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timmiej93

Alarms keep running after changes in the LAFireStation.script

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Hey guys,

 

So I've made some changes to the FireStation script from the LA Mod, and for some reason my alarms just keep running, and I still haven't found why it keeps happening. I hope somebody here can help me, because I'm really flabbergasted.

(PS. Posted here and not in the LA Mod section because I believe this is more modding related then specifically LA Mod related)

 

Now there are a few changes you should know about:

- I added a police station that works like a fire station. This SHOULD have the alarm sound, but DOESN'T have the special flashing light.

- I added a tech station that works kinda like a fire station. This SHOULDN'T have the alarm sound, and DOESN'T have the special flashing light.

- The Dummy itself DOES get removed (I can click the alarm button on the CP again) after the set time (about 14 secs), but the alarm keeps running.

- I added a System::Log("Message"); bit to the code in DummyDisableAlarm. I did this because my game kept freezing at he moment the alarms should end. Now my game doesn't freeze, but I do have 3 log statements, saying "!No station at all!", which is the text it should display when it can't find it's caller. 

- Long story short: The problem is I can't figure out why the caller suddenly can't get defined for any of the stations.

 

I hope I didn't confuse you guys too much. If you have any questions, let me know below, I'll respond asap.

Any hep is appreciated.

 

 

//******************************************************************************************// #Version 1.5#//// 		Includes: All command for the fire station.////	- VcmdAlarm//	- VcmdRoof//	- VcmdGarageDoorsUp//	- VcmdGarageDoorsDown//	- VcmdCallEMT//	- VcmdCallEMTSCBA//	- VcmdCallEMTStretcher//	- VcmdCallPM//	- VcmdCallPMSCBA//	- VcmdCallPMStretcher//	- VcmdCallDiver//	- VcmdCallHazmat//	- VcmdCallUSARFF//	- VcmdEmptyFireStation//	- DummyDisableAlarm//	- DummyCallCrew//	- DummyGates//	- VcmdAutoStaffOn//	- VcmdAutoStaffOff//	- VcmdRepairVehicles////		Script by Hoppah//		//		Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char NAME_FIRESTATION[]			= "fire_station";const char NAME_FIRESTATION_ROOF[]		= "fire_station_roof";const char NAME_FIRESTATION2[]			= "fire_station2";const char NAME_FIRESTATION2_ROOF[]		= "fire_station2_roof";const char NAME_CONTROLPANEL[]			= "fire_station_controlpanel";const char NAME_CONTROLPANEL2[]			= "fire_station_controlpanel2";const char OBJ_BATTALION[]			= "mod:Prototypes/Vehicles/02 LA Fire Department/battalion_chief_vehicle.e4p";const char OBJ_AMBULANCE01[]		= "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance01.e4p";const char OBJ_AMBULANCE02[]		= "mod:Prototypes/Vehicles/01 LA Ambulance/ambulance02.e4p";const char OBJ_USAR[]				= "mod:Prototypes/Vehicles/02 LA Fire Department/usar_squad.e4p";const char OBJ_LADDER[]				= "mod:Prototypes/Vehicles/02 LA Fire Department/aerial_ladder.e4p";const char OBJ_TILLER[]				= "mod:Prototypes/Vehicles/02 LA Fire Department/tiller_cabin.e4p";const char OBJ_ENGINE01[]			= "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine1.e4p";const char OBJ_ENGINE02[]			= "mod:Prototypes/Vehicles/02 LA Fire Department/fire_engine2.e4p";const char OBJ_HAZMATSQUAD[]		= "mod:Prototypes/Vehicles/02 LA Fire Department/heavy_rescue_crane.e4p";const char OBJ_CHIEF[]				= "mod:Prototypes/Persons/02 LA Fire Department/battalion_chief.e4p";const char OBJ_EMT[]				= "mod:Prototypes/Persons/02 LA Fire Department/ff_emt.e4p";const char OBJ_EMT_SCBA[]			= "mod:Prototypes/Persons/02 LA Fire Department/ff_emt_scba.e4p";const char OBJ_EMT_STRETCHER[]		= "mod:Prototypes/Persons/02 LA Fire Department/ff_emt_stretcher.e4p";const char OBJ_PM[]					= "mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic.e4p";const char OBJ_PM_SCBA[]			= "mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic_scba.e4p";const char OBJ_PM_STRETCHER[]		= "mod:Prototypes/Persons/01 LA Ambulance/ff_paramedic_stretcher.e4p";const char OBJ_HAZMAT[]				= "mod:Prototypes/Persons/02 LA Fire Department/ff_hazmat.e4p";const char OBJ_USARFF[]				= "mod:Prototypes/Persons/02 LA Fire Department/usar_ff.e4p";const char OBJ_DIVER[]				= "mod:Prototypes/Persons/02 LA Fire Department/ff_diver.e4p";const char OBJ_ENGINEER[]			= "mod:Prototypes/Persons/04 LA Tec/engineer.e4p";const char NAME_GATE01A[]			= "fs_gate01a";const char NAME_GATE02A[]			= "fs_gate02a";const char NAME_GATE03A[]			= "fs_gate03a";const char NAME_GATE04A[]			= "fs_gate04a";const char NAME_GATE05A[]			= "fs_gate05a";const char NAME_GATE06A[]			= "fs_gate06a";const char NAME_GATE07A[]			= "fs_gate07a";const char NAME_GATE08A[]			= "fs_gate08a";const char NAME_GATE01B[]			= "fs_gate01b";const char NAME_GATE02B[]			= "fs_gate02b";const char NAME_GATE03B[]			= "fs_gate03b";const char NAME_GATE04B[]			= "fs_gate04b";const char NAME_GATE05B[]			= "fs_gate05b";const char NAME_GATE06B[]			= "fs_gate06b";const char NAME_GATE07B[]			= "fs_gate07b";const char NAME_GATE08B[]			= "fs_gate08b";const char VO_GATE01A[]				= "fs_vogate01a";const char VO_GATE02A[]				= "fs_vogate02a";const char VO_GATE03A[]				= "fs_vogate03a";const char VO_GATE04A[]				= "fs_vogate04a";const char VO_GATE05A[]				= "fs_vogate05a";const char VO_GATE06A[]				= "fs_vogate06a";const char VO_GATE07A[]				= "fs_vogate07a";const char VO_GATE08A[]				= "fs_vogate08a";const char VO_GATE01B[]				= "fs_vogate01b";const char VO_GATE02B[]				= "fs_vogate02b";const char VO_GATE03B[]				= "fs_vogate03b";const char VO_GATE04B[]				= "fs_vogate04b";const char VO_GATE05B[]				= "fs_vogate05b";const char VO_GATE06B[]				= "fs_vogate06b";const char VO_GATE07B[]				= "fs_vogate07b";const char VO_GATE08B[]				= "fs_vogate08b";const char DUMMY_GATES[]			= "DummyGates";const char DUMMY_ALARM[]			= "DummyDisableAlarm";const char DUMMY_CALLCREW[]			= "DummyCallCrew";const char DUMMY_VCALLED[]			= "DummyVehicleCalled";const char VO_BATTALION[]			= "fs_battalion";const char VO_AMBULANCE01[]			= "fs_ambulance01";const char VO_AMBULANCE02[]			= "fs_ambulance02";const char VO_AMBULANCE03[]			= "fs_ambulance03";const char VO_AMBULANCE04[]			= "fs_ambulance04";const char VO_USAR[]				= "fs_usar";const char VO_LADDER[]				= "fs_ladder";const char VO_ENGINE01[]			= "fs_engine01";const char VO_ENGINE02[]			