/// <summary>
        /// OnCalloutAccepted is where we begin our callout's logic. In this instance we create our pursuit and add our ped from eariler to the pursuit as well
        /// </summary>
        /// <returns></returns>
        public override bool OnCalloutAccepted()
        {
            //We accepted the callout, so lets initilize our blip from before and attach it to our ped so we know where he is.
            heliBlip = crash.AttachBlip();
            if (crash.Model == new Model("prop_crashed_heli") || crash.Model == new Model("prop_wrecked_buzzard"))
            {
                heliBlip.Sprite = BlipSprite.Helicopter;
            }
            else if (crash.Model == new Model("prop_shamal_crash") || crash.Model == new Model("apa_mp_apa_crashed_usaf_01a"))
            {
                heliBlip.Sprite = BlipSprite.Plane;
            }
            heliBlip.Color = Color.Yellow;
            heliBlip.EnableRoute(Color.Yellow);

            Functions.PlayScannerAudioUsingPosition("CRIME_AMBULANCE_REQUESTED IN_OR_ON_POSITION", spawnPoint);

            explosionBool = true;

            GameFiber.StartNew(delegate
            {
                GameFiber.Sleep(MathHelper.GetRandomInteger(500, 12501));
                if (crash.Exists())
                {
                    int rndFarExplosion = MathHelper.GetRandomInteger(101);
                    if (rndFarExplosion < 75)
                    {
                        World.SpawnExplosion(crash.Position.AroundPosition(5.0f), 5, 10.0f, true, false, MathHelper.GetRandomSingle(0.0f, 4.0f));
                    }
                }
            });

            return(base.OnCalloutAccepted());
        }