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Yardım Policejob Obje Al Açılmıyor

  • Konbuyu başlatan Turqi
  • Başlangıç tarihi
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  • Görüntüleme 397

Turqi

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TheRock#0001
Merhaba Arkadşalar Tekrardan Yardım Gerektiği İçin Bu Konuyu Açmak İstedim Sorunum Şuki obje al menüsü hiç Bir Şekilde açılmamaktadır. Yardımınız Gerek





Client/main.lua

Kod:
local PlayerData, CurrentActionData, handcuffTimer, dragStatus, blipsCops, currentTask, spawnedVehicles = {}, {}, {}, {}, {}, {}, {}
local HasAlreadyEnteredMarker, isDead, IsHandcuffed, hasAlreadyJoined, playerInService, isInShopMenu = false, false, false, false, false, false
local LastStation, LastPart, LastPartNum, LastEntity, CurrentAction, CurrentActionMsg
dragStatus.isDragged = false
ESX = nil

Citizen.CreateThread(function()
    while ESX == nil do
        TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
        Citizen.Wait(0)
    end

    while ESX.GetPlayerData().job == nil do
        Citizen.Wait(10)
    end

    PlayerData = ESX.GetPlayerData()
end)

function cleanPlayer(playerPed)
    SetPedArmour(playerPed, 0)
    ClearPedBloodDamage(playerPed)
    ResetPedVisibleDamage(playerPed)
    ClearPedLastWeaponDamage(playerPed)
    ResetPedMovementClipset(playerPed, 0)
end

function setUniform(job, playerPed)
    TriggerEvent('skinchanger:getSkin', function(skin)
        if skin.sex == 0 then
            if Config.Uniforms[job].male ~= nil then
                TriggerEvent('skinchanger:loadClothes', skin, Config.Uniforms[job].male)
            else
                ESX.ShowNotification(_U('no_outfit'))
            end
            if job == 'Balistic_Vest' then
                SetPedArmour(playerPed, 100)
            end
        else
            if Config.Uniforms[job].female ~= nil then
                TriggerEvent('skinchanger:loadClothes', skin, Config.Uniforms[job].female)
            else
                ESX.ShowNotification(_U('no_outfit'))
            end
            if job == 'Balistic_Vest' then
                SetPedArmour(playerPed, 100)
            end
        end
    end)
end

function OpenCloakroomMenu()

    local playerPed = PlayerPedId()
    local grade = PlayerData.job.grade_name

    local elements = {
        { label = "Üniformayı Çıkart", value = 'citizen_wear' },
        { label = "Çelik Yelek Çıkart", value = 'remove_vest' },
        { label = "Kaskı Çıkart", value = 'remove_helmet' },
        { label = "Çanta Çıkart", value = 'Remove_Bag' },
        { label = "Çelik Yelek", value = 'Balistic_Vest' },
        { label = "Silah Kılıfı (1)", value = 'Duty_belt_1' },
        { label = "Silah Kılıfı (2)", value = 'Duty_belt_2' },
        { label = "Silah Kılıfı (3)", value = 'Duty_belt_3' },
        { label = "Silah Kılıfı (4)", value = 'Duty_belt_4' },
        { label = "Tactical Kıyafet (Siyah)", value = 'Tactical_Top_SWAT' },
        { label = "Tactical Kıyafet (Yeşil)", value = 'Tactical_Top_SERT' },
        { label = "Tactical Kıyafet (Gri)", value = 'Tactical_Top_SESU' },
        { label = "Polis Gömlek", value = 'Police_Shirt' },
        { label = "Polis Pantolon", value = 'Suit_Pants' },
        { label = "Tactical Pantolon", value = 'Tactical_Pants' },
        { label = "Polis Ayakkabı", value = 'Suit_Shoes' },
        { label = "Polis Bot", value = 'Posh_Work_Shoes' },
        { label = "Tactical Bot", value = 'Tactical_Shoes' },
        { label = "Polis Rozet (1)", value = 'Police_ID_1' },
        { label = "Polis Rozet (2)", value = 'Police_ID_2' },
        { label = "Polis Kaskı", value = 'Basic_Helmet' },
        { label = "Polis Şapka", value = 'Police_Hat' },
        { label = "Polis Siyah Şapka", value = 'Black_Cap' },
        { label = "Geliştirilmiş Kask", value = 'Enhanced_Helmet' },
        { label = "Polis Kask", value = 'Riot_Helmet' },
        { label = "Polis Siyah Bere", value = 'Black_Beanie' }
    }
--[[
    table.insert(elements, {label = 'State Police Uniform', value = 'freemode_ped', maleModel = 's_m_y_hwaycop_01', femaleModel = 's_m_y_hwaycop_01'})
    table.insert(elements, {label = 'SWAT Uniform (3)', value = 'freemode_ped', maleModel = 's_m_y_swat_01', femaleModel = 's_m_y_swat_01'})
--]]
    ESX.UI.Menu.CloseAll()

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'cloakroom',
    {
        title    = _U('cloakroom'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)

        cleanPlayer(playerPed)

        if data.current.value == 'citizen_wear' then
            
            if Config.EnableNonFreemodePeds then
                ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
                    local isMale = skin.sex == 0

                    TriggerEvent('skinchanger:loadDefaultModel', isMale, function()
                        ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin)
                            TriggerEvent('skinchanger:loadSkin', skin)
                            TriggerEvent('esx:restoreLoadout')
                        end)
                    end)

                end)
            else
                ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin)
                    TriggerEvent('skinchanger:loadSkin', skin)
                end)
            end
        end
        if
            data.current.value == 'Balistic_Vest' or
            data.current.value == 'remove_vest' or
            data.current.value == 'remove_helmet' or
            data.current.value == 'Remove_Bag' or
            data.current.value == 'Duty_belt_1' or
            data.current.value == 'Duty_belt_2' or
            data.current.value == 'Duty_belt_3' or
            data.current.value == 'Duty_belt_4' or
            data.current.value == 'Tactical_Top_SWAT' or
            data.current.value == 'Tactical_Top_SERT' or
            data.current.value == 'Tactical_Top_SESU' or
            data.current.value == 'Police_Shirt' or
            data.current.value == 'Suit_Pants' or
            data.current.value == 'Tactical_Pants' or
            data.current.value == 'Suit_Shoes' or
            data.current.value == 'Posh_Work_Shoes' or
            data.current.value == 'Tactical_Shoes' or
            data.current.value == 'Police_ID_1' or
            data.current.value == 'Police_ID_2' or
            data.current.value == 'Basic_Helmet' or
            data.current.value == 'Police_Hat' or
            data.current.value == 'Black_Cap' or
            data.current.value == 'Enhanced_Helmet' or
            data.current.value == 'Riot_Helmet' or
            data.current.value == 'Black_Beanie'       
        then
            setUniform(data.current.value, playerPed)
        end

        if data.current.value == 'freemode_ped' then
            local modelHash = ''

            ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin)
                if skin.sex == 0 then
                    modelHash = GetHashKey(data.current.maleModel)
                else
                    modelHash = GetHashKey(data.current.femaleModel)
                end

                ESX.Streaming.RequestModel(modelHash, function()
                    SetPlayerModel(PlayerId(), modelHash)
                    SetModelAsNoLongerNeeded(modelHash)

                    TriggerEvent('esx:restoreLoadout')
                end)
            end)
        end

    end, function(data, menu)
        menu.close()
        CurrentAction     = 'menu_cloakroom'
        CurrentActionMsg  = _U('open_cloackroom')
        CurrentActionData = {}
    end)
end

function OpenArmoryMenu(station)
    local elements = {
        {label = _U('buy_weapons'), value = 'buy_weapons'}
    }

    if Config.EnableArmoryManagement then
        table.insert(elements, {label = _U('get_weapon'),     value = 'get_weapon'})
        table.insert(elements, {label = _U('put_weapon'),     value = 'put_weapon'})
        table.insert(elements, {label = _U('remove_object'),  value = 'get_stock'})
        table.insert(elements, {label = _U('deposit_object'), value = 'put_stock'})
    end

    ESX.UI.Menu.CloseAll()

