Example #1
0
        public bool AbortCallout()
        {
            Game.LogTrivial("[FireyCallouts][Log] Abort 'Structural Fire' callout. Locations too far away (> 800).");

            // Clean up if not accepted
            if (suspect.Exists())
            {
                suspect.Delete();
            }
            if (locationBlip.Exists())
            {
                locationBlip.Delete();
            }

            foreach (uint f in fireList)
            {
                NativeFunction.Natives.RemoveScriptFire(f);
                //NativeFunction.CallByName<uint>("REMOVE_SCRIPT_FIRE", f);
            }

            // Remove emergency services
            foreach (Vehicle ev in emergencyVehicles)
            {
                if (ev.Exists())
                {
                    ev.Delete();
                }
            }

            Game.LogTrivial("[FireyCallouts][Log] Cleaned up 'Structural Fire' callout.");
            return(false);
        }
        // If we don't accept the callout this will be called and we will clear anything that we have spawned to prevent it staying in the game.
        public override void OnCalloutNotAccepted()
        {
            base.OnCalloutNotAccepted();

            if (Aggressor.Exists())
            {
                Aggressor.Delete();
            }
            if (Aggressor2.Exists())
            {
                Aggressor2.Delete();
            }
            if (Victim.Exists())
            {
                Victim.Delete();
            }
            if (PedoVan.Exists())
            {
                PedoVan.Delete();
            }
            if (ABlip.Exists())
            {
                ABlip.Delete();
            }
            if (ABlip2.Exists())
            {
                ABlip2.Delete();
            }
            if (B1.Exists())
            {
                B1.Delete();
            }
        }
Example #3
0
        public bool AbortCallout()
        {
            Game.LogTrivial("[FireyCallouts][Log] Abort 'Campfire' callout. Locations too far away (> 800).");

            // Clean up if not accepted
            if (suspect.Exists())
            {
                suspect.Delete();
            }
            if (suspectVehicle.Exists())
            {
                suspectVehicle.Delete();
            }
            if (suspectBlip.Exists())
            {
                suspectBlip.Delete();
            }

            // Remove emergency services
            foreach (Vehicle ev in emergencyVehicles)
            {
                if (ev.Exists())
                {
                    ev.Delete();
                }
            }

            Game.LogTrivial("[FireyCallouts][Log] Cleaned up 'Campfire' callout.");
            return(false);
        }
Example #4
0
        static internal void OnItemSelectHandler(UIMenu sender, UIMenuItem item, int index)
        {
            switch (item.Text)
            {
            case "~g~Add Dealer Location":
                if (Ped == null)
                {
                    UIHelper.ShowNotification("Set a ped model and rotation");
                }
                else
                {
                    DevelopmentFunctions.SetDealerLocation(Ped.Position, Rotation, CurrentPedHash);
                }
                break;

            case "~r~Clear Ped":
                if (Ped != null)
                {
                    Ped.Delete();
                }
                break;

            case "~r~Remove Dealer Location":
                if (DatabaseHandler.dealerInRangeIndex == null)
                {
                    UIHelper.ShowNotification("No dealer in range");
                }
                else
                {
                    DatabaseHandler.removeDealer = DatabaseHandler.dealerInRangeIndex;
                }
                break;
            }
        }
Example #5
0
 public override void End()
 {
     CalloutRunning = false;
     NativeFunction.Natives.RESET_AI_MELEE_WEAPON_DAMAGE_MODIFIER();
     if (PlayerPed.Exists())
     {
         if (PlayerPed.IsDead)
         {
             GameFiber.Wait(1500);
             Functions.PlayScannerAudio("OFFICER HAS_BEEN_FATALLY_SHOT NOISE_SHORT OFFICER_NEEDS_IMMEDIATE_ASSISTANCE");
             GameFiber.Wait(3000);
         }
     }
     if (CalloutFinished)
     {
         if (Passenger.Exists())
         {
             Passenger.Dismiss();
         }
     }
     else
     {
         if (Passenger.Exists())
         {
             Passenger.Delete();
         }
     }
     base.End();
 }
        public static void Process()
        {
            foreach (var pedH in peds)
            {
                Ped ped = World.CreatePed(pedH, Game.Player.Character.Position + Game.Player.Character.ForwardVector * 2.0f);

                if (ped != null)
                {
                    Script.Wait(100);
                    Style style = ped.Style;

                    var pedData = Main.Storage.AddPed(pedH, new PedData
                    {
                        hash = pedH
                    });

                    var components = style.GetAllComponents();
                    for (int i = 0; i < components.Length; i++)
                    {
                        var slotdata = new ClothSlotData();
                        pedData.slots.Add(i, slotdata);
                        PedStyleSlotProcessor.Process(ped, i, components[i], slotdata);
                    }

                    ped.Delete();
                }
            }
        }
Example #7
0
 public override void OnCalloutNotAccepted()
 {
     if (_AG1)
     {
         _AG1.Delete();
     }
     if (_AG2)
     {
         _AG2.Delete();
     }
     if (_V1)
     {
         _V1.Delete();
     }
     if (_V2)
     {
         _V2.Delete();
     }
     if (_V3)
     {
         _V3.Delete();
     }
     if (_V4)
     {
         _V4.Delete();
     }
     base.OnCalloutNotAccepted();
 }
Example #8
0
 public override void OnCalloutNotAccepted()
 {
     if (_AG1.Exists())
     {
         _AG1.Delete();
     }
     if (_AG2.Exists())
     {
         _AG2.Delete();
     }
     if (_V1.Exists())
     {
         _V1.Delete();
     }
     if (_V2.Exists())
     {
         _V2.Delete();
     }
     if (_V3.Exists())
     {
         _V3.Delete();
     }
     if (_V4.Exists())
     {
         _V4.Delete();
     }
     base.OnCalloutNotAccepted();
 }
Example #9
0
 public static void DeletePed(Ped currPed)
 {
     if (currPed.Exists())
     {
         currPed.Delete();
     }
 }
Example #10
0
        /// <summary>
        /// Test environment.
        /// </summary>
        public static void Main()
        {
            PedModels.BuildLookupDictionary();
            while (true)
            {
                foreach (KeyValuePair <string, PedModelMeta> modelMeta in PedModels.PedModelMetaLookup)
                {
                    Ped demoPed = new Ped(modelMeta.Key, Game.LocalPlayer.Character.GetOffsetPositionFront(1.5f), 0f);
                    demoPed.Face(Game.LocalPlayer.Character);

