diff --git a/Callouts/PropertyCheck.cs b/Callouts/PropertyCheck.cs index 85d6d99..cde58da 100644 --- a/Callouts/PropertyCheck.cs +++ b/Callouts/PropertyCheck.cs @@ -290,19 +290,8 @@ private void Callout() if (MainScenario == 6) //cooperative fr { Suspect.Tasks.ClearImmediately(); - while (Suspect.Exists() && !Functions.IsPedArrested(Suspect) && Suspect.IsAlive) - { - GameFiber.Yield(); - } - if (Suspect.Exists()) - { - if (Functions.IsPedArrested(Suspect) || Suspect.IsAlive) { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect is Under ~g~Arrest."); } - else { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect Was ~r~Killed~w~."); } - } - else { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect Was ~r~Killed~w~."); } - GameFiber.Wait(2000); - Functions.PlayScannerAudio("REPORT_RESPONSE_COPY_02"); - GameFiber.Wait(6000); + CallHandler.SuspectWait(Suspect); + GameFiber.Wait(3000); Game.DisplayHelp("When You are Done ~y~Investigating, ~w~Press End to ~b~Finish the Callout."); while (!Game.IsKeyDown(Config.CalloutEndKey)) { GameFiber.Wait(0); } } @@ -330,28 +319,8 @@ private void Callout() else { Suspect.Tasks.FightAgainst(Game.LocalPlayer.Character, -1); - try - { - Functions.RequestBackup(Suspect.Position, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.LocalUnit); - Game.LogTrivial("YOBBINCALLOUTS: Backup Dispatched"); - } - catch (Exception e) - { - Game.LogTrivial("YOBBINCALLOUTS: Error spawning Code 3 Backup. Most Likely User Error. ERROR - " + e); - } - while (Suspect.Exists() && !Functions.IsPedArrested(Suspect) && Suspect.IsAlive) - { - GameFiber.Yield(); - } - if (Suspect.Exists()) - { - if (Functions.IsPedArrested(Suspect) || Suspect.IsAlive) { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect is Under ~g~Arrest~w~ Attempting to ~r~Assault an Officer."); } - else { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect Was ~r~Killed~w~ for ~r~Assaulting an Officer."); } - } - else { GameFiber.Wait(1000); Game.DisplayNotification("Dispatch, a Suspect Was ~r~Killed~w~ Attempting to ~r~Assault an Officer."); } - GameFiber.Wait(2000); - Functions.PlayScannerAudio("REPORT_RESPONSE_COPY_02"); - GameFiber.Wait(4000); + CallHandler.SuspectWait(Suspect); + GameFiber.Wait(3000); Game.DisplayHelp("When You are Done ~y~Investigating, ~w~Press End to ~b~Finish the Callout."); while (!Game.IsKeyDown(Config.CalloutEndKey)) { GameFiber.Wait(0); } Game.DisplayNotification("Dispatch, we are Code 4. We Have ~b~Secured~w~ the Property."); diff --git a/Callouts/StolenCellPhone.cs b/Callouts/StolenCellPhone.cs index ea5c73a..e75f73f 100644 --- a/Callouts/StolenCellPhone.cs +++ b/Callouts/StolenCellPhone.cs @@ -44,8 +44,8 @@ public class StolenCellPhone : Callout //All the dialogue for the callout. Haven't found a better way to store it yet, so this will have to do. private readonly List OpeningDialogue1 = new List() { - "~b~Caller:~w~ How are you doing, officer?", - "~g~You:~w~ Bot too bad, thanks. What's the issue here?", + "~b~Caller:~w~ How are you doing, Officer?", + "~g~You:~w~ Not too bad, thanks. What's the issue here?", "~b~Caller:~w~ Somebody stole my cell phone a few hours ago. I didn't see who took it, unfortunately.", "~b~Caller:~w~ However, they just turned it on, and it can be tracked using the phone's tracking app.", "~b~Caller:~w~ Would you be able to locate who took my phone? I really need it.",