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'armory',
    {
        title    = _U('armory'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)

        if data.current.value == 'get_weapon' then
            OpenGetWeaponMenu()
        elseif data.current.value == 'put_weapon' then
            OpenPutWeaponMenu()
        elseif data.current.value == 'buy_weapons' then
            OpenBuyWeaponsMenu()
        elseif data.current.value == 'put_stock' then
            OpenPutStocksMenu()
        elseif data.current.value == 'get_stock' then
            OpenGetStocksMenu()
        end

    end, function(data, menu)
        menu.close()

        CurrentAction     = 'menu_armory'
        CurrentActionMsg  = _U('open_armory')
        CurrentActionData = {station = station}
    end)
end

function OpenVehicleSpawnerMenu(type, station, part, partNum)
    local playerCoords = GetEntityCoords(PlayerPedId())
    PlayerData = ESX.GetPlayerData()
    local elements = {
        {label = _U('garage_storeditem'), action = 'garage'},
        {label = _U('garage_storeitem'), action = 'store_garage'},
        {label = _U('garage_buyitem'), action = 'buy_vehicle'}
    }

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle', {
        title    = _U('garage_title'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        if data.current.action == 'buy_vehicle' then
            local shopElements, shopCoords = {}

            if type == 'car' then
                shopCoords = Config.PoliceStations[station].Vehicles[partNum].InsideShop
                local authorizedVehicles = Config.AuthorizedVehicles[PlayerData.job.grade_name]

                if #Config.AuthorizedVehicles.Shared > 0 then
                    for k,vehicle in ipairs(Config.AuthorizedVehicles.Shared) do
                        table.insert(shopElements, {
                            label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
                            name  = vehicle.label,
                            model = vehicle.model,
                            price = vehicle.price,
                            type  = 'car'
                        })
                    end
                end

                if #authorizedVehicles > 0 then
                    for k,vehicle in ipairs(authorizedVehicles) do
                        table.insert(shopElements, {
                            label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
                            name  = vehicle.label,
                            model = vehicle.model,
                            price = vehicle.price,
                            type  = 'car'
                        })
                    end
                else
                    if #Config.AuthorizedVehicles.Shared == 0 then
                        return
                    end
                end
            elseif type == 'helicopter' then
                shopCoords = Config.PoliceStations[station].Helicopters[partNum].InsideShop
                local authorizedHelicopters = Config.AuthorizedHelicopters[PlayerData.job.grade_name]

                if #authorizedHelicopters > 0 then
                    for k,vehicle in ipairs(authorizedHelicopters) do
                        table.insert(shopElements, {
                            label = ('%s - <span style="color:green;">%s</span>'):format(vehicle.label, _U('shop_item', ESX.Math.GroupDigits(vehicle.price))),
                            name  = vehicle.label,
                            model = vehicle.model,
                            price = vehicle.price,
                            livery = vehicle.livery or nil,
                            type  = 'helicopter'
                        })
                    end
                else
                    ESX.ShowNotification(_U('helicopter_notauthorized'))
                    return
                end
            end

            OpenShopMenu(shopElements, playerCoords, shopCoords)
        elseif data.current.action == 'garage' then
            local garage = {}

            ESX.TriggerServerCallback('esx_vehicleshop:retrieveJobVehicles', function(jobVehicles)
                if #jobVehicles > 0 then
                    for k,v in ipairs(jobVehicles) do
                        local props = json.decode(v.vehicle)
                        local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(props.model))
                        local label = ('%s - <span style="color:darkgoldenrod;">%s</span>: '):format(vehicleName, props.plate)

                        if v.stored then
                            label = label .. ('<span style="color:green;">%s</span>'):format(_U('garage_stored'))
                        else
                            label = label .. ('<span style="color:darkred;">%s</span>'):format(_U('garage_notstored'))
                        end

                        table.insert(garage, {
                            label = label,
                            stored = v.stored,
                            model = props.model,
                            vehicleProps = props
                        })
                    end

                    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_garage', {
                        title    = _U('garage_title'),
                        align    = 'top-left',
                        elements = garage
                    }, function(data2, menu2)
                        if data2.current.stored then
                            local foundSpawn, spawnPoint = GetAvailableVehicleSpawnPoint(station, part, partNum)

                            if foundSpawn then
                                menu2.close()

                                ESX.Game.SpawnVehicle(data2.current.model, spawnPoint.coords, spawnPoint.heading, function(vehicle)
                                    ESX.Game.SetVehicleProperties(vehicle, data2.current.vehicleProps)

                                    TriggerServerEvent('esx_vehicleshop:setJobVehicleState', data2.current.vehicleProps.plate, false)
                                    ESX.ShowNotification(_U('garage_released'))
                                end)
                            end
                        else
                            ESX.ShowNotification(_U('garage_notavailable'))
                        end
                    end, function(data2, menu2)
                        menu2.close()
                    end)
                else
                    ESX.ShowNotification(_U('garage_empty'))
                end
            end, type)
        elseif data.current.action == 'store_garage' then
            StoreNearbyVehicle(playerCoords)
        end
    end, function(data, menu)
        menu.close()
    end)
end

function StoreNearbyVehicle(playerCoords)
    local vehicles, vehiclePlates = ESX.Game.GetVehiclesInArea(playerCoords, 30.0), {}

    if #vehicles > 0 then
        for k,v in ipairs(vehicles) do

            -- Make sure the vehicle we're saving is empty, or else it wont be deleted
            if GetVehicleNumberOfPassengers(v) == 0 and IsVehicleSeatFree(v, -1) then
                table.insert(vehiclePlates, {
                    vehicle = v,
                    plate = ESX.Math.Trim(GetVehicleNumberPlateText(v))
                })
            end
        end
    else
        ESX.ShowNotification(_U('garage_store_nearby'))
        return
    end

    ESX.TriggerServerCallback('esx_policejob:storeNearbyVehicle', function(storeSuccess, foundNum)
        if storeSuccess then
            local vehicleId = vehiclePlates[foundNum]
            local attempts = 0
            ESX.Game.DeleteVehicle(vehicleId.vehicle)
            IsBusy = true

            Citizen.CreateThread(function()
                BeginTextCommandBusyString('STRING')
                AddTextComponentSubstringPlayerName(_U('garage_storing'))
                EndTextCommandBusyString(4)

                while IsBusy do
                    Citizen.Wait(100)
                end

                RemoveLoadingPrompt()
            end)

            -- Workaround for vehicle not deleting when other players are near it.
            while DoesEntityExist(vehicleId.vehicle) do
                Citizen.Wait(500)
                attempts = attempts + 1

                -- Give up
                if attempts > 30 then
                    break
                end

                vehicles = ESX.Game.GetVehiclesInArea(playerCoords, 30.0)
                if #vehicles > 0 then
                    for k,v in ipairs(vehicles) do
                        if ESX.Math.Trim(GetVehicleNumberPlateText(v)) == vehicleId.plate then
                            ESX.Game.DeleteVehicle(v)
                            break
                        end
                    end
                end
            end

            IsBusy = false
            ESX.ShowNotification(_U('garage_has_stored'))
        else
            ESX.ShowNotification(_U('garage_has_notstored'))
        end
    end, vehiclePlates)
end

function GetAvailableVehicleSpawnPoint(station, part, partNum)
    local spawnPoints = Config.PoliceStations[station][part][partNum].SpawnPoints
    local found, foundSpawnPoint = false, nil

    for i=1, #spawnPoints, 1 do
        if ESX.Game.IsSpawnPointClear(spawnPoints[i].coords, spawnPoints[i].radius) then
            found, foundSpawnPoint = true, spawnPoints[i]
            break
        end
    end

    if found then
        return true, foundSpawnPoint
    else
        ESX.ShowNotification(_U('vehicle_blocked'))
        return false
    end
end

function OpenShopMenu(elements, restoreCoords, shopCoords)
    local playerPed = PlayerPedId()
    isInShopMenu = true

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop', {
        title    = _U('vehicleshop_title'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_shop_confirm', {
            title    = _U('vehicleshop_confirm', data.current.name, data.current.price),
            align    = 'top-left',
            elements = {
                {label = _U('confirm_no'), value = 'no'},
                {label = _U('confirm_yes'), value = 'yes'}
        }}, function(data2, menu2)
            if data2.current.value == 'yes' then
                local newPlate = exports['esx_vehicleshop']:GeneratePlate()
                local vehicle  = GetVehiclePedIsIn(playerPed, false)
                local props    = ESX.Game.GetVehicleProperties(vehicle)
                props.plate    = newPlate