= "fs_engine02";const char VO_ENGINE03[]			= "fs_engine03";const char VO_ENGINE04[]			= "fs_engine04";const char VO_ENGINE05[]			= "fs_engine05";const char VO_HAZMAT[]				= "fs_hazmat";const char VO_SPAWN01[]				= "fs_spawn01";const char VO_SPAWN02[]				= "fs_spawn02";const char VO_SPAWN03[]				= "fs_spawn03";const char VO_MOVETO01[]			= "fs_moveto01";const char VO_MOVETO02[]			= "fs_moveto02";const char VO_SQUAD01[]				= "fs_squad01";const char VO_SQUAD02[]				= "fs_squad02";const char SND_ALARM[]				= "mod:Audio/FX/Misc/fire_alarm.wav";const char SND_GATE[]				= "mod:Audio/FX/Misc/fire_gate.wav";const char ANI_CLOSE[]				= "close";const char ANI_OPEN[]				= "open";const char VOSET_ROAD[]				= "Freely Accessible";const char VOSET_BARRICADE[]		= "Barricade";const char UNNAMED[]				= "Unnamed";const char HINT_NO_REPAIR[] 		= "There are no vehicles to repair!";const char HINT_REPAIRED[] 			= "All vehicles repaired!";int PRICE_REPAIR 					= 1000;int DummyGroup = 20;//******************************************************************************************// Police Station//******************************************************************************************const char NAME_CONTROLPANEL3[]				= "police_station_controlpanel";const char NAME_POLICESTATION[]				= "police_station";const char OBJ_CRUISER01[]					= "mod:Prototypes/Vehicles/03 LA Police/cv_lapd.e4p";const char OBJ_CRUISER02[]					= "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_lapd.e4p";const char OBJ_CRUISER03[]					= "mod:Prototypes/Vehicles/03 LA Police/cv_chp.e4p";const char OBJ_CRUISER04[]					= "mod:Prototypes/Vehicles/03 LA Police/dodge_charger_chp.e4p";const char OBJ_VAN[]						= "mod:Prototypes/Vehicles/03 LA Police/lasd_van.e4p";const char OBJ_SUV[]						= "mod:Prototypes/Vehicles/03 LA Police/suv_lapd.e4p";const char OBJ_MOTOR[]						= "mod:Prototypes/Vehicles/03 LA Police/motorcycle_lapd.e4p";const char OBJ_DEPUTY[]						= "mod:Prototypes/Persons/03 LA Police/lasd_officer.e4p";const char OBJ_CHP[]						= "mod:Prototypes/Persons/03 LA Police/chp_officer.e4p";const char OBJ_OFFICER[]					= "mod:Prototypes/Persons/03 LA Police/lapd_officer_m.e4p";const char VO_FRONT01[]						= "policestation_park01";const char VO_FRONT02[]						= "policestation_park02";const char VO_FRONT03[]						= "policestation_park03";const char VO_BACK01[]						= "policestation_park04";const char VO_BACK02[]						= "policestation_park05";const char VO_BACK03[]						= "policestation_park06";const char VO_BACK04[]						= "policestation_park07";const char VO_DONUT01[]						= "policestation_donut01";const char VO_DONUT02[]						= "policestation_donut02";const char VO_SPAWN_FRONT[]					= "policestation_spawn";const char VO_SPAWN_BACK[]					= "spawn_police1";const char VO_SPAWN_DONUT[]					= "policestation_spawn2";const char VO_MOVETO_FRONT[]				= "policestation_moveto1";const char VO_MOVETO_BACK[]					= "spawn_police1r";const char VO_MOVETO_DONUT[]				= "policestation_moveto2";const char VO_SQUAD01_PD[]					= "police_squad01";const char VO_SQUAD02_PD[]					= "police_squad02";const char VO_SQUAD03_PD[]					= "police_squad03";//******************************************************************************************// Tech Station//******************************************************************************************const char NAME_CONTROLPANEL4[]			= "tech_station_controlpanel";const char NAME_TECHSTATION[]			= "tech_station";const char NAME_TECHSTATION_ROOF[]		= "tech_station_roof";const char OBJ_TECVAN[]					= "mod:Prototypes/Vehicles/04 LA Tec/engineer_vehicle.e4p";const char OBJ_ROLLBACK[]				= "mod:Prototypes/Vehicles/04 LA Tec/rollback.e4p";const char OBJ_ROLLBACK2[]				= "mod:Prototypes/Vehicles/04 LA Tec/tow_truck.e4p";const char VO_SPAWN_TT[]				= "TT_spawn";const char VO_MOVETO_TT[]				= "TT_moveto";const char VO_PARK01[]					= "TT_park01";const char VO_PARK02[]					= "TT_park02";const char VO_PARK03[]					= "TT_park03";const char VO_PARK04[]					= "TT_park04";const char VO_PARK05[]					= "TT_park05";const char VO_PARK06[]					= "TT_park06";const char VO_PARK07[]					= "TT_park07";const char VO_PARK01_TT[]				= "TT_park01_tt";const char VO_PARK02_TT[]				= "TT_park02_tt";const char VO_PARK03_TT[]				= "TT_park03_tt";const char VO_PARK04_TT[]				= "TT_park04_tt";const char VO_PARK05_TT[]				= "TT_park05_tt";const char VO_PARK06_TT[]				= "TT_park06_tt";const char VO_PARK07_TT[]				= "TT_park07_tt";const char VO_DROPOFF1[]				= "TT_dropoff01";const char VO_DROPOFF2[]				= "TT_dropoff02";const char VO_DROPOFF1_TT[]				= "TT_dropoff01_tt";const char VO_DROPOFF2_TT[]				= "TT_dropoff02_tt";	const char NAME_GATE01T[]				= "TT_gate01";const char NAME_GATE02T[]				= "TT_gate02";const char NAME_GATE03T[]				= "TT_gate03";const char VO_GATE01T[]					= "TT_vogate01";const char VO_GATE02T[]					= "TT_vogate02";const char VO_GATE03T[]					= "TT_vogate03";const char VO_SQUAD01_TT[]				= "TT_squad01";//******************************************************************************************object VcmdAlarm : CommandScript{	VcmdAlarm()	{		SetCursor("alarm");		SetIcon("alarm");		SetPriority(200);	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			Caller->AssignCommand(DUMMY_ALARM);			Caller->PushActionWait(ACTION_NEWLIST, 1.5f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false);			Caller->PushActionWait(ACTION_APPEND, 13.0f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);			GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(true);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}			GameObjectList l2; 			Game::CollectObstaclesOnVirtualObject(VO_BATTALION, l2, ACTOR_VEHICLE);			if(l2.GetNumObjects() > 0)			{				Vehicle m = l2.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 4, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);				}			}			GameObjectList l3; 			Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE01, l3, ACTOR_VEHICLE);			if(l3.GetNumObjects() > 0)			{				Vehicle m = l3.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE02, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Vehicle m = l4.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l5; 			Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE03, l5, ACTOR_VEHICLE);			if(l5.GetNumObjects() > 0)			{				Vehicle m = l5.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l6; 			Game::CollectObstaclesOnVirtualObject(VO_LADDER, l6, ACTOR_VEHICLE);			if(l6.GetNumObjects() > 0)			{				Vehicle m = l6.