_PLANK"); //Mission::StartSingleTimer("help_plank", 20.f); Game::DeactivateTrigger("move_plank"); } } } break; case "target_church": { if (mState == STATE_1A2 || mState == STATE_1A4 || mState == STATE_1C2 || mState == STATE_1C3) { if (Collider->GetID() == mAwaitedVehicleID) { mAwaitedVehicleID = -1; mState = STATE_1D1; //Game::DeactivateTrigger("target_place"); SwitchAreaLights(&mAreaLights, false); Mission::StopTimer(TIMER_NAME_WAIT_STATE_1C2); } } else if (mState == STATE_2A3 || mState == STATE_2C2 || mState == STATE_2C3) { if (Collider->GetID() == mAwaitedVehicleID) { mAwaitedVehicleID = -1; mState = STATE_2D1; Game::ShowHelpTextWindow("M01_STATE_2D1", 0); //Game::DeactivateTrigger("target_place"); SwitchAreaLights(&mAreaLights, false); Mission::StopTimer(TIMER_NAME_WAIT_STATE_2C2); ScriptInterface::BlinkActionButton("EmptyCar"); } } else if (mState == STATE_3A5 || mState == STATE_3A4 || mState == STATE_3A3 || mState == STATE_3B2 || mState == STATE_3B3) { if (Collider->GetID() == mAwaitedVehicleID) { mAwaitedVehicleID = -1; mState = STATE_3C1; Game::ShowHelpTextWindow("M01_STATE_3C1", 0); //Game::DeactivateTrigger("target_place"); SwitchAreaLights(&mAreaLights, false); ScriptInterface::BlinkActionButton("EmptyCar"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_3B2); } } else if (mState == STATE_4A3 || mState == STATE_4B2 || mState == STATE_4B3) { if (Collider->GetID() == mAwaitedVehicleID) { mAwaitedVehicleID = -1; //mState = STATE_4C1; Vehicle v(Collider); if (!v.IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_4C1", 0); mState = STATE_4C1; } else { Game::ShowHelpTextWindow("M01_STATE_4C2", 0); mState = STATE_4C2; } //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_4B2); SwitchAreaLights(&mAreaLights, false); } } else if (mState == STATE_6A3 || mState == STATE_6B2 || mState == STATE_6B3) { if (Collider->GetID() == mAwaitedVehicleID) { mAwaitedVehicleID = -1; //mState = STATE_6C1; Vehicle v(Collider); if (!v.IsSelected()) { Game::ShowHelpTextWindow("M01_STATE_6C1", 0); mState = STATE_6C1; } else { Game::ShowHelpTextWindow("M01_STATE_6C2", 0); mState = STATE_6C2; } //Game::DeactivateTrigger("target_place"); Mission::StopTimer(TIMER_NAME_WAIT_STATE_6B2); SwitchAreaLights(&mAreaLights, false); } } } break; } } const char *GetFailReason() { if (mTooManyDied) return "TOO_MANY_DIED"; if (mFireOutOfControl) return "TOO_MANY_FIRES"; return "UNKNOWN"; } const char *GetFailComment() { if (mTooManyDied) return "SUPERV_M01_FAIL01"; if (mFireOutOfControl) return "SUPERV_M01_FAIL02"; return "UNKNOWN"; } const char *GetSuccessComment(Mission::MissionScoring *scoring) { if (scoring->Efficiency >= 0.9f && mFireStarted) return "SUPERV_M01_RES01"; if (scoring->Efficiency < 0.9f && scoring->Efficiency >= 0.6f && Mission::GetCounter(COUNTER_DEAD_CIVILS) == 1) return "SUPERV_M01_RES02"; return Mission::GetDefaultCommentForEfficiency(scoring->Efficiency); } bool SerializeTo(ScriptSerializer *Serializer) { const int Version = 0x0101; Serializer->Write(Version); Serializer->Write(mBarrel); Serializer->Write(mPlank); Serializer->Write(mRainStrength); Serializer->Write(mRainVolume); Serializer->Write(mPlankRemoved); Serializer->Write(mFireHint); Serializer->Write(mInjuriesHint); Serializer->Write(mFirstVehicleArrival); Serializer->Write(mDebris[0]); Serializer->Write(mDebris[1]); Serializer->Write(mInCutscene); Serializer->Write(mWorker[0]); Serializer->Write(mWorker[1]); Serializer->Write(mWorkerPath[0]); Serializer->Write(mWorkerPath[1]); Serializer->Write(mEmptyCarHint); Serializer->Write(mTreatPersonHint); Serializer->Write(mTooManyDied); Serializer->Write(mFireOutOfControl); Serializer->Write(mCutscenePlayed); Serializer->Write(mInjured2); Serializer->Write(mInjured1); Serializer->Write(mInjured3); Serializer->Write((int)mState); Serializer->Write(mAwaitedVehicleID); Serializer->Write(mForceApplied); Serializer->Write(mFireSparks); Serializer->Write(mHeap); Serializer->Write(mAreaLights); Serializer->Write(mHydrants); Serializer->Write(mFireStarted); return