                ESX.TriggerServerCallback('esx_policejob:buyJobVehicle', function (bought)
                    if bought then
                        ESX.ShowNotification(_U('vehicleshop_bought', data.current.name, ESX.Math.GroupDigits(data.current.price)))

                        isInShopMenu = false
                        ESX.UI.Menu.CloseAll()
                        DeleteSpawnedVehicles()
                        FreezeEntityPosition(playerPed, false)
                        SetEntityVisible(playerPed, true)

                        ESX.Game.Teleport(playerPed, restoreCoords)
                    else
                        ESX.ShowNotification(_U('vehicleshop_money'))
                        menu2.close()
                    end
                end, props, data.current.type)
            else
                menu2.close()
            end
        end, function(data2, menu2)
            menu2.close()
        end)
    end, function(data, menu)
        isInShopMenu = false
        ESX.UI.Menu.CloseAll()

        DeleteSpawnedVehicles()
        FreezeEntityPosition(playerPed, false)
        SetEntityVisible(playerPed, true)

        ESX.Game.Teleport(playerPed, restoreCoords)
    end, function(data, menu)
        DeleteSpawnedVehicles()
        WaitForVehicleToLoad(data.current.model)

        ESX.Game.SpawnLocalVehicle(data.current.model, shopCoords, 0.0, function(vehicle)
            table.insert(spawnedVehicles, vehicle)
            TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
            FreezeEntityPosition(vehicle, true)
            SetModelAsNoLongerNeeded(data.current.model)

            if data.current.livery then
                SetVehicleModKit(vehicle, 0)
                SetVehicleLivery(vehicle, data.current.livery)
            end
        end)
    end)

    WaitForVehicleToLoad(elements[1].model)
    ESX.Game.SpawnLocalVehicle(elements[1].model, shopCoords, 0.0, function(vehicle)
        table.insert(spawnedVehicles, vehicle)
        TaskWarpPedIntoVehicle(playerPed, vehicle, -1)
        FreezeEntityPosition(vehicle, true)
        SetModelAsNoLongerNeeded(elements[1].model)

        if elements[1].livery then
            SetVehicleModKit(vehicle, 0)
            SetVehicleLivery(vehicle, elements[1].livery)
        end
    end)
end

Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)

        if isInShopMenu then
            DisableControlAction(0, 75, true)  -- Disable exit vehicle
            DisableControlAction(27, 75, true) -- Disable exit vehicle
        else
            Citizen.Wait(500)
        end
    end
end)

function DeleteSpawnedVehicles()
    while #spawnedVehicles > 0 do
        local vehicle = spawnedVehicles[1]
        ESX.Game.DeleteVehicle(vehicle)
        table.remove(spawnedVehicles, 1)
    end
end

function WaitForVehicleToLoad(modelHash)
    modelHash = (type(modelHash) == 'number' and modelHash or GetHashKey(modelHash))

    if not HasModelLoaded(modelHash) then
        RequestModel(modelHash)

        BeginTextCommandBusyString('STRING')
        AddTextComponentSubstringPlayerName(_U('vehicleshop_awaiting_model'))
        EndTextCommandBusyString(4)

        while not HasModelLoaded(modelHash) do
            Citizen.Wait(0)
            DisableAllControlActions(0)
        end

        RemoveLoadingPrompt()
    end
end

function OpenPoliceActionsMenu()
    ESX.UI.Menu.CloseAll()

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'police_actions', {
        title    = 'Polis Etkileşim Menüsü',
        align    = 'top-left',
        elements = {
            {label = _U('citizen_interaction'), value = 'citizen_interaction'},
            {label = _U('vehicle_interaction'), value = 'vehicle_interaction'},
            {label = _U('object_spawner'),      value = 'object_spawner'},
            {label = _U("hapis"),               value = 'jail_menu'}
    }}, function(data, menu)

        if data.current.value == 'jail_menu' then
            TriggerEvent("esx-qalle-jail:openJailMenu")
        end

        if data.current.value == 'citizen_interaction' then
            local elements = {
                {label = _U('id_card'), value = 'identity_card'},
                {label = _U('revive player'),   value = 'revive'},
                {label = _U('search'), value = 'body_search'},
                --{label = _U('handcuff'), value = 'handcuff'},
                {label = 'Kelepçe Tak/Çıkar', value = 'uncuff'},
                {label = _U('drag'), value = 'drag'},
                {label = _U('put_in_vehicle'), value = 'put_in_vehicle'},
                {label = _U('out_the_vehicle'), value = 'out_the_vehicle'},
                {label = _U('fine'), value = 'fine'},
                {label = _U('unpaid_bills'), value = 'unpaid_bills'},
                {label = "Hizmet Cezası",    value = 'communityservice'},
                {label = "Barut Testi",        value = 'gsr_test'}
            }

            if Config.EnableLicenses then
                table.insert(elements, { label = _U('license_check'), value = 'license' })
            end

            ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'citizen_interaction', {
                title    = _U('citizen_interaction'),
                align    = 'top-left',
                elements = elements
            }, function(data2, menu2)
                local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
                if closestPlayer ~= -1 and closestDistance <= 3.0 then
                    local action = data2.current.value

                    if action == 'revive' then
                    local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
                    local closestPlayerPed = GetPlayerPed(closestPlayer)
                    local health = GetEntityHealth(closestPlayerPed)
                    if health == 0 then
                        local playerPed = GetPlayerPed(-1)
                        Citizen.CreateThread(function()
                        ESX.ShowNotification(_U('revive_inprogress'))
                        TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)
                        Wait(10000)
                        ClearPedTasks(playerPed)
                            if GetEntityHealth(closestPlayerPed) == 0 then
                            TriggerServerEvent('esx_ambulancejob:revive', GetPlayerServerId(closestPlayer))
                            ESX.ShowNotification(_U('revive_complete'))
                            else
                            ESX.ShowNotification(_U('isdead'))
                            end
                        end)
                    end

                    elseif action == 'identity_card' then
                        OpenIdentityCardMenu(closestPlayer)
                    elseif action == 'body_search' then
                        TriggerServerEvent('esx_policejob:message', GetPlayerServerId(closestPlayer), _U('being_searched'))
                        OpenBodySearchMenu(closestPlayer)
                    elseif action == 'handcuff' then
                        TriggerServerEvent('esx_ruski_areszt:handcuff', GetPlayerServerId(closestPlayer))                                   
                        Citizen.Wait(3200)                                                                                                                                                                                               
                    TriggerServerEvent('esx_policejob:handcuff',  GetPlayerServerId(closestPlayer))
                    elseif action == 'uncuff' then
                        TriggerServerEvent('fizzfau-uncuff:uncuff', GetPlayerServerId(closestPlayer))
                        Citizen.Wait(3600)
                        TriggerServerEvent('esx_policejob:handcuff', GetPlayerServerId(closestPlayer))
                    elseif action == 'drag' then
                        TriggerServerEvent('esx_policejob:drag', GetPlayerServerId(closestPlayer))
                    elseif action == 'put_in_vehicle' then
                        TriggerServerEvent('esx_policejob:putInVehicle', GetPlayerServerId(closestPlayer))
                    elseif action == 'out_the_vehicle' then
                        TriggerServerEvent('esx_policejob:OutVehicle', GetPlayerServerId(closestPlayer))
                    elseif action == 'fine' then
                        OpenFineMenu(closestPlayer)
                    elseif action == 'license' then
                        ShowPlayerLicense(closestPlayer)
                    elseif action == 'unpaid_bills' then
                        OpenUnpaidBillsMenu(closestPlayer)
                    elseif action == 'communityservice' then
                        SendToCommunityService(GetPlayerServerId(closestPlayer))
                    elseif action == 'gsr_test' then
                        TriggerServerEvent('GSR:Status2', GetPlayerServerId(closestPlayer))
                    end
                else
                    ESX.ShowNotification(_U('no_players_nearby'))
                end
            end, function(data2, menu2)
                menu2.close()
            end)
        elseif data.current.value == 'vehicle_interaction' then
            local elements  = {}
            local playerPed = PlayerPedId()
            local vehicle = ESX.Game.GetVehicleInDirection()

            if DoesEntityExist(vehicle) then
                table.insert(elements, {label = _U('vehicle_info'), value = 'vehicle_infos'})
                table.insert(elements, {label = _U('pick_lock'), value = 'hijack_vehicle'})
                table.insert(elements, {label = _U('impound'), value = 'impound'})
            end

            table.insert(elements, {label = _U('search_database'), value = 'search_database'})

            ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_interaction', {
                title    = _U('vehicle_interaction'),
                align    = 'top-left',
                elements = elements
            }, function(data2, menu2)
                local coords  = GetEntityCoords(playerPed)
                vehicle = ESX.Game.GetVehicleInDirection()
                action  = data2.current.value

                if action == 'search_database' then
                    LookupVehicle()
                elseif DoesEntityExist(vehicle) then
                    if action == 'vehicle_infos' then
                        local vehicleData = ESX.Game.GetVehicleProperties(vehicle)
                        OpenVehicleInfosMenu(vehicleData)
                    elseif action == 'hijack_vehicle' then
                        if IsAnyVehicleNearPoint(coords.x, coords.y, coords.z, 3.0) then
                            TaskStartScenarioInPlace(playerPed, 'WORLD_HUMAN_WELDING', 0, true)
                            Citizen.Wait(20000)
                            ClearPedTasksImmediately(playerPed)

                            SetVehicleDoorsLocked(vehicle, 1)
                            SetVehicleDoorsLockedForAllPlayers(vehicle, false)
                            ESX.ShowNotification(_U('vehicle_unlocked'))
                        end
                    elseif action == 'impound' then
                        -- is the script busy?
                        if currentTask.busy then
                            return
                        end

                        ESX.ShowHelpNotification(_U('impound_prompt'))
                        TaskStartScenarioInPlace(playerPed, 'CODE_HUMAN_MEDIC_TEND_TO_DEAD', 0, true)

                        currentTask.busy = true
                        currentTask.task = ESX.SetTimeout(10000, function()
                            ClearPedTasks(playerPed)
                            ImpoundVehicle(vehicle)
                            Citizen.Wait(100) -- sleep the entire script to let stuff sink back to reality
                        end)

                        -- keep track of that vehicle!
                        Citizen.CreateThread(function()
                            while currentTask.busy do
                                Citizen.Wait(1000)

                                vehicle = GetClosestVehicle(coords.x, coords.y, coords.z, 3.0, 0, 71)
                                if not DoesEntityExist(vehicle) and currentTask.busy then
                                    ESX.ShowNotification(_U('impound_canceled_moved'))
                                    ESX.ClearTimeout(currentTask.task)
                                    ClearPedTasks(playerPed)
                                    currentTask.busy = false
                                    break
                                end
                            end
                        end)
                    end
                else
                    ESX.ShowNotification(_U('no_vehicles_nearby'))
                end

            end, function(data2, menu2)
                menu2.close()
            end)
        elseif data.current.value == 'object_spawner' then
            ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'citizen_interaction', {
                title    = _U('traffic_interaction'),
                align    = 'top-left',
                elements = {
                    {label = _U('barrier'), model = 'prop_barrier_work05'},
                    {label = _U('spikestrips'), model = 'p_ld_stinger_s'},
                    {label = _U('cone'), model = 'prop_roadcone02a'},
                    {label = _U('box'), model = 'prop_boxpile_07d'}
            }}, function(data2, menu2)
                local playerPed = PlayerPedId()
                local coords    = GetEntityCoords(playerPed)
                local forward   = GetEntityForwardVector(playerPed)
                local x, y, z   = table.unpack(coords + forward * 1.0)

                if data2.current.model == 'prop_roadcone02a' then
                    z = z - 1.0
                end

                ESX.Game.SpawnObject(data2.current.model, {x = x, y = y, z = z}, function(obj)
                    SetEntityHeading(obj, GetEntityHeading(playerPed))
                    PlaceObjectOnGroundProperly(obj)
                end)
            end, function(data2, menu2)
                menu2.close()
            end)
        end
    end, function(data, menu)
        menu.close()
    end)
end

function OpenIdentityCardMenu(player)
    ESX.TriggerServerCallback('esx_policejob:getOtherPlayerData', function(data)
        local elements = {}
        local nameLabel = _U('name', data.name)
        local jobLabel, sexLabel, dobLabel, heightLabel, idLabel

        if data.job.grade_label and  data.job.grade_label ~= '' then
            jobLabel = _U('job', data.job.label .. ' - ' .. data.job.grade_label)
        else
            jobLabel = _U('job', data.job.label)
        end

        if Config.EnableESXIdentity then
            nameLabel = _U('name', data.firstname .. ' ' .. data.lastname)

            if data.sex then
                if string.lower(data.sex) == 'm' then
                    sexLabel = _U('sex', _U('male'))
                else
                    sexLabel = _U('sex', _U('female'))
                end
            else
                sexLabel = _U('sex', _U('unknown'))
            end

            if data.dob then
                dobLabel = _U('dob', data.dob)
            else
                dobLabel = _U('dob', _U('unknown'))
            end

            if data.height then
                heightLabel = _U('height', data.height)
            else
                heightLabel = _U('height', _U('unknown'))
            end

            if data.name then
                idLabel = _U('id', data.name)
            else
                idLabel = _U('id', _U('unknown'))
            end
        end

        local elements = {
            {label = nameLabel},
            {label = jobLabel}
        }

        if Config.EnableESXIdentity then
            table.insert(elements, {label = sexLabel})
            table.insert(elements, {label = dobLabel})
            table.insert(elements, {label = heightLabel})
            table.insert(elements, {label = idLabel})
        end

        if data.drunk then
            table.insert(elements, {label = _U('bac', data.drunk)})
        end

        if data.licenses then
            table.insert(elements, {label = _U('license_label')})

            for i=1, #data.licenses, 1 do
                table.insert(elements, {label = data.licenses[i].label})
            end
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'citizen_interaction', {
            title    = _U('citizen_interaction'),
            align    = 'top-left',
            elements = elements
        }, nil, function(data, menu)
            menu.close()
        end)
    end, GetPlayerServerId(player))
end

function OpenBodySearchMenu(player)
    ESX.TriggerServerCallback('esx_policejob:getOtherPlayerData', function(data)
        local elements = {}

        for i=1, #data.accounts, 1 do
            if data.accounts[i].name == 'black_money' and data.accounts[i].money > 0 then
                table.insert(elements, {
                    label    = _U('confiscate_dirty', ESX.Math.Round(data.accounts[i].money)),
                    value    = 'black_money',
                    itemType = 'item_account',
                    amount   = data.accounts[i].money
                })

                break
            end
        end

        table.insert(elements, {label = _U('guns_label')})

        for i=1, #data.weapons, 1 do
            table.insert(elements, {
                label    = _U('confiscate_weapon', ESX.GetWeaponLabel(data.weapons[i].name), data.weapons[i].ammo),
                value    = data.weapons[i].name,
                itemType = 'item_weapon',
                amount   = data.weapons[i].ammo
            })
        end

        table.insert(elements, {label = _U('inventory_label')})

        for i=1, #data.inventory, 1 do
            if data.inventory[i].count > 0 then
                table.insert(elements, {
                    label    = _U('confiscate_inv', data.inventory[i].count, data.inventory[i].label),
                    value    = data.inventory[i].name,
                    itemType = 'item_standard',
                    amount   = data.inventory[i].count
                })
            end
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'body_search', {
            title    = _U('search'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)
            if data.current.value then
                TriggerServerEvent('esx_policejob:confiscatePlayerItem', GetPlayerServerId(player), data.current.itemType, data.current.value, data.current.amount)
                OpenBodySearchMenu(player)
            end
        end, function(data, menu)
            menu.close()
        end)
    end, GetPlayerServerId(player))
end

function OpenFineMenu(player)
    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'fine', {
        title    = _U('fine'),
        align    = 'top-tight',
        elements = {
            {label = _U('traffic_offense'), value = 0},
            {label = _U('minor_offense'),   value = 1},
            {label = _U('average_offense'), value = 2},
            {label = _U('major_offense'),   value = 3}
    }}, function(data, menu)
        OpenFineCategoryMenu(player, data.current.value)
    end, function(data, menu)
        menu.close()
    end)
end

function OpenFineCategoryMenu(player, category)
    ESX.TriggerServerCallback('esx_policejob:getFineList', function(fines)
        local elements = {}

        for k,fine in ipairs(fines) do
            table.insert(elements, {
                label     = ('%s <span style="color:green;">%s</span>'):format(fine.label, _U('armory_item', ESX.Math.GroupDigits(fine.amount))),
                value     = fine.id,
                amount    = fine.amount,
                fineLabel = fine.label
            })
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'fine_category', {
            title    = _U('fine'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)
            menu.close()

            if Config.EnablePlayerManagement then
                TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(player), 'society_police', _U('fine_total', data.current.fineLabel), data.current.amount)
            else
                TriggerServerEvent('esx_billing:sendBill', GetPlayerServerId(player), 'society_police', _U('fine_total', data.current.fineLabel), data.current.amount)
            end