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);				}			}			GameObjectList l7; 			Game::CollectObstaclesOnVirtualObject(VO_USAR, l7, ACTOR_VEHICLE);			if(l7.GetNumObjects() > 0)			{				Vehicle m = l7.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 6, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 6, false);				}			}			GameObjectList l8; 			Game::CollectObstaclesOnVirtualObject(VO_ENGINE01, l8, ACTOR_VEHICLE);			if(l8.GetNumObjects() > 0)			{				Vehicle m = l8.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_ENGINE01) == 0)					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l9; 			Game::CollectObstaclesOnVirtualObject(VO_ENGINE02, l9, ACTOR_VEHICLE);			if(l9.GetNumObjects() > 0)			{				Vehicle m = l9.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_ENGINE01) == 0)					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l10; 			Game::CollectObstaclesOnVirtualObject(VO_ENGINE03, l10, ACTOR_VEHICLE);			if(l10.GetNumObjects() > 0)			{				Vehicle m = l10.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_ENGINE01) == 0)					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l11; 			Game::CollectObstaclesOnVirtualObject(VO_ENGINE04, l11, ACTOR_VEHICLE);			if(l11.GetNumObjects() > 0)			{				Vehicle m = l11.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_ENGINE01) == 0)					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionWait(ACTION_NEWLIST, 2.0f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			Caller->AssignCommand(DUMMY_ALARM);			Caller->PushActionWait(ACTION_NEWLIST, 1.5f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false);			Caller->PushActionWait(ACTION_APPEND, 14.0f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);			GameObjectList l1 = Game::GetGameObjects(NAME_POLICESTATION);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(false);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}			GameObjectList l2; 			Game::CollectObstaclesOnVirtualObject(VO_AMBULANCE04, l2, ACTOR_VEHICLE);			if(l2.GetNumObjects() > 0)			{				Vehicle m = l2.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					if(StrCompare(m.GetPrototypeFileName(), OBJ_AMBULANCE01) == 0)					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					} else					{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 2, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					}				}			}			GameObjectList l3; 			Game::CollectObstaclesOnVirtualObject(VO_ENGINE05, l3, ACTOR_VEHICLE);			if(l3.GetNumObjects() > 0)			{				Vehicle m = l3.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 2.0f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);				}			}			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_HAZMAT, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Vehicle m = l4.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 1, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 1, false);				}			}		}//******************************************************************************************// Police Station//******************************************************************************************		if(Caller->HasName(NAME_CONTROLPANEL3)) //= police station		{			Caller->AssignCommand(DUMMY_ALARM);			Caller->PushActionWait(ACTION_APPEND, 15.0f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);			GameObjectList l1 = Game::GetGameObjects(NAME_POLICESTATION);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(false);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}			GameObjectList l2; 			Game::CollectObstaclesOnVirtualObject(VO_BACK01, l2, ACTOR_VEHICLE);			if(l2.GetNumObjects() > 0)			{				Vehicle m = l2.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 12, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 12, false);				}			}			GameObjectList l3; 			Game::CollectObstaclesOnVirtualObject(VO_BACK02, l3, ACTOR_VEHICLE);			if(l3.GetNumObjects() > 0)			{				Vehicle m = l3.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 12, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 12, false);				}			}			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_BACK03, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Vehicle m = l4.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 13, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);				}			}			GameObjectList l5; 			Game::CollectObstaclesOnVirtualObject(VO_BACK04, l5, ACTOR_VEHICLE);			if(l5.GetNumObjects() > 0)			{				Vehicle m = l5.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 11, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 11, false);				}			}			GameObjectList l6; 			Game::CollectObstaclesOnVirtualObject(VO_DONUT01, l6, ACTOR_VEHICLE);			if(l6.GetNumObjects() > 0)			{				Vehicle m = l6.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);				}			}			GameObjectList l7; 			Game::CollectObstaclesOnVirtualObject(VO_DONUT02, l7, ACTOR_VEHICLE);			if(l7.GetNumObjects() > 0)			{				Vehicle m = l7.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{					m.PushActionWait(ACTION_NEWLIST, 1.4f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);					m.PushActionWait(ACTION_APPEND, 0.5f);					m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 13, false);				}			}		}//******************************************************************************************// Tech Station//******************************************************************************************		if(Caller->HasName(NAME_CONTROLPANEL4)) //= tech station		{			Caller->PushActionWait(ACTION_NEWLIST, 1.5f);			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 11, false);			GameObjectList l2; 			Game::CollectObstaclesOnVirtualObject(VO_PARK01, l2, ACTOR_VEHICLE);			if(l2.GetNumObjects() > 0)			{				Vehicle m = l2.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 21, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 21, false);				}			}			GameObjectList l3; 			Game::CollectObstaclesOnVirtualObject(VO_PARK02, l3, ACTOR_VEHICLE);			if(l3.GetNumObjects() > 0)			{				Vehicle m = l3.