                    Game.DisplayNotification($"{demoPed.Model.Name}: {PedModels.GetTextDescription(demoPed, PedDescriptionPropertyType.Build | PedDescriptionPropertyType.Clothing | PedDescriptionPropertyType.Extras | PedDescriptionPropertyType.Hair | PedDescriptionPropertyType.RaceSex)}");


                    GameFiber.Sleep(8000);


                    if (demoPed)
                    {
                        demoPed.Delete();
                    }
                }

                GameFiber.Yield();
            }
        }
Example #11
0
        public void Remove()
        {
            while (Objects.Count > 0)
            {
                Prop p = Objects[Objects.Count - 1];
                p.Delete();
                Objects.RemoveAt(Objects.Count - 1);
            }

            while (Vehicles.Count > 0)
            {
                Vehicle v = Vehicles[Vehicles.Count - 1];
                v.Delete();
                Vehicles.RemoveAt(Vehicles.Count - 1);
            }

            while (Peds.Count > 0)
            {
                Ped p = Peds[Peds.Count - 1];
                p.Delete();
                Peds.RemoveAt(Peds.Count - 1);
            }

            if (Blip.Exists(CurrentBlip))
            {
                CurrentBlip.Remove();
            }
        }
 protected override void Dispose(bool A_0)
 {
     if (A_0)
     {
         if (boss != null)
         {
             boss.Delete();
         }
         if (maleStaff != null)
         {
             maleStaff.Delete();
         }
         if (femaleStaff != null)
         {
             femaleStaff.Delete();
         }
         if (pa != null)
         {
             pa.Delete();
         }
         if (paChair != null)
         {
             paChair.Delete();
         }
     }
 }
Example #13
0
        /// <summary>
        /// Clean up remnants of the heli.
        /// </summary>
        /// <param name="force">If <c>true</c>, all occupants (pilot & crew) will be deleted as well</param>
        public virtual void destructor(bool force = false)
        {
            _isActive = false;

            try
            {
                // delete the blip
                heli.AttachedBlip.Delete();

                // if destroying by force
                if (force)
                {
                    pilot.Delete();
                    foreach (Ped passenger in passengers)
                    {
                        passenger.Delete();
                    }
                    heli.Delete();
                }

                // if destroying gracefully, command the pilot to fly away. Mark the Heli and crew as no longer needed.
                else
                {
                    pilot.Task.FleeFrom(_leader);
                    pilot.MarkAsNoLongerNeeded();
                    foreach (Ped passenger in passengers)
                    {
                        passenger.MarkAsNoLongerNeeded();
                    }
                    heli.MarkAsNoLongerNeeded();
                }
            }
            catch { }
        }
Example #14
0
        /// <summary>
        /// Spawn an allied <c>Ped</c> into a seat of the Heli, and give the specified weapons
        /// </summary>
        /// <param name="seat">Seat to spawn Ped into</param>
        /// <param name="weaponArray">Array of <c>WeaponHash</c> to give the gunner</param>
        /// <param name="pedModel"><c>Model</c> of Ped to spawn</param>
        /// <returns><c>Ped</c> just spawned</returns>
        protected Ped spawnCrewGunner(VehicleSeat seat, WeaponHash[] weaponArray, Model pedModel)
        {
            // if seat is occupied, delete the NPC in the seat
            Ped seatOccupant = heli.GetPedOnSeat(seat);

            if (seatOccupant != null)
            {
                seatOccupant.Delete();
            }

            // spawn the crew into the specified seat
            Ped gunner = heli.CreatePedOnSeat(seat, pedModel);

            // ally the crew to the player
            gunner.RelationshipGroup = _rg;

            // give crew weapons in weaponArray, plus a standard issue sidearm
            giveWeapons(gunner, weaponArray);

            // task crew with fighting any enemies
            gunner.FiringPattern = fp;
            gunner.Task.FightAgainstHatedTargets(9999f);
            gunner.AlwaysKeepTask = true;
            gunner.CanRagdoll     = false;
            gunner.CanWrithe      = false;

            return(gunner);
        }
Example #15
0
        public override void End()
        {
            CalloutRunning = false;

            if (Game.LocalPlayer.Character.Exists())
            {
                if (Game.LocalPlayer.Character.IsDead)
                {
                    GameFiber.Wait(1500);
                    Functions.PlayScannerAudio("OFFICER HAS_BEEN_FATALLY_SHOT NOISE_SHORT OFFICER_NEEDS_IMMEDIATE_ASSISTANCE");
                    GameFiber.Wait(3000);
                }
            }
            else
            {
                GameFiber.Wait(1500);
                Functions.PlayScannerAudio("OFFICER HAS_BEEN_FATALLY_SHOT NOISE_SHORT OFFICER_NEEDS_IMMEDIATE_ASSISTANCE");
                GameFiber.Wait(3000);
            }
            if (CalloutFinished)
            {
                if (Passenger.Exists())
                {
                    Passenger.Dismiss();
                }
            }
            else
            {
                if (Passenger.Exists())
                {
                    Passenger.Delete();
                }
            }
            base.End();
        }
Example #16
0
 public override void OnCalloutNotAccepted()
 {
     if (_A1)
     {
         _A1.Delete();
     }
     if (_A2)
     {
         _A2.Delete();
     }
     if (_A3)
     {
         _A3.Delete();
     }
     if (_Cop1)
     {
         _Cop1.Delete();
     }
     if (_Cop2)
     {
         _Cop2.Delete();
     }
     if (_CopCar1)
     {
         _CopCar1.Delete();
     }
     if (_CopCar2)
     {
         _CopCar2.Delete();
     }
     base.OnCalloutNotAccepted();
 }
        public static Ped ClonePed(this Ped oldPed)
        {
            Vector3 oldPedPosition = oldPed.Position;
            float   oldPedHeading  = oldPed.Heading;
            bool    spawnInVehicle = false;
            Vehicle car            = null;
            int     seatindex      = 0;
            int     oldarmor       = oldPed.Armor;
            int     oldhealth      = oldPed.Health;

            if (oldPed.IsInAnyVehicle(false))
            {
                car            = oldPed.CurrentVehicle;
                seatindex      = oldPed.SeatIndex;
                spawnInVehicle = true;
            }
            Ped newPed = NativeFunction.Natives.ClonePed <Ped>(oldPed, oldPed.Heading, false, true);