            ESX.SetTimeout(300, function()
                OpenFineCategoryMenu(player, category)
            end)
        end, function(data, menu)
            menu.close()
        end)
    end, category)
end

function LookupVehicle()
    ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'lookup_vehicle',
    {
        title = _U('search_database_title'),
    }, function(data, menu)
        local length = string.len(data.value)
        if data.value == nil or length < 2 or length > 13 then
            ESX.ShowNotification(_U('search_database_error_invalid'))
        else
            ESX.TriggerServerCallback('esx_policejob:getVehicleFromPlate', function(owner, found)
                if found then
                    ESX.ShowNotification(_U('search_database_found', owner))
                else
                    ESX.ShowNotification(_U('search_database_error_not_found'))
                end
            end, data.value)
            menu.close()
        end
    end, function(data, menu)
        menu.close()
    end)
end

function ShowPlayerLicense(player)
    local elements, targetName = {}

    ESX.TriggerServerCallback('esx_policejob:getOtherPlayerData', function(data)
        if data.licenses then
            for i=1, #data.licenses, 1 do
                if data.licenses[i].label and data.licenses[i].type then
                    table.insert(elements, {
                        label = data.licenses[i].label,
                        type = data.licenses[i].type
                    })
                end
            end
        end

        if Config.EnableESXIdentity then
            targetName = data.firstname .. ' ' .. data.lastname
        else
            targetName = data.name
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'manage_license', {
            title    = _U('license_revoke'),
            align    = 'top-left',
            elements = elements,
        }, function(data, menu)
            ESX.ShowNotification(_U('licence_you_revoked', data.current.label, targetName))
            TriggerServerEvent('esx_policejob:message', GetPlayerServerId(player), _U('license_revoked', data.current.label))

            TriggerServerEvent('esx_license:removeLicense', GetPlayerServerId(player), data.current.type)

            ESX.SetTimeout(300, function()
                ShowPlayerLicense(player)
            end)
        end, function(data, menu)
            menu.close()
        end)

    end, GetPlayerServerId(player))
end

function OpenUnpaidBillsMenu(player)
    local elements = {}

    ESX.TriggerServerCallback('esx_billing:getTargetBills', function(bills)
        for k,bill in ipairs(bills) do
            table.insert(elements, {
                label = ('%s - <span style="color:red;">%s</span>'):format(bill.label, _U('armory_item', ESX.Math.GroupDigits(bill.amount))),
                billId = bill.id
            })
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'billing', {
            title    = _U('unpaid_bills'),
            align    = 'top-left',
            elements = elements
        }, nil, function(data, menu)
            menu.close()
        end)
    end, GetPlayerServerId(player))
end

function OpenVehicleInfosMenu(vehicleData)
    ESX.TriggerServerCallback('esx_policejob:getVehicleInfos', function(retrivedInfo)
        local elements = {{label = _U('plate', retrivedInfo.plate)}}

        if retrivedInfo.owner == nil then
            table.insert(elements, {label = _U('owner_unknown')})
        else
            table.insert(elements, {label = _U('owner', retrivedInfo.owner)})
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'vehicle_infos', {
            title    = _U('vehicle_info'),
            align    = 'top-left',
            elements = elements
        }, nil, function(data, menu)
            menu.close()
        end)
    end, vehicleData.plate)
end

function OpenGetWeaponMenu()
    ESX.TriggerServerCallback('esx_policejob:getArmoryWeapons', function(weapons)
        local elements = {}

        for i=1, #weapons, 1 do
            if weapons[i].count > 0 then
                table.insert(elements, {
                    label = 'x' .. weapons[i].count .. ' ' .. ESX.GetWeaponLabel(weapons[i].name),
                    value = weapons[i].name
                })
            end
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'armory_get_weapon', {
            title    = _U('get_weapon_menu'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)
            menu.close()

            ESX.TriggerServerCallback('esx_policejob:removeArmoryWeapon', function()
                OpenGetWeaponMenu()
            end, data.current.value)
        end, function(data, menu)
            menu.close()
        end)
    end)
end

function OpenPutWeaponMenu()
    local elements   = {}
    local playerPed  = PlayerPedId()
    local weaponList = ESX.GetWeaponList()

    for i=1, #weaponList, 1 do
        local weaponHash = GetHashKey(weaponList[i].name)

        if HasPedGotWeapon(playerPed, weaponHash, false) and weaponList[i].name ~= 'WEAPON_UNARMED' then
            table.insert(elements, {
                label = weaponList[i].label,
                value = weaponList[i].name
            })
        end
    end

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'armory_put_weapon', {
        title    = _U('put_weapon_menu'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        menu.close()

        ESX.TriggerServerCallback('esx_policejob:addArmoryWeapon', function()
            OpenPutWeaponMenu()
        end, data.current.value, true)
    end, function(data, menu)
        menu.close()
    end)
end

function OpenBuyWeaponsMenu()
    local elements = {}
    local playerPed = PlayerPedId()
    PlayerData = ESX.GetPlayerData()

    for k,v in ipairs(Config.AuthorizedWeapons[PlayerData.job.grade_name]) do
        local weaponNum, weapon = ESX.GetWeapon(v.weapon)
        local components, label = {}
        local hasWeapon = HasPedGotWeapon(playerPed, GetHashKey(v.weapon), false)

        if v.components then
            for i=1, #v.components do
                if v.components[i] then
                    local component = weapon.components[i]
                    local hasComponent = HasPedGotWeaponComponent(playerPed, GetHashKey(v.weapon), component.hash)

                    if hasComponent then
                        label = ('%s: <span style="color:green;">%s</span>'):format(component.label, _U('armory_owned'))
                    else
                        if v.components[i] > 0 then
                            label = ('%s: <span style="color:green;">%s</span>'):format(component.label, _U('armory_item', ESX.Math.GroupDigits(v.components[i])))
                        else
                            label = ('%s: <span style="color:green;">%s</span>'):format(component.label, _U('armory_free'))
                        end
                    end

                    table.insert(components, {
                        label = label,
                        componentLabel = component.label,
                        hash = component.hash,
                        name = component.name,
                        price = v.components[i],
                        hasComponent = hasComponent,
                        componentNum = i
                    })
                end
            end
        end

        if hasWeapon and v.components then
            label = ('%s: <span style="color:green;">></span>'):format(weapon.label)
        elseif hasWeapon and not v.components then
            label = ('%s: <span style="color:green;">%s</span>'):format(weapon.label, _U('armory_owned'))
        else
            if v.price > 0 then
                label = ('%s: <span style="color:green;">%s</span>'):format(weapon.label, _U('armory_item', ESX.Math.GroupDigits(v.price)))
            else
                label = ('%s: <span style="color:green;">%s</span>'):format(weapon.label, _U('armory_free'))
            end
        end

        table.insert(elements, {
            label = label,
            weaponLabel = weapon.label,
            name = weapon.name,
            components = components,
            price = v.price,
            hasWeapon = hasWeapon
        })
    end