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 21, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 21, false);				}			}			GameObjectList l4; 			Game::CollectObstaclesOnVirtualObject(VO_PARK03, l4, ACTOR_VEHICLE);			if(l4.GetNumObjects() > 0)			{				Vehicle m = l4.GetObject(0);				PersonList passengers = m.GetPassengers();				if (passengers.GetNumPersons() == 0)				{						m.PushActionExecuteCommand(ACTION_NEWLIST, DUMMY_CALLCREW, Caller, 21, false);						m.PushActionWait(ACTION_APPEND, 0.5f);						m.PushActionExecuteCommand(ACTION_APPEND, DUMMY_CALLCREW, Caller, 21, false);				}			}		}//******************************************************************************************	}};object VcmdRoof : CommandScript{	VcmdRoof()	{		SetCursor("roof");		SetIcon("roof");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION_ROOF);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if(obj->GetUserData() == 0)				{					obj->Hide(); 					obj->SetUserData(1);				} else				{					obj->Show(); 					obj->SetUserData(0);				} 			}		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION2_ROOF);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if(obj->GetUserData() == 0)				{					obj->Hide(); 					obj->SetUserData(1);				} else				{					obj->Show(); 					obj->SetUserData(0);				} 			}		}		if(Caller->HasName(NAME_CONTROLPANEL4)) //= tech station		{			GameObjectList l1 = Game::GetGameObjects(NAME_TECHSTATION_ROOF);			for(int i=0; i < l1.GetNumObjects(); i++)			{				GameObject *obj = l1.GetObject(i);				if(obj->GetUserData() == 0)				{					obj->Hide(); 					obj->SetUserData(1);				} else				{					obj->Show(); 					obj->SetUserData(0);				} 			}		}	}};object VcmdGarageDoorsUp : CommandScript{	VcmdGarageDoorsUp()	{		SetCursor("garagedoorup");		SetIcon("garagedoorup");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 1, false);		else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 3, false);		else if(Caller->HasName(NAME_CONTROLPANEL4)) //= tech station 			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 11, false);		else			Mission::Playhint("Which garage doors should open then?");		return;	}};object VcmdGarageDoorsDown : CommandScript{	VcmdGarageDoorsDown()	{		SetCursor("garagedoordown");		SetIcon("garagedoordown");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 2, false);		else if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 4, false);		else if(Caller->HasName(NAME_CONTROLPANEL4)) //= tech station 			Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_GATES, Caller, 12, false);		else			Mission::Playhint("Which garage doors should close then?");		return;	}};object VcmdCallEMT : CommandScript{	VcmdCallEMT()	{		SetCursor("alarm");		SetIcon("callemt");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_EMT, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallEMTSCBA : CommandScript{	VcmdCallEMTSCBA()	{		SetCursor("alarm");		SetIcon("callemtscba");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_EMT_SCBA, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallEMTStretcher : CommandScript{	VcmdCallEMTStretcher()	{		SetCursor("alarm");		SetIcon("callemtstretcher");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			//p.SetAutoHealDistance(0.1f);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallPM : CommandScript{	VcmdCallPM()	{		SetCursor("alarm");		SetIcon("callpm");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_PM, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.SetEquipment(EQUIP_EMERGENCY_CASE);			//p.SetAutoHealDistance(1000.f);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallPMSCBA : CommandScript{	VcmdCallPMSCBA()	{		SetCursor("alarm");		SetIcon("callpmscba");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_PM_SCBA, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			//p.SetEquipment(EQUIP_EMERGENCY_CASE);			//p.SetAutoHealDistance(0.1f);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallPMStretcher : CommandScript{	VcmdCallPMStretcher()	{		SetCursor("alarm");		SetIcon("callpmstretcher");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();						Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			//p.SetAutoHealDistance(0.1f);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallDiver : CommandScript{	VcmdCallDiver()	{		SetCursor("alarm");		SetIcon("calldiver");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();						Person p = Game::CreatePerson(OBJ_DIVER, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallHazmat : CommandScript{	VcmdCallHazmat()	{		SetCursor("alarm");		SetIcon("callhazmat");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();						Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallUSARFF : CommandScript{	VcmdCallUSARFF()	{		SetCursor("alarm");		SetIcon("callusar");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			ActorList l2 = Game::GetActors(VO_MOVETO01);		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			ActorList l2 = Game::GetActors(VO_MOVETO02);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();						Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};//******************************************************************************************// Police Station//******************************************************************************************object VcmdCallDeputy : CommandScript{	VcmdCallDeputy()	{		SetCursor("alarm");		SetIcon("calldeputy");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL3)) //= policestation		{			ActorList l1 = Game::GetActors(VO_SPAWN_FRONT);			ActorList l2 = Game::GetActors(VO_MOVETO_FRONT);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_DEPUTY, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallCHP : CommandScript{	VcmdCallCHP()	{		SetCursor("alarm");		SetIcon("callchp");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL3)) //= policestation		{			ActorList l1 = Game::GetActors(VO_SPAWN_FRONT);			ActorList l2 = Game::GetActors(VO_MOVETO_FRONT);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_CHP, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};object VcmdCallOfficer : CommandScript{	VcmdCallOfficer()	{		SetCursor("alarm");		SetIcon("callofficer");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL3)) //= policestation		{			ActorList l1 = Game::GetActors(VO_SPAWN_FRONT);			ActorList l2 = Game::GetActors(VO_MOVETO_FRONT);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_OFFICER, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};//******************************************************************************************// Tech Station//******************************************************************************************object VcmdCallEngineer : CommandScript{	VcmdCallEngineer()	{		SetCursor("alarm");		SetIcon("callengineer");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL4)) //= tech station		