            if (oldPed.Exists() && oldPed.IsValid())
            {
                oldPed.Delete();
            }
            newPed.Position = oldPedPosition;
            newPed.Heading  = oldPedHeading;

            if (spawnInVehicle)
            {
                newPed.WarpIntoVehicle(car, seatindex);
            }
            newPed.Health = oldhealth;
            newPed.Armor  = oldarmor;
            newPed.BlockPermanentEvents = true;
            newPed.IsPersistent         = true;
            return(newPed);
        }
Example #18
0
 public override void OnCalloutNotAccepted()
 {
     base.OnCalloutNotAccepted();
     if (driver.Exists())
     {
         driver.Delete();
     }
     if (passenger.Exists())
     {
         passenger.Delete();
     }
     if (car.Exists())
     {
         car.Delete();
     }
 }
Example #19
0
        public override void OnCalloutNotAccepted()
        {
            // If the player didn't accept the callout we cleanup this mess
            if (A1.Exists())
            {
                A1.Delete();
            }
            if (A2.Exists())
            {
                A2.Delete();
            }
            if (FastVehicle.Exists())
            {
                FastVehicle.Delete();
            }
            if (B1.Exists())
            {
                B1.Delete();
            }
            if (B2.Exists())
            {
                B2.Delete();
            }

            base.OnCalloutNotAccepted();
        }
Example #20
0
 /// <summary>
 /// If you don't accept the callout this will be called, we clear anything we spawned here to prevent it staying in the game
 /// </summary>
 public override void OnCalloutNotAccepted()
 {
     base.OnCalloutNotAccepted();
     if (myPed.Exists())
     {
         myPed.Delete();
     }
     if (myVehicle.Exists())
     {
         myVehicle.Delete();
     }
     if (myBlip.Exists())
     {
         myBlip.Delete();
     }
 }
Example #21
0
 public override void Destroy()
 {
     if (GameReference.Exists())
     {
         GameReference.Delete();
     }
 }
Example #22
0
 public static void Command_DeletePed([ConsoleCommandParameter(AutoCompleterType = typeof(ConsoleCommandAutoCompleterPed))] Ped ped)
 {
     if (ped)
     {
         ped.Delete();
     }
 }
        /// <summary>
        /// If you don't accept the callout this will be called, we clear anything we spawned here to prevent it staying in the game
        /// </summary>
        public override void OnCalloutNotAccepted()
        {
            state = EWantedFelonInVehicleState.End;

            if (ped.Exists())
            {
                ped.Delete();
            }
            if (pedVehicle.Exists())
            {
                pedVehicle.Delete();
            }
            if (searchZoneBlip.Exists())
            {
                searchZoneBlip.Delete();
            }
            if (notFleeBlip.Exists())
            {
                notFleeBlip.Delete();
            }
            if (heliPilot.Exists())
            {
                heliPilot.CleanUpHeliPilot();
            }

            base.OnCalloutNotAccepted();
        }
Example #24
0
        protected override void Dispose(bool A_0)
        {
            if (A_0)


            {
                dispose_escape();
                SimpleLog.Info("Prison Mod is Restarted");
                Function.Call(Hash.ENABLE_ALL_CONTROL_ACTIONS, new InputArgument[] { 1 });
                Game.Player.CanControlCharacter = true;
                Function.Call(Hash.SET_ENABLE_HANDCUFFS, new InputArgument[] { Game.Player.Character, 0 });
                Function.Call(Hash.SET_ENABLE_BOUND_ANKLES, new InputArgument[] { Game.Player.Character, 0 });
                Function.Call(Hash.SET_MAX_WANTED_LEVEL, new InputArgument[] { 5 });

                if (police != null)
                {
                    police.Delete();
                }
                if (escape_Ped != null)
                {
                    escape_Ped.Delete();
                }
                if (policecar != null)
                {
                    policecar.Delete();
                }
            }
        }
Example #25
0
 protected override void RemoveFromWorld()
 {
     if (Ped != null && Ped.Exists())
     {
         Ped.Delete();
     }
 }
Example #26
0
        public void Tick()
        {
            if (!EntryInProgress)
            {
                return;
            }

            if (_plane.IsInRangeOf(_corridor, 10f))
            {
                Function.Call(Hash.TASK_PLANE_LAND, _pilot.Handle, _plane.Handle, _runwayStart.X, _runwayStart.Y, _runwayStart.Z, _runwayEnd.X, _runwayEnd.Y, _runwayEnd.Z);
                UI.Notify("~b~ATC:~w~ Cleared to land, over.");
                disembarkStarted = true;
            }

            if (_plane.Speed < 1f && disembarkStarted)
            {
                var ped1 = _plane.GetPedOnSeat(VehicleSeat.Passenger);
                var ped2 = _plane.GetPedOnSeat(VehicleSeat.LeftRear);
                var ped3 = _plane.GetPedOnSeat(VehicleSeat.RightRear);
                var ped4 = _plane.GetPedOnSeat((VehicleSeat)3);

                ped1?.Task.LeaveVehicle();
                ped2?.Task.LeaveVehicle();
                ped3?.Task.LeaveVehicle();
                ped4?.Task.LeaveVehicle();
                EntryInProgress = false;
            }

            if (!_plane.IsInRangeOf(Game.Player.Character.Position, 200f) && disembarkStarted)
            {
                _pilot.Delete();
                _plane.Delete();
                disembarkStarted = false;
                EntryInProgress  = false;
                return;
            }

            if (_pilot.IsDead || _plane.IsDead)
            {
                _pilot.Delete();
                _plane.Delete();
                disembarkStarted = false;
                EntryInProgress  = false;
                return;
            }
        }
Example #27
0
 private static void Command_DespawnLastPed()
 {
     if (lastPed != null)
     {
         lastPed.Delete();
         lastPed = null;
     }
 }
Example #28
0
 /// <summary>
 /// This method will respawn this PlayerPed
 /// </summary>
 public void Respawn()
 {
     if (Ped != null)
     {
         Ped.Delete();
     }
     SetupPed();
 }
        public override void OnCalloutNotAccepted()
        {
            base.OnCalloutNotAccepted();
            if (driver.Exists())
            {
                driver.Delete();
            }