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'armory_buy_weapons', {
        title    = _U('armory_weapontitle'),
        align    = 'top-left',
        elements = elements
    }, function(data, menu)
        if data.current.hasWeapon then
            if #data.current.components > 0 then
                OpenWeaponComponentShop(data.current.components, data.current.name, menu)
            end
        else
            ESX.TriggerServerCallback('esx_policejob:buyWeapon', function(bought)
                if bought then
                    if data.current.price > 0 then
                        ESX.ShowNotification(_U('armory_bought', data.current.weaponLabel, ESX.Math.GroupDigits(data.current.price)))
                    end

                    menu.close()
                    OpenBuyWeaponsMenu()
                else
                    ESX.ShowNotification(_U('armory_money'))
                end
            end, data.current.name, 1)
        end
    end, function(data, menu)
        menu.close()
    end)
end

function OpenWeaponComponentShop(components, weaponName, parentShop)
    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'armory_buy_weapons_components', {
        title    = _U('armory_componenttitle'),
        align    = 'top-left',
        elements = components
    }, function(data, menu)
        if data.current.hasComponent then
            ESX.ShowNotification(_U('armory_hascomponent'))
        else
            ESX.TriggerServerCallback('esx_policejob:buyWeapon', function(bought)
                if bought then
                    if data.current.price > 0 then
                        ESX.ShowNotification(_U('armory_bought', data.current.componentLabel, ESX.Math.GroupDigits(data.current.price)))
                    end

                    menu.close()
                    parentShop.close()
                    OpenBuyWeaponsMenu()
                else
                    ESX.ShowNotification(_U('armory_money'))
                end
            end, weaponName, 2, data.current.componentNum)
        end
    end, function(data, menu)
        menu.close()
    end)
end

function OpenGetStocksMenu()
    ESX.TriggerServerCallback('esx_policejob:getStockItems', function(items)
        local elements = {}

        for i=1, #items, 1 do
            table.insert(elements, {
                label = 'x' .. items[i].count .. ' ' .. items[i].label,
                value = items[i].name
            })
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'stocks_menu', {
            title    = _U('police_stock'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)
            local itemName = data.current.value

            ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'stocks_menu_get_item_count', {
                title = _U('quantity')
            }, function(data2, menu2)
                local count = tonumber(data2.value)

                if count == nil then
                    ESX.ShowNotification(_U('quantity_invalid'))
                else
                    menu2.close()
                    menu.close()
                    TriggerServerEvent('esx_policejob:getStockItem', itemName, count)

                    Citizen.Wait(300)
                    OpenGetStocksMenu()
                end
            end, function(data2, menu2)
                menu2.close()
            end)
        end, function(data, menu)
            menu.close()
        end)
    end)
end

function OpenPutStocksMenu()
    ESX.TriggerServerCallback('esx_policejob:getPlayerInventory', function(inventory)
        local elements = {}

        for i=1, #inventory.items, 1 do
            local item = inventory.items[i]

            if item.count > 0 then
                table.insert(elements, {
                    label = item.label .. ' x' .. item.count,
                    type = 'item_standard',
                    value = item.name
                })
            end
        end

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'stocks_menu', {
            title    = _U('inventory'),
            align    = 'top-left',
            elements = elements
        }, function(data, menu)
            local itemName = data.current.value

            ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'stocks_menu_put_item_count', {
                title = _U('quantity')
            }, function(data2, menu2)
                local count = tonumber(data2.value)

                if count == nil then
                    ESX.ShowNotification(_U('quantity_invalid'))
                else
                    menu2.close()
                    menu.close()
                    TriggerServerEvent('esx_policejob:putStockItems', itemName, count)

                    Citizen.Wait(300)
                    OpenPutStocksMenu()
                end
            end, function(data2, menu2)
                menu2.close()
            end)
        end, function(data, menu)
            menu.close()
        end)
    end)
end

RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
    PlayerData.job = job

    Citizen.Wait(5000)
    TriggerServerEvent('esx_policejob:forceBlip')
end)

RegisterNetEvent('esx_phone:loaded')
AddEventHandler('esx_phone:loaded', function(phoneNumber, contacts)
    local specialContact = {
        name       = _U('phone_police'),
        number     = 'police',
        base64Icon = 'data:image/png;base64,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'
    }

    TriggerEvent('esx_phone:addSpecialContact', specialContact.name, specialContact.number, specialContact.base64Icon)
end)

-- don't show dispatches if the player isn't in service
AddEventHandler('esx_phone:cancelMessage', function(dispatchNumber)
    if PlayerData.job and PlayerData.job.name == 'police' and PlayerData.job.name == dispatchNumber then
        -- if esx_service is enabled
        if Config.MaxInService ~= -1 and not playerInService then
            CancelEvent()
        end
    end
end)

AddEventHandler('esx_policejob:hasEnteredMarker', function(station, part, partNum)
    if part == 'Cloakroom' then
        CurrentAction     = 'menu_cloakroom'
        CurrentActionMsg  = _U('open_cloackroom')
        CurrentActionData = {}
    elseif part == 'Armory' then
        CurrentAction     = 'menu_armory'
        CurrentActionMsg  = _U('open_armory')
        CurrentActionData = {station = station}
    elseif part == 'Vehicles' then
        CurrentAction     = 'menu_vehicle_spawner'
        CurrentActionMsg  = _U('garage_prompt')
        CurrentActionData = {station = station, part = part, partNum = partNum}
    elseif part == 'Helicopters' then
        CurrentAction     = 'Helicopters'
        CurrentActionMsg  = _U('helicopter_prompt')
        CurrentActionData = {station = station, part = part, partNum = partNum}
    elseif part == 'BossActions' then
        CurrentAction     = 'menu_boss_actions'
        CurrentActionMsg  = _U('open_bossmenu')
        CurrentActionData = {}
    end
end)

AddEventHandler('esx_policejob:hasExitedMarker', function(station, part, partNum)
    if not isInShopMenu then
        ESX.UI.Menu.CloseAll()
    end

    CurrentAction = nil
end)

AddEventHandler('esx_policejob:hasEnteredEntityZone', function(entity)
    local playerPed = PlayerPedId()

    if PlayerData.job and PlayerData.job.name == 'police' and IsPedOnFoot(playerPed) then
        CurrentAction     = 'remove_entity'
        CurrentActionMsg  = _U('remove_prop')
        CurrentActionData = {entity = entity}
    end

    if GetEntityModel(entity) == GetHashKey('p_ld_stinger_s') then
        local playerPed = PlayerPedId()
        local coords    = GetEntityCoords(playerPed)

        if IsPedInAnyVehicle(playerPed, false) then
            local vehicle = GetVehiclePedIsIn(playerPed)

            for i=0, 7, 1 do
                SetVehicleTyreBurst(vehicle, i, true, 1000)
            end
        end
    end
end)

AddEventHandler('esx_policejob:hasExitedEntityZone', function(entity)
    if CurrentAction == 'remove_entity' then
        CurrentAction = nil
    end
end)


ESX = nil
cuffed = false

Citizen.CreateThread(function()
    while ESX == nil do
        TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
        Citizen.Wait(0)
    end
    while ESX.GetPlayerData().job == nil do
        Citizen.Wait(10)
    end
    ESX.PlayerData = ESX.GetPlayerData()
end)

RegisterNetEvent('esx_policejob:getarrested')
AddEventHandler('esx_policejob:getarrested', function(playerheading, playercoords, playerlocation)
    playerPed = GetPlayerPed(-1)
    SetCurrentPedWeapon(playerPed, GetHashKey('WEAPON_UNARMED'), true) -- unarm player
    local x, y, z   = table.unpack(playercoords + playerlocation * 1.0)
    SetEntityCoords(GetPlayerPed(-1), x, y, z)
    SetEntityHeading(GetPlayerPed(-1), playerheading)
    Citizen.Wait(250)
    loadanimdict('mp_arrest_paired')
    TaskPlayAnim(GetPlayerPed(-1), 'mp_arrest_paired', 'crook_p2_back_left', 8.0, -8, 3750 , 2, 0, 0, 0, 0)
    Citizen.Wait(3760)
    cuffed = true
    loadanimdict('mp_arresting')
    TaskPlayAnim(GetPlayerPed(-1), 'mp_arresting', 'idle', 8.0, -8, -1, 49, 0.0, false, false, false)
end)

RegisterNetEvent('esx_policejob:doarrested')
AddEventHandler('esx_policejob:doarrested', function()
    Citizen.Wait(250)
    loadanimdict('mp_arrest_paired')
    TaskPlayAnim(GetPlayerPed(-1), 'mp_arrest_paired', 'cop_p2_back_left', 8.0, -8,3750, 2, 0, 0, 0, 0)
    Citizen.Wait(3000)

end)