true; } bool SerializeFrom(ScriptSerializer *Serializer) { int Version; Serializer->Read(Version); Serializer->Read(mBarrel); Serializer->Read(mPlank); Serializer->Read(mRainStrength); Serializer->Read(mRainVolume); mPlankRemoved = Serializer->ReadBool(); mFireHint = Serializer->ReadBool(); mInjuriesHint = Serializer->ReadBool(); mFirstVehicleArrival = Serializer->ReadBool(); Serializer->Read(mDebris[0]); Serializer->Read(mDebris[1]); mInCutscene = Serializer->ReadBool(); Serializer->Read(mWorker[0]); Serializer->Read(mWorker[1]); Serializer->Read(mWorkerPath[0]); Serializer->Read(mWorkerPath[1]); mEmptyCarHint = Serializer->ReadBool(); mTreatPersonHint = Serializer->ReadBool(); mTooManyDied = Serializer->ReadBool(); mFireOutOfControl = Serializer->ReadBool(); mCutscenePlayed = Serializer->ReadBool(); Serializer->Read(mInjured2); Serializer->Read(mInjured1); Serializer->Read(mInjured3); int state = 0; Serializer->Read(state); mState = (State)state; Serializer->Read(mAwaitedVehicleID); Serializer->Read(mForceApplied); Serializer->Read(mFireSparks); Serializer->Read(mHeap); Serializer->Read(mAreaLights); Serializer->Read(mHydrants); if (Version >= 0x0101) mFireStarted = Serializer->ReadBool(); mLastPlankHintTime = System::GetTickCount() - PLANKHINTOFFSET; return true; } };
  13. I'm pretty sure they made it 343 on purpose as a tribute to the firemen/emergency personnel who died.
  14. Bit of a random topic but I'm bored so... I go to Lindbergh High School in St. Louis and this week is my final week as a Freshman (wooo!) After I graduate I'm going to to the University of Central Missouri and major in Aviation (I'm going to be a pilot).
  15. My newest injury: was at a pool party today at my friend's dad's (BIG) house (we had a perfect day; no clouds, sunny as hell, 90+ºF) so even though I put on a shitload of sunscreen, I have sunburns over my face, my upper arms, and all around my shoulders/chest. Needless to say, I'm in pain right now
  16. Just download the mod for EM3 (doesn't matter where) and then right click on it and extract it (also doesn't matter where you extract to). Then double click on the LAMod .e3mod file, which will launch the ModInstaller and should automatically install. If not, select the LAMod in the menu (click on it) and then hit install. Once it's done, open up your game and then go to Modifications and open the LAMod. Bingo.
  17. Hi first of all, to make models you need to get and register Zmodeler2 and need to skin and UVMap the models and export them and such. To mess around inside the game, you need to use the Editor which comes with the game.
  18. From memory I know Sheriff05 did it, and at least two more people did, too. I think one had a militaristic sounded name.
  19. Yes, but the majority of the ambulances are still the older type. Hoppah has already said he won't put it in the mod unless a significant amount of the newer type is actually present in real life.
  20. I saw complete, uncensored nudity in The Sims Double Deluxe once because of a glitch lol. It was some Jamaican DJ at the disco in the Hotel (Vacation expansion). Dunno why they bother to censor it in the first place since there's nothing to see anyway
  21. Those 3 missions are the Deluxe missions from EM4 Deluxe. They're from Deluxe and are only included in the Gold edition, meaning you should probably change your title to be more accurate.
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