            if (car.Exists())
            {
                car.Delete();
            }
            if (TrafficPolicerHandler.OtherUnitRespondingAudio)
            {
                Functions.PlayScannerAudio("OTHER_UNIT_TAKING_CALL");
            }
        }
Example #30
0
        private async Task StartGathering(Ped target)
        {
            _canGather      = false;
            _isGathering    = true;
            _targetedPed    = target;
            _gatherTimeLeft = _random.Next(GatherTimeMin, GatherTimeMax);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed. Consider applying the 'await' operator to the result of the call.
            mugTimeUI();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed. Consider applying the 'await' operator to the result of the call.
            async Task mugTimeUI()
            {
                while (_isGathering)
                {
                    Utility.Instance.DrawTxt(0.5f, 0.1f, 0, 0, 1, "Skinning and gathering fromt the animal! " + _gatherTimeLeft + " Seconds Left!", 255, 255, 0, 255, true);
                    await Delay(0);
                }
            }

            var amount = _gatherTimeLeft;
            for (int i = 0; i < amount; i++)
            {
                if (Game.IsControlPressed(0, Control.Context) && Utility.Instance.GetDistanceBetweenVector3s(Game.PlayerPed.Position, target.Position) < 8)
                {
                    _gatherTimeLeft = _gatherTimeLeft - 1;
                    await Delay(1000);
                }
                else
                {
                    CancelGathering();
                    return;
                }
            }
            Debug.WriteLine(Convert.ToString(_gatherTimeLeft));
            _isGathering = false;
            if (target.Model == PedHash.Boar)
            {
                TriggerServerEvent("HuntingReward");
                TriggerServerEvent("HuntingReward");
            }
            else if (target.Model == PedHash.MountainLion)
            {
                TriggerServerEvent("HuntingReward");
                TriggerServerEvent("HuntingReward");
                TriggerServerEvent("HuntingReward");
            }
            else if (target.Model == PedHash.Rabbit)
            {
                TriggerServerEvent("HuntingReward");
            }
            else if (target.Model == PedHash.Deer)
            {
                TriggerServerEvent("HuntingReward");
                TriggerServerEvent("HuntingReward");
            }
            target.IsPositionFrozen = false;
            target.Task.ClearAll();
            target.Delete();
        }
        private void AdvanceStage()
        {
            TimerBars = new TimerBars();
            CurrentStage++;
            CurrentObjectives.Clear();


            foreach (var veh in CurrentMission.Vehicles.Where(v => v.SpawnAfter == CurrentStage))
            {
                var newv = new Vehicle(Util.RequestModel(veh.ModelHash), veh.Position)
                {
                    PrimaryColor = Color.FromArgb((int)veh.PrimaryColor.X, (int)veh.PrimaryColor.Y,
                    (int)veh.PrimaryColor.Z),
                    SecondaryColor = Color.FromArgb((int)veh.SecondaryColor.X, (int)veh.SecondaryColor.Y,
                    (int)veh.SecondaryColor.Z),
                };
                newv.Health = veh.Health;
                newv.Rotation = veh.Rotation;
                GameFiber.StartNew(delegate
                {
                    while (IsMissionPlaying && (veh.RemoveAfter == 0 || veh.RemoveAfter > CurrentStage))
                    {
                        if (veh.FailMissionOnDeath && newv.IsDead)
                        {
                            FailMission(reason: "The vehicle has been destroyed.");
                        }
                        GameFiber.Yield();
                    }

                    if(newv.IsValid())
                        newv.Delete();
                });
            }

            foreach (var veh in CurrentMission.Objectives.OfType<SerializableVehicleObjective>().Where(v => v.SpawnAfter == CurrentStage))
            {
                
                var newv = new Vehicle(Util.RequestModel(veh.ModelHash), veh.Position)
                {
                    PrimaryColor = Color.FromArgb((int)veh.PrimaryColor.X, (int)veh.PrimaryColor.Y,
                    (int)veh.PrimaryColor.Z),
                    SecondaryColor = Color.FromArgb((int)veh.SecondaryColor.X, (int)veh.SecondaryColor.Y,
                    (int)veh.SecondaryColor.Z),
                };
                newv.Health = veh.Health;
                newv.Rotation = veh.Rotation;

                var hasActivated = false;

                if (veh.ActivateAfter == CurrentStage)
                {
                    CurrentObjectives.Add(veh);
                    hasActivated = true;
                }

                GameFiber.StartNew(delegate
                {
                    if(!hasActivated)
                    {
                        while (CurrentStage != veh.ActivateAfter && IsMissionPlaying)
                        {
                            GameFiber.Yield();
                        }
                        CurrentObjectives.Add(veh);
                    }


                    var blip = newv.AttachBlip();
                    

                    if(veh.ObjectiveType == 0)
                    {
                        blip.Color = Color.DarkRed;
                        while (!newv.IsDead && IsMissionPlaying)
                        {
                            if (veh.ShowHealthBar)
                            {
                                TimerBars.UpdateValue(newv.Handle.Value.ToString(), veh.Name, true, (100f*newv.Health / veh.Health).ToString("###") + "%");
                            }
                            GameFiber.Yield();
                        }
                        TimerBars.UpdateValue(newv.Handle.Value.ToString(), veh.Name, true, "0%");
                    }

                    if (veh.ObjectiveType == 1)
                    {
                        blip.Color = Color.CornflowerBlue;
                        while (!Game.LocalPlayer.Character.IsInVehicle(newv, false) && IsMissionPlaying)
                        {
                            GameFiber.Yield();
                        }
                    }


                    CurrentObjectives.Remove(veh);

                    if(blip.IsValid())
                        blip.Delete();

                    while (IsMissionPlaying)
                        GameFiber.Yield();


                    if (newv.IsValid())
                        newv.Delete();

                });
            }

            if (CurrentMission.Spawnpoints.Any(s => s.SpawnAfter == CurrentStage))
            {
                var sp = CurrentMission.Spawnpoints.First(s => s.SpawnAfter == CurrentStage);
                Game.FadeScreenOut(100, true);
                Game.LocalPlayer.Character.Position = sp.Position - new Vector3(0,0,1);
                Game.LocalPlayer.Character.Rotation = sp.Rotation;
                Game.LocalPlayer.Model = Util.RequestModel(sp.ModelHash);

                if (sp.WeaponHash != 0)
                    Game.LocalPlayer.Character.GiveNewWeapon(sp.WeaponHash, sp.WeaponAmmo, true);