{			ActorList l1 = Game::GetActors(VO_SPAWN_TT);			ActorList l2 = Game::GetActors(VO_MOVETO_TT);		}		if(l1.GetNumActors() > 0)			Vector Spawn = l1.GetActor(0)->GetPosition();		if(l2.GetNumActors() > 0)			Vector MoveTo = l2.GetActor(0)->GetPosition();				Person p = Game::CreatePerson(OBJ_ENGINEER, UNNAMED);		if (Game::FindFreePosition(&p, Spawn))		{			p.SetUpgradeLevel(3);			Game::FindFreePosition(&p, Spawn);			p.SetPosition(Spawn);			p.PushActionMove(ACTION_NEWLIST, MoveTo);		}	}};//******************************************************************************************object VcmdEmptyFireStation : CommandScript{	VcmdEmptyFireStation()	{		SetIcon("enterhouse");		SetCursor("enterhouse");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay())			return false;		return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if(Caller->HasName(NAME_CONTROLPANEL)) //= fire station 1		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			if(l1.GetNumActors() > 0)				Vector Spawn = l1.GetActor(0)->GetPosition();			GameObjectList l2;			Game::CollectObstaclesOnVirtualObject(VO_SQUAD01, l2, ACTOR_PERSON);			for(int i = 0; i < l2.GetNumObjects(); i++)			{				GameObject *obj = l2.GetObject(i);				if (obj->GetType() == ACTOR_PERSON)				{					Person p(obj);					p.PushActionMove(ACTION_NEWLIST, Spawn);					p.PushActionDeleteOwner(ACTION_APPEND);				}			}		}		if(Caller->HasName(NAME_CONTROLPANEL2)) //= fire station 2		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			if(l1.GetNumActors() > 0)				Vector Spawn = l1.GetActor(0)->GetPosition();			GameObjectList l2;			Game::CollectObstaclesOnVirtualObject(VO_SQUAD02, l2, ACTOR_PERSON);			for(int i = 0; i < l2.GetNumObjects(); i++)			{				GameObject *obj = l2.GetObject(i);				if (obj->GetType() == ACTOR_PERSON)				{					Person p(obj);					p.PushActionMove(ACTION_NEWLIST, Spawn);					p.PushActionDeleteOwner(ACTION_APPEND);				}			}		}	}};object DummyDisableAlarm : CommandScript{	DummyDisableAlarm()	{ 		SetGroupID(DummyGroup);	} 	bool CheckGroupVisibility(GameObject *Caller) 	{ 		return false; 	}  	bool CheckPossible(GameObject *Caller) 	{ 		return false; 	} 	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			v.RemoveCommand(DUMMY_ALARM);		if(Caller->HasName(NAME_CONTROLPANEL) || Caller->HasName(NAME_FIRESTATION)) //= fire Station 1			GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION);		else if(Caller->HasName(NAME_CONTROLPANEL2) || Caller->HasName(NAME_FIRESTATION2)) //= fire Station 2			GameObjectList l1 = Game::GetGameObjects(NAME_FIRESTATION2);		else if(Caller->HasName(NAME_CONTROLPANEL3) || Caller->HasName(NAME_POLICESTATION)) //= Police Station			GameObjectList l1 = Game::GetGameObjects(NAME_POLICESTATION);		else			Mission::PlayHint("No Station at all!");			System::Log("No Station at all!");			return;		for(int i=0; i < l1.GetNumObjects(); i++)		{			GameObject *obj = l1.GetObject(i);			obj->EnableSpecialLights(false);			int ref = obj->GetUserData();			obj->UnattachSound(ref);			Audio::StopSample(ref);		}	}};object DummyCallCrew : CommandScript{	DummyCallCrew()	{ 		SetGroupID(DummyGroup);	} 	bool CheckGroupVisibility(GameObject *Caller) 	{ 		return false; 	}  	bool CheckPossible(GameObject *Caller) 	{ 		return false; 	} 	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		Vehicle v(Caller);		if(v.IsCollidingWithVirtualObject(VO_SQUAD01))		{			ActorList l1 = Game::GetActors(VO_SPAWN01);			if(l1.GetNumActors() > 0)				Vector Spawn = l1.GetActor(0)->GetPosition();			GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION);			for(int i=0; i < l2.GetNumObjects(); i++)			{				GameObject *obj = l2.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(true);					obj->PushActionWait(ACTION_NEWLIST, 16.0f);					obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}		}		else if(v.IsCollidingWithVirtualObject(VO_SQUAD02))		{			ActorList l1 = Game::GetActors(VO_SPAWN03);			if(l1.GetNumActors() > 0)				Vector Spawn = l1.GetActor(0)->GetPosition();			GameObjectList l2 = Game::GetGameObjects(NAME_FIRESTATION2);			for(int i=0; i < l2.GetNumObjects(); i++)			{				GameObject *obj = l2.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(true);					obj->PushActionWait(ACTION_NEWLIST, 16.0f);					obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}		} 		else if(v.IsCollidingWithVirtualObject(VO_SQUAD01_PD))		{			ActorList l1 = Game::GetActors(VO_SPAWN_FRONT);			if(l1.GetNumActors() > 0)				Vector Spawn = l1.GetActor(0)->GetPosition();			GameObjectList l2 = Game::GetGameObjects(NAME_POLICESTATION);			for(int i=0; i < l2.GetNumObjects(); i++)			{				GameObject *obj = l2.GetObject(i);				if (!obj->IsSpecialLightEnabled())				{					obj->EnableSpecialLights(false);					obj->PushActionWait(ACTION_NEWLIST, 16.0f);					obj->PushActionExecuteCommand(ACTION_APPEND, DUMMY_ALARM, Caller, 1, false);					Vector AlarmSnd = obj->GetPosition();					int soundID = Audio::PlaySample3D(SND_ALARM, AlarmSnd, true);					obj->SetUserData(soundID);					obj->AttachSound(soundID);				}			}		}		else if(v.IsCollidingWithVirtualObject(VO_SQUAD02_PD))		{			ActorList l1 = Game::GetActors(VO_SPAWN_BACK);			if(l1.GetNumActors() > 0)			{				Vector Spawn = l1.GetActor(0)->GetPosition();			}		}		else if(v.IsCollidingWithVirtualObject(VO_SQUAD03_PD))		{			ActorList l1 = Game::GetActors(VO_SPAWN_DONUT);			if(l1.GetNumActors() > 0)			{				Vector Spawn = l1.GetActor(0)->GetPosition();			}		} 		else if(v.IsCollidingWithVirtualObject(VO_SQUAD01_TT))		{  			ActorList l1 = Game::GetActors(VO_SPAWN_TT);			if(l1.GetNumActors() > 0)			{				Vector Spawn = l1.GetActor(0)->GetPosition();			}		}		else		{			ActorList l1 = Game::GetActors(VO_SPAWN02);			if(l1.GetNumActors() > 0)			{				Vector Spawn = l1.GetActor(0)->GetPosition();			}		}		PersonList passengers = v.GetPassengers();		if (ChildID == 1)		{			Person p = Game::CreatePerson(OBJ_PM, UNNAMED);			p.SetEquipment(EQUIP_EMERGENCY_CASE);		}		else if (ChildID == 2)			Person p = Game::CreatePerson(OBJ_PM_STRETCHER, UNNAMED);		else if (ChildID == 3)			Person p = Game::CreatePerson(OBJ_EMT, UNNAMED);		else if (ChildID == 4)			Person p = Game::CreatePerson(OBJ_CHIEF, UNNAMED);		else if (ChildID == 5)			Person p = Game::CreatePerson(OBJ_HAZMAT, UNNAMED);		else if (ChildID == 6)			Person p = Game::CreatePerson(OBJ_USARFF, UNNAMED);		else if (ChildID == 7)			Person p = Game::CreatePerson(OBJ_EMT_STRETCHER, UNNAMED);		else if (ChildID == 11)			Person p = Game::CreatePerson(OBJ_DEPUTY, UNNAMED);		