RegisterNetEvent('esx_policejob:douncuffing')
AddEventHandler('esx_policejob:douncuffing', function()
    Citizen.Wait(250)
    loadanimdict('mp_arresting')
    TaskPlayAnim(GetPlayerPed(-1), 'mp_arresting', 'a_uncuff', 8.0, -8,-1, 2, 0, 0, 0, 0)
    Citizen.Wait(5500)
    ClearPedTasks(GetPlayerPed(-1))
end)

RegisterNetEvent('esx_policejob:getuncuffed')
AddEventHandler('esx_policejob:getuncuffed', function(playerheading, playercoords, playerlocation)
    local x, y, z   = table.unpack(playercoords + playerlocation * 1.0)
    SetEntityCoords(GetPlayerPed(-1), x, y, z)
    SetEntityHeading(GetPlayerPed(-1), playerheading)
    Citizen.Wait(250)
    loadanimdict('mp_arresting')
    TaskPlayAnim(GetPlayerPed(-1), 'mp_arresting', 'b_uncuff', 8.0, -8,-1, 2, 0, 0, 0, 0)
    Citizen.Wait(5500)
    cuffed = false
    ClearPedTasks(GetPlayerPed(-1))
end)

RegisterCommand('cuff', function()
    local target, distance = ESX.Game.GetClosestPlayer()
    playerheading = GetEntityHeading(GetPlayerPed(-1))
    playerlocation = GetEntityForwardVector(PlayerPedId())
    playerCoords = GetEntityCoords(GetPlayerPed(-1))
    local target_id = GetPlayerServerId(target)
    if distance <= 2.0 then
        TriggerServerEvent('esx_policejob:requestarrest', target_id, playerheading, playerCoords, playerlocation)
    else
        ESX.ShowNotification('Not Close Enough')
    end
end)

RegisterCommand('uncuff', function()
    local target, distance = ESX.Game.GetClosestPlayer()
    playerheading = GetEntityHeading(GetPlayerPed(-1))
    playerlocation = GetEntityForwardVector(PlayerPedId())
    playerCoords = GetEntityCoords(GetPlayerPed(-1))
    local target_id = GetPlayerServerId(target)
    TriggerServerEvent('esx_policejob:requestrelease', target_id, playerheading, playerCoords, playerlocation)
end)

function loadanimdict(dictname)
    if not HasAnimDictLoaded(dictname) then
        RequestAnimDict(dictname)
        while not HasAnimDictLoaded(dictname) do
            Citizen.Wait(1)
        end
    end
end

RegisterNetEvent('esx_policejob:handcuff')
AddEventHandler('esx_policejob:handcuff', function()
    IsHandcuffed    = not IsHandcuffed
    local playerPed = PlayerPedId()

    Citizen.CreateThread(function()
        if IsHandcuffed then

            RequestAnimDict('mp_arresting')
            while not HasAnimDictLoaded('mp_arresting') do
                Citizen.Wait(100)
            end
            
            --TaskPlayAnim(playerPed, 'mp_arresting', 'idle', 8.0, -8, -1, 49, 0, 0, 0, 0)
            --SetEnableHandcuffs(playerPed, true)
            --DisablePlayerFiring(playerPed, true)
            --SetCurrentPedWeapon(playerPed, GetHashKey('WEAPON_UNARMED'), true) -- unarm player
            --SetPedCanPlayGestureAnims(playerPed, false)
            --FreezeEntityPosition(playerPed, true)
            --DisplayRadar(false)

            --if Config.EnableHandcuffTimer then
            --    if handcuffTimer.active then
            --        ESX.ClearTimeout(handcuffTimer.task)
            --    end

            --    StartHandcuffTimer()
            --end
        else
            if Config.EnableHandcuffTimer and handcuffTimer.active then
                ESX.ClearTimeout(handcuffTimer.task)
            end

            ClearPedSecondaryTask(playerPed)
            SetEnableHandcuffs(playerPed, false)
            --DisablePlayerFiring(playerPed, false)
            --SetPedCanPlayGestureAnims(playerPed, true)
            --FreezeEntityPosition(playerPed, false)
            --DisplayRadar(true)
        end
    end)
end)

RegisterNetEvent('esx_policejob:unrestrain')
AddEventHandler('esx_policejob:unrestrain', function()
    if IsHandcuffed then
        local playerPed = PlayerPedId()
        IsHandcuffed = false

        ClearPedSecondaryTask(playerPed)
        SetEnableHandcuffs(playerPed, false)
        DisablePlayerFiring(playerPed, false)
        SetPedCanPlayGestureAnims(playerPed, true)
        FreezeEntityPosition(playerPed, false)
        DisplayRadar(true)

        -- end timer
        if Config.EnableHandcuffTimer and handcuffTimer.active then
            ESX.ClearTimeout(handcuffTimer.task)
        end
    end
end)

RegisterNetEvent('esx_policejob:drag')
AddEventHandler('esx_policejob:drag', function(copId)
    if not IsHandcuffed then
        return
    end

    dragStatus.isDragged = not dragStatus.isDragged
    dragStatus.CopId = copId
end)

Citizen.CreateThread(function()
    local playerPed
    local targetPed

    while true do
        Citizen.Wait(1)

        if IsHandcuffed then
            playerPed = PlayerPedId()

            if dragStatus.isDragged then
                targetPed = GetPlayerPed(GetPlayerFromServerId(dragStatus.CopId))

                -- undrag if target is in an vehicle
                if not IsPedSittingInAnyVehicle(targetPed) then
                    AttachEntityToEntity(playerPed, targetPed, 11816, 0.54, 0.54, 0.0, 0.0, 0.0, 0.0, false, false, false, false, 2, true)
                else
                    dragStatus.isDragged = false
                    DetachEntity(playerPed, true, false)
                end

                if IsPedDeadOrDying(targetPed, true) then
                    dragStatus.isDragged = false
                    DetachEntity(playerPed, true, false)
                end

            else
                DetachEntity(playerPed, true, false)
            end
        else
            Citizen.Wait(500)
        end
    end
end)

RegisterNetEvent('esx_policejob:putInVehicle')
AddEventHandler('esx_policejob:putInVehicle', function()
    local playerPed = PlayerPedId()
    local coords = GetEntityCoords(playerPed)

    if not IsHandcuffed then
        return
    end

    if IsAnyVehicleNearPoint(coords, 5.0) then
        local vehicle = GetClosestVehicle(coords, 5.0, 0, 71)

        if DoesEntityExist(vehicle) then
            local maxSeats, freeSeat = GetVehicleMaxNumberOfPassengers(vehicle)

            for i=maxSeats - 1, 0, -1 do
                if IsVehicleSeatFree(vehicle, i) then
                    freeSeat = i
                    break
                end
            end

            if freeSeat then
                TaskWarpPedIntoVehicle(playerPed, vehicle, freeSeat)
                dragStatus.isDragged = false
            end
        end
    end
end)

RegisterNetEvent('esx_policejob:OutVehicle')
AddEventHandler('esx_policejob:OutVehicle', function()
    local playerPed = PlayerPedId()

    if not IsPedSittingInAnyVehicle(playerPed) then
        return
    end

    local vehicle = GetVehiclePedIsIn(playerPed, false)
    TaskLeaveVehicle(playerPed, vehicle, 16)
end)

-- Handcuff
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)
        local playerPed = PlayerPedId()

        if IsHandcuffed then
            DisableControlAction(0, 2, true)    -- Disable tilt
            DisableControlAction(0, 24, true)   -- Attack
            DisableControlAction(0, 257, true)  -- Attack 2
            DisableControlAction(0, 25, true)   -- Aim
            DisableControlAction(0, 263, true)  -- Melee Attack 1

            DisableControlAction(0, 45, true)   -- Reload
            DisableControlAction(0, 44, true)   -- Cover
            DisableControlAction(0, 37, true)   -- Select Weapon
            DisableControlAction(0, 23, true)   -- Also 'enter'?