                Game.LocalPlayer.Character.Health = sp.Health;
                Game.LocalPlayer.Character.Armor = sp.Armor;
                    
                if (sp.SpawnInVehicle)
                {
                    var vehList = Game.LocalPlayer.Character.GetNearbyVehicles(15).OrderBy(v => (Game.LocalPlayer.Character.Position - v.Position).Length());
                    Game.LocalPlayer.Character.WarpIntoVehicle(vehList.ToList()[0], sp.VehicleSeat);
                }
                    
                Game.FadeScreenIn(500, false);
            }

            foreach (var actor in CurrentMission.Actors.Where(v => v.SpawnAfter == CurrentStage))
            {
                GameFiber.StartNew(delegate
                {
                    var ped = new Ped(Util.RequestModel(actor.ModelHash), actor.Position - new Vector3(0,0,1f), actor.Rotation.Yaw);
                    
                    ped.Rotation = actor.Rotation;
                    ped.Accuracy = actor.Accuracy;

                    var blip = ped.AttachBlip();
                    blip.Scale = 0.6f;

                    if (actor.WeaponHash != 0)
                        ped.GiveNewWeapon(actor.WeaponHash, actor.WeaponAmmo, true);

                    ped.Health = actor.Health;
                    ped.Armor = actor.Armor;

                    if (actor.RelationshipGroup == 0)
                    {
                        ped.RelationshipGroup = StaticData.RelationshipGroups.Groups[1];
                        blip.Color = Color.DodgerBlue;

                        NativeFunction.CallByName<uint>("REMOVE_PED_FROM_GROUP", ped.Handle.Value);
                        NativeFunction.CallByName<uint>("SET_PED_AS_GROUP_MEMBER", ped.Handle.Value, NativeFunction.CallByName<int>("GET_PED_GROUP_INDEX", Game.LocalPlayer.Character.Handle.Value));
                    }
                    else
                    {
                        ped.RelationshipGroup = StaticData.RelationshipGroups.Groups[actor.RelationshipGroup];
                        if(actor.RelationshipGroup == 4 || actor.RelationshipGroup == 5)
                            blip.Color = Color.DarkRed;
                    }

                    if (actor.SpawnInVehicle)
                    {
                        var vehList = ped.GetNearbyVehicles(15).OrderBy(v => (ped.Position - v.Position).Length());
                        ped.WarpIntoVehicle(vehList.ToList()[0], actor.VehicleSeat);
                    }

                    ped.BlockPermanentEvents = false;
                    NativeFunction.CallByName<uint>("SET_PED_FIRING_PATTERN", ped.Handle.Value, 0xC6EE6B4C);

                    if (actor.Behaviour == 3)
                        ped.Tasks.FightAgainstClosestHatedTarget(100f);
                    else if (actor.Behaviour == 2)
                        NativeFunction.CallByName<uint>("TASK_GUARD_CURRENT_POSITION", ped.Handle.Value, 15f, 10f, true);
                    else if (actor.Behaviour == 0)
                        ped.Tasks.Clear();
                    else if (actor.Behaviour == 4)
                    {
                        GameFiber.StartNew(delegate
                        {
                            var wpyList = new List<SerializableWaypoint>(actor.Waypoints);
                            SerializableWaypoint currentWaypoint;
                            if (wpyList.Count > 0)
                                currentWaypoint = wpyList[0];

                            while (ped.IsValid() && ped.Exists() && ped.IsAlive && IsMissionPlaying && wpyList.Count > 0)
                            {
                                if (wpyList.Count == 0) break;
                                currentWaypoint = wpyList[0];
                                Task pedTask = null;
                                switch (currentWaypoint.Type)
                                {
                                    case WaypointTypes.Drive:
                                        if (ped.IsInAnyVehicle(true))
                                        {
                                            pedTask = ped.Tasks.DriveToPosition(currentWaypoint.Position,
                                                currentWaypoint.VehicleSpeed, (DriveToPositionFlags)currentWaypoint.DrivingStyle);
                                        }
                                        break;
                                    case WaypointTypes.Run:
                                        {
                                            var heading = 0f;
                                            if (wpyList.Count >= 2)
                                            {
                                                heading =
                                                    Util.DirectionToRotation(wpyList[1].Position - currentWaypoint.Position)
                                                        .Z;
                                            }

                                            pedTask = ped.Tasks.FollowNavigationMeshToPosition(currentWaypoint.Position,
                                                heading, 2f, 0.3f, currentWaypoint.Duration == 0 ? -1 : (int)currentWaypoint.Duration);

                                        }
                                        break;
                                    case WaypointTypes.Walk:
                                        {
                                            var heading = 0f;
                                            if (wpyList.Count >= 2)
                                            {
                                                heading =
                                                    Util.DirectionToRotation(wpyList[1].Position - currentWaypoint.Position)
                                                        .Z;
                                            }

                                            pedTask = ped.Tasks.FollowNavigationMeshToPosition(currentWaypoint.Position,
                                                heading, 1f, 0.3f, currentWaypoint.Duration == 0 ? -1 : (int)currentWaypoint.Duration);

                                        }
                                        break;
                                    case WaypointTypes.ExitVehicle:
                                        if (ped.IsInAnyVehicle(true))
                                            pedTask = ped.Tasks.LeaveVehicle(LeaveVehicleFlags.None);
                                        break;
                                    case WaypointTypes.EnterVehicle:
                                        Vehicle[] vehs = World.GetAllVehicles().Where(v =>
                                        {
                                            if (v != null && v.IsValid())
                                                return v.Model.Hash == currentWaypoint.VehicleTargetModel;
                                            return false;
                                        }).OrderBy(v => (v.Position - ped.Position).Length()).ToArray();