else if (ChildID == 12)			Person p = Game::CreatePerson(OBJ_CHP, UNNAMED);		else if (ChildID == 13)			Person p = Game::CreatePerson(OBJ_OFFICER, UNNAMED);		else if (ChildID == 21)			Person p = Game::CreatePerson(OBJ_ENGINEER, UNNAMED);		else			return;		p.SetUpgradeLevel(3);		Game::FindFreePosition(&p, Spawn, 250);		p.SetPosition(Spawn);		p.PushActionMove(ACTION_NEWLIST, &v, TARGET_ANY);		p.PushActionTurnTo(ACTION_APPEND, &v);		p.PushActionEnterCar(ACTION_APPEND, &v);	}};object DummyGates : CommandScript{	DummyGates()	{ 		SetGroupID(DummyGroup);	} 	bool CheckGroupVisibility(GameObject *Caller) 	{ 		return false; 	}  	bool CheckPossible(GameObject *Caller) 	{ 		return false; 	} 	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		GameObjectList gate01a = Game::GetGameObjects(NAME_GATE01A);		GameObjectList gate02a = Game::GetGameObjects(NAME_GATE02A);		GameObjectList gate03a = Game::GetGameObjects(NAME_GATE03A);		GameObjectList gate04a = Game::GetGameObjects(NAME_GATE04A);		GameObjectList gate05a = Game::GetGameObjects(NAME_GATE05A);		GameObjectList gate06a = Game::GetGameObjects(NAME_GATE06A);		GameObjectList gate07a = Game::GetGameObjects(NAME_GATE07A);		GameObjectList gate08a = Game::GetGameObjects(NAME_GATE08A);		GameObjectList gate01b = Game::GetGameObjects(NAME_GATE01B);		GameObjectList gate02b = Game::GetGameObjects(NAME_GATE02B);		GameObjectList gate03b = Game::GetGameObjects(NAME_GATE03B);		GameObjectList gate04b = Game::GetGameObjects(NAME_GATE04B);		GameObjectList gate05b = Game::GetGameObjects(NAME_GATE05B); 		GameObjectList gate06b = Game::GetGameObjects(NAME_GATE06B);		GameObjectList gate07b = Game::GetGameObjects(NAME_GATE07B);		GameObjectList gate08b = Game::GetGameObjects(NAME_GATE08B); 		GameObjectList gate01t = Game::GetGameObjects(NAME_GATE01T); 		GameObjectList gate02t = Game::GetGameObjects(NAME_GATE02T); 		GameObjectList gate03t = Game::GetGameObjects(NAME_GATE03T); 		ActorList vogate01a = Game::GetActors(VO_GATE01A); 		ActorList vogate02a = Game::GetActors(VO_GATE02A);		ActorList vogate03a = Game::GetActors(VO_GATE03A); 		ActorList vogate04a = Game::GetActors(VO_GATE04A);		ActorList vogate05a = Game::GetActors(VO_GATE05A); 		ActorList vogate06a = Game::GetActors(VO_GATE06A); 		ActorList vogate07a = Game::GetActors(VO_GATE07A);		ActorList vogate08a = Game::GetActors(VO_GATE08A);  		ActorList vogate01b = Game::GetActors(VO_GATE01B);		ActorList vogate02b = Game::GetActors(VO_GATE02B);		ActorList vogate03b = Game::GetActors(VO_GATE03B);		ActorList vogate04b = Game::GetActors(VO_GATE04B);		ActorList vogate05b = Game::GetActors(VO_GATE05B);		ActorList vogate06b = Game::GetActors(VO_GATE06B);		ActorList vogate07b = Game::GetActors(VO_GATE07B);		ActorList vogate08b = Game::GetActors(VO_GATE08B);		ActorList vogate01t = Game::GetActors(VO_GATE01T);		ActorList vogate02t = Game::GetActors(VO_GATE02T);		ActorList vogate03t = Game::GetActors(VO_GATE03T);		if(ChildID == 1) //= Open front gates fire station 1		{			for(int i=0; i < gate01a.GetNumObjects(); i++)			{				GameObject *gate = gate01a.GetObject(i);				Actor *vogate = vogate01a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate02a.GetNumObjects(); i++)			{				GameObject *gate = gate02a.GetObject(i);				Actor *vogate = vogate02a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate03a.GetNumObjects(); i++)			{				GameObject *gate = gate03a.GetObject(i);				Actor *vogate = vogate03a.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate04a.GetNumObjects(); i++)			{				GameObject *gate = gate04a.GetObject(i);				Actor *vogate = vogate04a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate05a.GetNumObjects(); i++)			{				GameObject *gate = gate05a.GetObject(i);				Actor *vogate = vogate05a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}		}		if(ChildID == 2) //= Close all opened gates fire station 1		{			for(int i=0; i < gate01a.GetNumObjects(); i++)			{				GameObject *gate = gate01a.GetObject(i);				Actor *vogate = vogate01a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate02a.GetNumObjects(); i++)			{				GameObject *gate = gate02a.GetObject(i);				Actor *vogate = vogate02a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate03a.GetNumObjects(); i++)			{				GameObject *gate = gate03a.GetObject(i);				Actor *vogate = vogate03a.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate04a.GetNumObjects(); i++)			{				GameObject *gate = gate04a.GetObject(i);				Actor *vogate = vogate04a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate05a.GetNumObjects(); i++)			{				GameObject *gate = gate05a.GetObject(i);				Actor *vogate = vogate05a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate01b.GetNumObjects(); i++)			{				GameObject *gate = gate01b.GetObject(i);				Actor *vogate = vogate01b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate02b.GetNumObjects(); i++)			{				GameObject *gate = gate02b.GetObject(i);				Actor *vogate = vogate02b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate03b.GetNumObjects(); i++)			{				GameObject *gate = gate03b.GetObject(i);				Actor *vogate = vogate03b.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate04b.GetNumObjects(); i++)			{				GameObject *gate = gate04b.GetObject(i);				Actor *vogate = vogate04b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate05b.GetNumObjects(); i++)			{				GameObject *gate = gate05b.GetObject(i);				Actor *vogate = vogate05b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}		}		if(ChildID == 3) //= Open front gates fire station 2		{			for(int i=0; i < gate06a.GetNumObjects(); i++)			{				GameObject *gate = gate06a.GetObject(i);				Actor *vogate = vogate06a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate07a.GetNumObjects(); i++)			{				GameObject *gate = gate07a.GetObject(i);				Actor *vogate = vogate07a.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate08a.GetNumObjects(); i++)			{				GameObject *gate = gate08a.GetObject(i);				Actor *vogate = vogate08a.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}		}		if(ChildID == 4) //= Close all opened gates fire station 2		{			for(int i=0; i < gate06a.GetNumObjects(); i++)			{				GameObject *gate = gate06a.GetObject(i);				Actor *vogate = vogate06a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate07a.GetNumObjects(); i++)			{				GameObject *gate = gate07a.GetObject(i);				Actor *vogate = vogate07a.