public override async Task OnAccept() { // When user accepts, continue InitBlip(); try { // Spawn the on-scene emergency cars (if any) await SpawnOnSceneEmergencyCars(); } catch (Exception exception) { Debug.WriteLine($"[Vehicle Collisions] Unable to spawn emergency cars for scene: {exception}"); } try { // Spawn the on-scene emergency peds await SpawnOnSceneEmergencyPeds(); } catch (Exception exception) { Debug.WriteLine($"[Vehicle Collisions] Unable to spawn emergency peds for scene: {exception}"); } try { // Spawn the scene objects await SpawnObjects(); } catch (Exception exception) { Debug.WriteLine($"[Vehicle Collisions] Unable to spawn objects for scene: {exception}"); } try { // Spawn crashed cars await SpawnCrashedCars(); } catch (Exception exception) { Debug.WriteLine($"[Vehicle Collisions] Unable to spawn crashed cars for scene: {exception}"); } try { // Spawn the civilians for the cars await SpawnCivilians(); } catch (Exception exception) { Debug.WriteLine($"[Vehicle Collisions] Unable to spawn civilian peds for scene: {exception}"); } // Run the notifications RunNotifications(); // Run the accept method _scene.Accept(); }