                                        if (vehs.Any())
                                        {
                                            if ((vehs[0].Position - ped.Position).Length() > 10f)
                                            {
                                                pedTask = ped.Tasks.FollowNavigationMeshToPosition(vehs[0].Position, 0f,
                                                    3f,
                                                    5f);
                                                pedTask.WaitForCompletion(10000);
                                            }
                                            var seat = vehs[0].GetFreeSeatIndex();
                                            if (seat.HasValue)
                                                pedTask = ped.Tasks.EnterVehicle(vehs[0], seat.Value);
                                        }
                                        break;
                                    case WaypointTypes.Wait:
                                        pedTask = ped.Tasks.StandStill(currentWaypoint.Duration);
                                        break;
                                    case WaypointTypes.Wander:
                                        pedTask = ped.Tasks.Wander();
                                        break;
                                    case WaypointTypes.Shoot:
                                        pedTask = null;
                                        NativeFunction.CallByName<uint>("TASK_SHOOT_AT_COORD", ped.Handle.Value,
                                            currentWaypoint.Position.X, currentWaypoint.Position.Y,
                                            currentWaypoint.Position.Z, currentWaypoint.Duration, 0xC6EE6B4C);
                                        GameFiber.Sleep(currentWaypoint.Duration);
                                        break;
                                    case WaypointTypes.Animation:
                                        pedTask = ped.Tasks.PlayAnimation(currentWaypoint.AnimDict,
                                            currentWaypoint.AnimName, 8f, AnimationFlags.None);
                                        break;
                                }
                                pedTask?.WaitForCompletion(currentWaypoint.Duration == 0 ? -1 : currentWaypoint.Duration);
                                if (wpyList.Count > 0)
                                    wpyList.RemoveAt(0);
                                GameFiber.Yield();
                            }
                        });
                    }

                    while (IsMissionPlaying && (actor.RemoveAfter == 0 || actor.RemoveAfter > CurrentStage) && !ped.IsDead)
                    {
                        GameFiber.Yield();
                    }

                    if (actor.FailMissionOnDeath && ped.IsDead)
                    {
                        FailMission(reason: "An ally has died.");
                    }

                    if (blip.IsValid())
                        blip.Delete();

                    while(IsMissionPlaying && (actor.RemoveAfter == 0 || actor.RemoveAfter > CurrentStage))
                        GameFiber.Yield();

                    if(ped.IsValid())
                        ped.Delete();
                });
            }

            foreach (var o in CurrentMission.Objects.Where(v => v.SpawnAfter == CurrentStage))
            {
                GameFiber.StartNew(delegate
                {
                    var prop = new Rage.Object(Util.RequestModel(o.ModelHash), o.Position);
                    prop.Position = o.Position;
                    prop.Rotation = o.Rotation;

                    while (IsMissionPlaying && (o.RemoveAfter == 0 || o.RemoveAfter > CurrentStage))
                    {
                        GameFiber.Yield();
                    }

                    if(prop.IsValid())
                        prop.Delete();
                });
            }

            foreach (var pickup in CurrentMission.Pickups.Where(v => v.SpawnAfter == CurrentStage))
            {
                GameFiber.StartNew(delegate
                {
                    var obj = NativeFunction.CallByName<uint>("CREATE_PICKUP_ROTATE", pickup.PickupHash, pickup.Position.X,
                        pickup.Position.Y, pickup.Position.Z, pickup.Rotation.Pitch, pickup.Rotation.Roll, pickup.Rotation.Yaw,
                        1, pickup.Ammo, 2, 1, 0);

                    int counter = 0;
                    while (IsMissionPlaying && (pickup.RemoveAfter == 0 || pickup.RemoveAfter > CurrentStage))
                    {
                        var alpha = 40 * (Math.Sin(Util.DegToRad(counter % 180)));
                        Util.DrawMarker(28, pickup.Position, new Vector3(), new Vector3(0.75f, 0.75f, 0.75f), Color.FromArgb((int)alpha, 10, 10, 230));
                        counter += 5;
                        if (counter >= 360)
                            counter = 0;

                        if ((pickup.Position - Game.LocalPlayer.Character.Position).Length() < 1f && pickup.Respawn)
                        {
                            NativeFunction.CallByName<uint>("REMOVE_PICKUP", obj);
                            while((pickup.Position - Game.LocalPlayer.Character.Position).Length() < 3f)
                            { GameFiber.Yield();}
                            obj = NativeFunction.CallByName<uint>("CREATE_PICKUP_ROTATE", pickup.PickupHash, pickup.Position.X,
                            pickup.Position.Y, pickup.Position.Z, pickup.Rotation.Pitch, pickup.Rotation.Roll, pickup.Rotation.Yaw,
                            1, pickup.Ammo, 2, 1, 0);
                        }
                        else if ((pickup.Position - Game.LocalPlayer.Character.Position).Length() < 1f && !pickup.Respawn)
                            break;
                        GameFiber.Yield();
                    }
                    NativeFunction.CallByName<uint>("REMOVE_PICKUP", obj);
                });
            }

            foreach (var actor in CurrentMission.Objectives.OfType<SerializableActorObjective>().Where(v => v.SpawnAfter == CurrentStage))
            {
                var ped = new Ped(Util.RequestModel(actor.ModelHash), actor.Position - new Vector3(0, 0, 1f), actor.Rotation.Yaw);

                ped.Rotation = actor.Rotation;
                ped.Accuracy = actor.Accuracy;

                
                if (actor.WeaponHash != 0)
                    ped.GiveNewWeapon(actor.WeaponHash, actor.WeaponAmmo, true);

                NativeFunction.CallByName<uint>("SET_PED_FIRING_PATTERN", ped.Handle.Value, 0xC6EE6B4C);

                ped.Health = actor.Health;
                ped.MaxHealth = actor.Health;
                ped.Armor = actor.Armor;

                if (actor.RelationshipGroup == 0)
                {
                    NativeFunction.CallByName<uint>("REMOVE_PED_FROM_GROUP", ped.Handle.Value);
                    NativeFunction.CallByName<uint>("SET_PED_AS_GROUP_MEMBER", ped.Handle.Value, NativeFunction.CallByName<int>("GET_PED_GROUP_INDEX", Game.LocalPlayer.Character.Handle.Value));
                    ped.RelationshipGroup = StaticData.RelationshipGroups.Groups[1];
                }
                else
                {
                    ped.RelationshipGroup = StaticData.RelationshipGroups.Groups[actor.RelationshipGroup];
                }

                if (actor.SpawnInVehicle)
                {
                    var vehList = ped.GetNearbyVehicles(15).OrderBy(v => (ped.Position - v.Position).Length());
                    ped.WarpIntoVehicle(vehList.ToList()[0], actor.VehicleSeat);
                }

                var hasActivated = false;

                if (actor.ActivateAfter == CurrentStage)
                {
                    CurrentObjectives.Add(actor);
                    hasActivated = true;
                }

                GameFiber.StartNew(delegate
                {
                    
                    if(!hasActivated)
                    {
                        while (CurrentStage != actor.ActivateAfter && IsMissionPlaying)
                        {
                            GameFiber.Yield();
                        }