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate08a.GetNumObjects(); i++)			{				GameObject *gate = gate08a.GetObject(i);				Actor *vogate = vogate08a.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate06b.GetNumObjects(); i++)			{				GameObject *gate = gate06b.GetObject(i);				Actor *vogate = vogate06b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate07b.GetNumObjects(); i++)			{				GameObject *gate = gate07b.GetObject(i);				Actor *vogate = vogate07b.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate08b.GetNumObjects(); i++)			{				GameObject *gate = gate08b.GetObject(i);				Actor *vogate = vogate08b.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}		}		if(ChildID == 5) //= Battalion chief 'calls vehicle cmds' for opening/closing front gates fire station 1		{			Vehicle v(Caller);			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate01a.GetNumObjects(); i++)				{					GameObject *gate = gate01a.GetObject(i);					Actor *vogate = vogate01a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0)			{				for(int i=0; i < gate02a.GetNumObjects(); i++)				{					GameObject *gate = gate02a.GetObject(i);					Actor *vogate = vogate02a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_LADDER) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0)			{				for(int i=0; i < gate03a.GetNumObjects(); i++)				{					GameObject *gate = gate03a.GetObject(i);					Actor *vogate = vogate03a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)			{				for(int i=0; i < gate04a.GetNumObjects(); i++)				{					GameObject *gate = gate04a.GetObject(i);					Actor *vogate = vogate04a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}				}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate05a.GetNumObjects(); i++)				{					GameObject *gate = gate05a.GetObject(i);					Actor *vogate = vogate05a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}		if(ChildID == 6) //= Battalion chief 'calls vehicle cmds' for opening/closing front gates fire station 2		{			Vehicle v(Caller);			if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0)			{				for(int i=0; i < gate06a.GetNumObjects(); i++)				{					GameObject *gate = gate06a.GetObject(i);					Actor *vogate = vogate06a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate07a.GetNumObjects(); i++)				{					GameObject *gate = gate07a.GetObject(i);					Actor *vogate = vogate07a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}				}			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate08a.GetNumObjects(); i++)				{					GameObject *gate = gate08a.GetObject(i);					Actor *vogate = vogate08a.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					} else					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}		if(ChildID == 7) //To fire station cmd to open rear gates fire station 1		{			Vehicle v(Caller);			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate01b.GetNumObjects(); i++)				{					GameObject *gate = gate01b.GetObject(i);					Actor *vogate = vogate01b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0)			{				for(int i=0; i < gate02b.GetNumObjects(); i++)				{					GameObject *gate = gate02b.GetObject(i);					Actor *vogate = vogate02b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_LADDER) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0)			{				for(int i=0; i < gate03b.GetNumObjects(); i++)				{					GameObject *gate = gate03b.GetObject(i);					Actor *vogate = vogate03b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)			{				for(int i=0; i < gate04b.GetNumObjects(); i++)				{					GameObject *gate = gate04b.GetObject(i);					Actor *vogate = vogate04b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}				}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate05b.GetNumObjects(); i++)				{					GameObject *gate = gate05b.GetObject(i);					Actor *vogate = vogate05b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}		if(ChildID == 8) //To fire station cmd to open rear gates fire station 2		{			Vehicle v(Caller);			if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0)			{				for(int i=0; i < gate06b.GetNumObjects(); i++)				{					GameObject *gate = gate06b.GetObject(i);					Actor *vogate = vogate06b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate07b.GetNumObjects(); i++)				{					GameObject *gate = gate07b.GetObject(i);					Actor *vogate = vogate07b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}				}			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate08b.GetNumObjects(); i++)				{					GameObject *gate = gate08b.GetObject(i);					Actor *vogate = vogate08b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 0)					{						gate->SetUserData(1);						gate->SetAnimation(ANI_OPEN);						vogate->SetVirtualObjectTerrain(VOSET_ROAD);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}		if(ChildID == 9) //To fire station cmd to close rear gates fire station 1		{			Vehicle v(Caller);			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate01b.GetNumObjects(); i++)				{					GameObject *gate = gate01b.GetObject(i);					Actor *vogate = vogate01b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_USAR) == 0)			{				for(int i=0; i < gate02b.GetNumObjects(); i++)				{					GameObject *gate = gate02b.GetObject(i);					Actor *vogate = vogate02b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_LADDER) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_TILLER) == 0)			{				for(int i=0; i < gate03b.GetNumObjects(); i++)				{					GameObject *gate = gate03b.GetObject(i);					Actor *vogate = vogate03b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0)			{				for(int i=0; i < gate04b.GetNumObjects(); i++)				{					GameObject *gate = gate04b.GetObject(i);					Actor *vogate = vogate04b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate05b.GetNumObjects(); i++)				{					GameObject *gate = gate05b.GetObject(i);					Actor *vogate = vogate05b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}		if(ChildID == 10) //To fire station cmd to close rear gates fire station 2		{			Vehicle v(Caller);			if(StrCompare(v.GetPrototypeFileName(), OBJ_HAZMATSQUAD) == 0)			{				for(int i=0; i < gate06b.GetNumObjects(); i++)				{					GameObject *gate = gate06b.GetObject(i);					Actor *vogate = vogate06b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if(StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE01) == 0 || StrCompare(v.GetPrototypeFileName(), OBJ_ENGINE02) == 0)			{				for(int i=0; i < gate07b.GetNumObjects(); i++)				{					GameObject *gate = gate07b.GetObject(i);					Actor *vogate = vogate07b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}			if (v.GetVehicleType() == VT_AMBULANCE_RTW) 			{				for(int i=0; i < gate08b.GetNumObjects(); i++)				{					GameObject *gate = gate08b.GetObject(i);					Actor *vogate = vogate08b.GetActor(i);					Vector GateSnd = gate->GetPosition();					if (gate->GetUserData() == 1)					{						gate->SetUserData(0);						gate->SetAnimation(ANI_CLOSE);						vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);						Audio::PlaySample3D(SND_GATE, GateSnd);					}				}			}		}//******************************************************************************************// Tech Station//******************************************************************************************		if(ChildID == 11) //= Open gates tech station		{			for(int i=0; i < gate01t.GetNumObjects(); i++)			{				GameObject *gate = gate01t.GetObject(i);				Actor *vogate = vogate01t.