                        CurrentObjectives.Add(actor);
                    }

                    var blip = ped.AttachBlip();
                    blip.Scale = 0.6f;
                    blip.Color = Color.DarkRed;

                    ped.BlockPermanentEvents = false;

                    if (actor.Behaviour == 3)
                        ped.Tasks.FightAgainstClosestHatedTarget(100f);
                    else if (actor.Behaviour == 2)
                        NativeFunction.CallByName<uint>("TASK_GUARD_CURRENT_POSITION", ped.Handle.Value, 15f, 10f, true);
                    else if(actor.Behaviour == 0)
                        ped.Tasks.Clear();
                    else if (actor.Behaviour == 4)
                    {
                        GameFiber.StartNew(delegate
                        {
                            var wpyList = new List<SerializableWaypoint>(actor.Waypoints);
                            SerializableWaypoint currentWaypoint;
                            if(wpyList.Count > 0)
                                currentWaypoint = wpyList[0];

                            while (ped.IsValid() && ped.Exists() && ped.IsAlive && IsMissionPlaying && wpyList.Count > 0)
                            {
                                if (wpyList.Count == 0) break;
                                currentWaypoint = wpyList[0];
                                Task pedTask = null;
                                switch (currentWaypoint.Type)
                                {
                                    case WaypointTypes.Drive:
                                        if (ped.IsInAnyVehicle(true))
                                        {
                                            pedTask = ped.Tasks.DriveToPosition(currentWaypoint.Position,
                                                currentWaypoint.VehicleSpeed, (DriveToPositionFlags)currentWaypoint.DrivingStyle);
                                        }
                                        break;
                                    case WaypointTypes.Run:
                                        {
                                            var heading = 0f;
                                            if (wpyList.Count >= 2)
                                            {
                                                heading =
                                                    Util.DirectionToRotation(wpyList[1].Position - currentWaypoint.Position)
                                                        .Z;
                                            }

                                            pedTask = ped.Tasks.FollowNavigationMeshToPosition(currentWaypoint.Position,
                                                heading, 2f, 0.3f, currentWaypoint.Duration == 0 ? -1 : (int)currentWaypoint.Duration);

                                        }
                                        break;
                                    case WaypointTypes.Walk:
                                        {
                                            var heading = 0f;
                                            if (wpyList.Count >= 2)
                                            {
                                                heading =
                                                    Util.DirectionToRotation(wpyList[1].Position - currentWaypoint.Position)
                                                        .Z;
                                            }

                                            pedTask = ped.Tasks.FollowNavigationMeshToPosition(currentWaypoint.Position,
                                                heading, 1f, 0.3f, currentWaypoint.Duration == 0 ? -1 : (int)currentWaypoint.Duration);

                                        }
                                        break;
                                    case WaypointTypes.ExitVehicle:
                                        if (ped.IsInAnyVehicle(true))
                                            pedTask = ped.Tasks.LeaveVehicle(LeaveVehicleFlags.None);
                                        break;
                                    case WaypointTypes.EnterVehicle:
                                        Vehicle[] vehs = World.GetAllVehicles().Where(v =>
                                        {
                                            if (v != null && v.IsValid())
                                                return v.Model.Hash == currentWaypoint.VehicleTargetModel;
                                            return false;
                                        }).OrderBy(v => (v.Position - ped.Position).Length()).ToArray();

                                        if (vehs.Any())
                                        {
                                            if ((vehs[0].Position - ped.Position).Length() > 10f)
                                            {
                                                pedTask = ped.Tasks.FollowNavigationMeshToPosition(vehs[0].Position, 0f,
                                                    3f,
                                                    5f);
                                                pedTask.WaitForCompletion(10000);
                                            }
                                            var seat = vehs[0].GetFreeSeatIndex();
                                            if (seat.HasValue)
                                                pedTask = ped.Tasks.EnterVehicle(vehs[0], seat.Value);
                                        }
                                        break;
                                    case WaypointTypes.Wait:
                                        pedTask = ped.Tasks.StandStill(currentWaypoint.Duration);
                                        break;
                                    case WaypointTypes.Wander:
                                        pedTask = ped.Tasks.Wander();
                                        break;
                                    case WaypointTypes.Shoot:
                                        pedTask = null;
                                        NativeFunction.CallByName<uint>("TASK_SHOOT_AT_COORD", ped.Handle.Value,
                                            currentWaypoint.Position.X, currentWaypoint.Position.Y,
                                            currentWaypoint.Position.Z, currentWaypoint.Duration, 0xC6EE6B4C);
                                        GameFiber.Sleep(currentWaypoint.Duration);
                                        break;
                                    case WaypointTypes.Animation:
                                        pedTask = ped.Tasks.PlayAnimation(currentWaypoint.AnimDict,
                                            currentWaypoint.AnimName, 8f, AnimationFlags.None);
                                        break;
                                }
                                pedTask?.WaitForCompletion(currentWaypoint.Duration == 0 ? -1 : currentWaypoint.Duration);
                                if(wpyList.Count > 0)
                                    wpyList.RemoveAt(0);
                                GameFiber.Yield();
                            }
                        });
                    }

                    while (!ped.IsDead && IsMissionPlaying)
                    {
                        if (actor.ShowHealthBar)
                        {
                            TimerBars.UpdateValue(ped.Handle.Value.ToString(), actor.Name, true, (100f*ped.Health/actor.Health).ToString("###") + "%");
                        }
                        GameFiber.Yield();
                    }

                    if (actor.ShowHealthBar)
                    {
                        TimerBars.UpdateValue(ped.Handle.Value.ToString(), actor.Name, true, "0%");
                    }

                    CurrentObjectives.Remove(actor);
                    if(blip.IsValid())
                        blip.Delete();

                    while(IsMissionPlaying)
                        GameFiber.Yield();
                        

                    if (ped.IsValid())
                        ped.Delete();
                });
            }

            foreach (var pickup in CurrentMission.Objectives.OfType<SerializablePickupObjective>().Where(v => v.ActivateAfter == CurrentStage))
            {
                CurrentObjectives.Add(pickup);
                GameFiber.StartNew(delegate
                {
                    var obj = NativeFunction.CallByName<uint>("CREATE_PICKUP_ROTATE", pickup.PickupHash, pickup.Position.X,
                        pickup.Position.Y, pickup.Position.Z, pickup.Rotation.Pitch, pickup.Rotation.Roll, pickup.Rotation.Yaw,
                        1, pickup.Ammo, 2, 1, 0);

                    var blip = new Blip(pickup.Position);
                    blip.Scale = 0.7f;
                    blip.Color = Color.DodgerBlue;

                    var counter = 0;
                    while ((pickup.Position - Game.LocalPlayer.Character.Position).Length() > 1f && IsMissionPlaying)
                    {
                        var alpha = 40 * (Math.Sin(Util.DegToRad(counter % 180)));
                        Util.DrawMarker(28, pickup.Position, new Vector3(), new Vector3(0.75f, 0.75f, 0.75f), Color.FromArgb((int)alpha, 230, 10, 10));
                        counter += 5;
                        if (counter >= 360)
                            counter = 0;
                        GameFiber.Yield();
                    }

                    if(blip != null && blip.IsValid())
                        blip.Delete();
                    
                    NativeFunction.CallByName<uint>("REMOVE_PICKUP", obj);
                    CurrentObjectives.Remove(pickup);
                });
            }

            foreach (var mark in CurrentMission.Objectives.OfType<SerializableMarker>().Where(v => v.ActivateAfter == CurrentStage))
            {
                CurrentObjectives.Add(mark);
                GameFiber.StartNew(delegate
                {
                    var bColor = Color.FromArgb(mark.Alpha, (int) mark.Color.X, (int) mark.Color.Y, (int) mark.Color.Z);
                    var blip = new Blip(mark.Position);
                    blip.Color = bColor;
                    blip.EnableRoute(bColor);
                    while ((mark.Position - Game.LocalPlayer.Character.Position).Length() > 1.5f && IsMissionPlaying)
                    {
                        Util.DrawMarker(mark.Type, mark.Position, new Vector3(mark.Rotation.Pitch, mark.Rotation.Roll, mark.Rotation.Yaw), mark.Scale,
                        bColor);

                        GameFiber.Yield();
                    }
                    if(blip.IsValid())
                        blip.Delete();
                    CurrentObjectives.Remove(mark);
                });
            }


            if (CurrentMission.Cutscenes.Any(c => c.PlayAt == CurrentStage))
            {
                var origPos = Game.LocalPlayer.Character.Position;
                var origRot = Game.LocalPlayer.Character.Rotation;

                Game.FadeScreenIn(100, true);

                Game.LocalPlayer.Character.Opacity = 0f;
                Game.LocalPlayer.Character.IsPositionFrozen = true;

                var cutscene = CurrentMission.Cutscenes.First(c => c.PlayAt == CurrentStage);
                var camLeft = new List<SerializableCamera>(cutscene.Cameras);
                var subLeft = new List<SerializableSubtitle>(cutscene.Subtitles);

                var startTime = Game.GameTime;
                Camera mainCam = null;

                SerializableCamera currentCam = null;
                uint lerpStart = 0;


                while ((Game.GameTime - startTime) < cutscene.Length)
                {
                    var ct = (Game.GameTime - startTime);

                    if (camLeft.Any())
                    {
                        if (camLeft[0].PositionInTime <= ct)
                        {
                            if (mainCam == null || !mainCam.IsValid())
                            {
                                Camera.DeleteAllCameras();
                                mainCam = new Camera(true);
                            }

                            Game.LocalPlayer.HasControl = false;
                            mainCam.Position = cutscene.Cameras[0].Position;
                            mainCam.Rotation = cutscene.Cameras[0].Rotation;
                            currentCam = camLeft[0];
                            camLeft.RemoveAt(0);
                            lerpStart = Game.GameTime;
                            Game.LocalPlayer.Character.Position = mainCam.Position;
                        }
                        else if (currentCam != null)
                        {
                            // Advance cam pos
                            if (currentCam.InterpolationStyle == InterpolationStyle.Linear)
                            {
                                mainCam.Position = Util.LerpVector(currentCam.Position, camLeft[0].Position,
                                    Util.LinearLerp, Game.GameTime - lerpStart,
                                    camLeft[0].PositionInTime - currentCam.PositionInTime);

                                mainCam.Rotation =
                                    Util.LerpVector(currentCam.Rotation.ToVector(), camLeft[0].Rotation.ToVector(),
                                        Util.LinearLerp, Game.GameTime - lerpStart,
                                        camLeft[0].PositionInTime - currentCam.PositionInTime).ToRotator();
                                Game.LocalPlayer.Character.Position = mainCam.Position;
                            }
                            else if (currentCam.InterpolationStyle == InterpolationStyle.Smooth)
                            {
                                mainCam.Position = Util.LerpVector(currentCam.Position, camLeft[0].Position,
                                    Util.QuadraticLerp, Game.GameTime - lerpStart,
                                    camLeft[0].PositionInTime - currentCam.PositionInTime);

                                mainCam.Rotation =
                                    Util.LerpVector(currentCam.Rotation.ToVector(), camLeft[0].Rotation.ToVector(),
                                        Util.QuadraticLerp, Game.GameTime - lerpStart,
                                        camLeft[0].PositionInTime - currentCam.PositionInTime).ToRotator();
                                Game.LocalPlayer.Character.Position = mainCam.Position;
                            }
                        }
                    }
                    else if(currentCam != null && mainCam != null)
                    {
                        mainCam.Position = currentCam.Position;
                        mainCam.Rotation = currentCam.Rotation;
                        Game.LocalPlayer.Character.Position = mainCam.Position;
                    }

                    if (subLeft.Any())
                    {
                        if (subLeft[0].PositionInTime <= ct)
                        {
                            Game.DisplaySubtitle(subLeft[0].Content, subLeft[0].DurationInMs);
                            subLeft.RemoveAt(0);
                        }
                    }
                    GameFiber.Yield();
                }

                mainCam.Active = false;
                Game.LocalPlayer.HasControl = true;
                Game.LocalPlayer.Character.IsPositionFrozen = false;
                Game.LocalPlayer.Character.Position = origPos;
                Game.LocalPlayer.Character.Rotation = origRot;
                Game.LocalPlayer.Character.Opacity = 1f;
                Game.FadeScreenOut(100);
            }


            if (!string.IsNullOrEmpty(CurrentMission.ObjectiveNames[CurrentStage]))
            {
                Game.DisplaySubtitle(CurrentMission.ObjectiveNames[CurrentStage], 10000);
            }

            Game.FadeScreenIn(1);
        }