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}			for(int i=0; i < gate02t.GetNumObjects(); i++)			{				GameObject *gate = gate02t.GetObject(i);				Actor *vogate = vogate02t.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate03t.GetNumObjects(); i++)			{				GameObject *gate = gate03t.GetObject(i);				Actor *vogate = vogate03t.GetActor(i);				if (gate->GetUserData() == 0)				{ 					gate->SetUserData(1);					gate->SetAnimation(ANI_OPEN);					vogate->SetVirtualObjectTerrain(VOSET_ROAD);				}			}		}		if(ChildID == 12) //= Close all opened gates tech station		{			for(int i=0; i < gate01t.GetNumObjects(); i++)			{				GameObject *gate = gate01t.GetObject(i);				Actor *vogate = vogate01t.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}			for(int i=0; i < gate02t.GetNumObjects(); i++)			{				GameObject *gate = gate02t.GetObject(i);				Actor *vogate = vogate02t.GetActor(i);				Vector GateSnd = gate->GetPosition();				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);					Audio::PlaySample3D(SND_GATE, GateSnd);				}			}			for(int i=0; i < gate03t.GetNumObjects(); i++)			{				GameObject *gate = gate03t.GetObject(i);				Actor *vogate = vogate03t.GetActor(i);				if (gate->GetUserData() == 1)				{ 					gate->SetUserData(0);					gate->SetAnimation(ANI_CLOSE);					vogate->SetVirtualObjectTerrain(VOSET_BARRICADE);				}			}		}//******************************************************************************************	}};object VcmdAutoStaffOn : CommandScript{	VcmdAutoStaffOn()	{		SetIcon("autostaffon");		SetCursor("autostaffon");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid() || !Game::IsFreeplay())			return false;					return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		Caller->RemoveCommand("VcmdAutoStaffOn");		Caller->AssignCommand("VcmdAutoStaffOff");	}};object VcmdAutoStaffOff : CommandScript{	VcmdAutoStaffOff()	{		SetIcon("autostaffoff");		SetCursor("autostaffoff");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid() || !Game::IsFreeplay())			return false;					return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid() || (Caller->GetID() != Target->GetID()))			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		Caller->RemoveCommand("VcmdAutoStaffOff");		Caller->AssignCommand("VcmdAutoStaffOn");	}};object VcmdRepairVehicles : CommandScript{	VcmdRepairVehicles()	{		SetCursor("repair");		SetIcon("repair");	}	bool CheckPossible(GameObject *Caller)	{		if (!Caller->IsValid())			return false;		if (!Game::IsFreeplay() && !Game::IsMultiplayer())			return false;					int Money = Mission::GetMoneyLeft();		if (Money < PRICE_REPAIR)			return false;								Vehicle v(Caller);		if (v.HasCommand(DUMMY_ALARM))			return false;			return true;	}	bool CheckTarget(GameObject *Caller, Actor *Target, int childID)	{		if (!Caller->IsValid() || !Target->IsValid())			return false;		return true;	}	void PushActions(GameObject *Caller, Actor *Target, int ChildID)	{		if (ChildID == 0)		{			Vehicle cp(Caller);			GameObjectList l1;			ActorList l2, l3;			if(Caller->HasName(NAME_CONTROLPANEL))			{				Game::CollectObstaclesOnVirtualObject(VO_SQUAD01, l1, ACTOR_VEHICLE);				l2 = Game::GetActors(VO_SPAWN01);				l3 = Game::GetActors(VO_MOVETO01);			}			else if(Caller->HasName(NAME_CONTROLPANEL2))			{				Game::CollectObstaclesOnVirtualObject(VO_SQUAD02, l1, ACTOR_VEHICLE);				l2 = Game::GetActors(VO_SPAWN02);				l3 = Game::GetActors(VO_MOVETO02);			}						Vector Spawn = l2.GetActor(0)->GetPosition();			Vector MoveTo = l3.GetActor(0)->GetPosition();			bool repair = false;			for(int i=0; i < l1.GetNumObjects(); i++)			{				if (!repair)				{					Vehicle obj = l1.GetObject(i);					if (!obj.HasCommand(DUMMY_VCALLED) && obj.GetEnergy() < obj.GetMaxEnergy())						repair = true;				}			}			if (repair)			{				int Money = Mission::GetMoneyLeft();				if (Money >= PRICE_REPAIR)				{					int NewMoney = Money - PRICE_REPAIR;					Mission::SetMoney(NewMoney);							}							Person p = Game::CreatePerson(OBJ_ENGINEER, UNNAMED);				if (Game::FindFreePosition(&p, Spawn))				{					p.SetUpgradeLevel(3);					p.SetEquipment(EQUIP_THW_CASE);					Game::FindFreePosition(&p, Spawn);					p.SetPosition(Spawn);					p.PushActionMove(ACTION_NEWLIST, MoveTo);					p.PushActionExecuteCommand(ACTION_APPEND, "VcmdRepairVehicles", &cp, 1, false);				}			} else				Mission::PlayHint(HINT_NO_REPAIR);		}		if (ChildID == 1)		{			Person p(Caller);			Vehicle cp(Target);			GameObjectList l1;			ActorList l2;			bool repair = false;						if(cp.HasName(NAME_CONTROLPANEL))			{				Game::CollectObstaclesOnVirtualObject(VO_SQUAD01, l1, ACTOR_VEHICLE);				l2 = Game::GetActors(VO_SPAWN01);			}				if(cp.HasName(NAME_CONTROLPANEL2))			{				Game::CollectObstaclesOnVirtualObject(VO_SQUAD02, l1, ACTOR_VEHICLE);				l2 = Game::GetActors(VO_SPAWN02);			}						Vector Delete = l2.GetActor(0)->GetPosition();						for(int i=0; i < l1.GetNumObjects(); i++)			{				if (!repair)				{					Vehicle obj = l1.GetObject(i);					if (!obj.HasCommand(DUMMY_VCALLED) && obj.GetEnergy() < obj.GetMaxEnergy())						repair = true;				}			}			if (repair)			{				p.PushActionMove(ACTION_NEWLIST, &obj, TARGET_ANY);				p.PushActionTurnTo(ACTION_APPEND, &obj);				p.PushActionRepair(ACTION_APPEND, &obj);				p.PushActionExecuteCommand(ACTION_APPEND, "VcmdRepairVehicles", &cp, 1, false);			} else			{				Mission::PlayHint(HINT_REPAIRED);				p.PushActionMove(ACTION_NEWLIST, Delete);				p.PushActionDeleteOwner(ACTION_APPEND);			}					}	}}; 
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