            DisableControlAction(0, 288,  true) -- Disable phone
            DisableControlAction(0, 289, true)  -- Inventory
            DisableControlAction(0, 170, true)  -- Animations
            DisableControlAction(0, 167, true)  -- Job

            DisableControlAction(0, 0, true)    -- Disable changing view
            DisableControlAction(0, 26, true)   -- Disable looking behind
            DisableControlAction(0, 73, true)   -- Disable clearing animation
            DisableControlAction(2, 199, true)  -- Disable pause screen

            DisableControlAction(0, 59, true)   -- Disable steering in vehicle
            DisableControlAction(0, 71, true)   -- Disable driving forward in vehicle
            DisableControlAction(0, 72, true)   -- Disable reversing in vehicle

            DisableControlAction(2, 36, true)   -- Disable going stealth

            DisableControlAction(0, 47, true)   -- Disable weapon
            DisableControlAction(0, 264, true)  -- Disable melee
            DisableControlAction(0, 257, true)  -- Disable melee
            DisableControlAction(0, 140, true)  -- Disable melee
            DisableControlAction(0, 141, true)  -- Disable melee
            DisableControlAction(0, 142, true)  -- Disable melee
            DisableControlAction(0, 143, true)  -- Disable melee
            DisableControlAction(0, 75, true)   -- Disable exit vehicle
            DisableControlAction(27, 75, true)  -- Disable exit vehicle

            if IsEntityPlayingAnim(playerPed, 'mp_arresting', 'idle', 3) ~= 1 then
                ESX.Streaming.RequestAnimDict('mp_arresting', function()
                    TaskPlayAnim(playerPed, 'mp_arresting', 'idle', 8.0, -8, -1, 49, 0.0, false, false, false)
                end)
            end
        else
            Citizen.Wait(500)
        end
    end
end)

-- Create blips
Citizen.CreateThread(function()

    for k,v in pairs(Config.PoliceStations) do
        local blip = AddBlipForCoord(v.Blip.Coords)

        SetBlipSprite (blip, v.Blip.Sprite)
        SetBlipDisplay(blip, v.Blip.Display)
        SetBlipScale  (blip, v.Blip.Scale)
        SetBlipAsShortRange(blip, true)

        BeginTextCommandSetBlipName('STRING')
        AddTextComponentString(_U('map_blip'))
        EndTextCommandSetBlipName(blip)
    end

end)

-- Display markers
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)

        if PlayerData.job and PlayerData.job.name == 'police' then

            local playerPed = PlayerPedId()
            local coords    = GetEntityCoords(playerPed)
            local isInMarker, hasExited, letSleep = false, false, true
            local currentStation, currentPart, currentPartNum

            for k,v in pairs(Config.PoliceStations) do

                for i=1, #v.Cloakrooms, 1 do
                    local distance = GetDistanceBetweenCoords(coords, v.Cloakrooms[i], true)

                    if distance < Config.DrawDistance then
                        DrawMarker(20, v.Cloakrooms[i], 0.0, 0.0, 0.0, 0, 0.0, 0.0, 1.0, 1.0, 1.0, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, true, false, false, false)
                        letSleep = false
                    end

                    if distance < Config.MarkerSize.x then
                        isInMarker, currentStation, currentPart, currentPartNum = true, k, 'Cloakroom', i
                    end
                end

                for i=1, #v.Armories, 1 do
                    local distance = GetDistanceBetweenCoords(coords, v.Armories[i], true)

                    if distance < Config.DrawDistance then
                        DrawMarker(21, v.Armories[i], 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.5, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, true, false, false, false)
                        letSleep = false
                    end

                    if distance < Config.MarkerSize.x then
                        isInMarker, currentStation, currentPart, currentPartNum = true, k, 'Armory', i
                    end
                end

                for i=1, #v.Vehicles, 1 do
                    local distance = GetDistanceBetweenCoords(coords, v.Vehicles[i].Spawner, true)

                    if distance < Config.DrawDistance then
                        DrawMarker(36, v.Vehicles[i].Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, true, false, false, false)
                        letSleep = false
                    end

                    if distance < Config.MarkerSize.x then
                        isInMarker, currentStation, currentPart, currentPartNum = true, k, 'Vehicles', i
                    end
                end

                for i=1, #v.Helicopters, 1 do
                    local distance =  GetDistanceBetweenCoords(coords, v.Helicopters[i].Spawner, true)

                    if distance < Config.DrawDistance then
                        DrawMarker(34, v.Helicopters[i].Spawner, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, true, false, false, false)
                        letSleep = false
                    end

                    if distance < Config.MarkerSize.x then
                        isInMarker, currentStation, currentPart, currentPartNum = true, k, 'Helicopters', i
                    end
                end

                if Config.EnablePlayerManagement and PlayerData.job.grade_name == 'boss' then
                    for i=1, #v.BossActions, 1 do
                        local distance = GetDistanceBetweenCoords(coords, v.BossActions[i], true)

                        if distance < Config.DrawDistance then
                            DrawMarker(22, v.BossActions[i], 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, true, false, false, false)
                            letSleep = false
                        end

                        if distance < Config.MarkerSize.x then
                            isInMarker, currentStation, currentPart, currentPartNum = true, k, 'BossActions', i
                        end
                    end
                end
            end

            if isInMarker and not HasAlreadyEnteredMarker or (isInMarker and (LastStation ~= currentStation or LastPart ~= currentPart or LastPartNum ~= currentPartNum)) then
                if
                    (LastStation and LastPart and LastPartNum) and
                    (LastStation ~= currentStation or LastPart ~= currentPart or LastPartNum ~= currentPartNum)
                then
                    TriggerEvent('esx_policejob:hasExitedMarker', LastStation, LastPart, LastPartNum)
                    hasExited = true
                end

                HasAlreadyEnteredMarker = true
                LastStation             = currentStation
                LastPart                = currentPart
                LastPartNum             = currentPartNum

                TriggerEvent('esx_policejob:hasEnteredMarker', currentStation, currentPart, currentPartNum)
            end

            if not hasExited and not isInMarker and HasAlreadyEnteredMarker then
                HasAlreadyEnteredMarker = false
                TriggerEvent('esx_policejob:hasExitedMarker', LastStation, LastPart, LastPartNum)
            end

            if letSleep then
                Citizen.Wait(500)
            end

        else
            Citizen.Wait(500)
        end
    end
end)

-- Enter / Exit entity zone events
Citizen.CreateThread(function()
    local trackedEntities = {
        'prop_roadcone02a',
        'prop_barrier_work05',
        'p_ld_stinger_s',
        'prop_boxpile_07d',
        'hei_prop_cash_crate_half_full'
    }

    while true do
        Citizen.Wait(500)

        local playerPed = PlayerPedId()
        local coords    = GetEntityCoords(playerPed)

        local closestDistance = -1
        local closestEntity   = nil

        for i=1, #trackedEntities, 1 do
            local object = GetClosestObjectOfType(coords, 3.0, GetHashKey(trackedEntities[i]), false, false, false)

            if DoesEntityExist(object) then
                local objCoords = GetEntityCoords(object)
                local distance  = GetDistanceBetweenCoords(coords, objCoords, true)

                if closestDistance == -1 or closestDistance > distance then
                    closestDistance = distance
                    closestEntity   = object
                end
            end
        end

        if closestDistance ~= -1 and closestDistance <= 3.0 then
            if LastEntity ~= closestEntity then
                TriggerEvent('esx_policejob:hasEnteredEntityZone', closestEntity)
                LastEntity = closestEntity
            end
        else
            if LastEntity then
                TriggerEvent('esx_policejob:hasExitedEntityZone', LastEntity)
                LastEntity = nil
            end
        end
    end
end)

-- Key Controls
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)

        if CurrentAction then
            ESX.ShowHelpNotification(CurrentActionMsg)

            if IsControlJustReleased(0, 38) and PlayerData.job and PlayerData.job.name == 'police' then

                if CurrentAction == 'menu_cloakroom' then
                    OpenCloakroomMenu()
                elseif CurrentAction == 'menu_armory' then
                    if Config.MaxInService == -1 then
                        OpenArmoryMenu(CurrentActionData.station)
                    elseif playerInService then
                        OpenArmoryMenu(CurrentActionData.station)
                    else
                        ESX.ShowNotification(_U('service_not'))
                    end
                elseif CurrentAction == 'menu_vehicle_spawner' then
                    if Config.MaxInService == -1 then
                        OpenVehicleSpawnerMenu('car', CurrentActionData.station, CurrentActionData.part, CurrentActionData.partNum)
                    elseif playerInService then
                        OpenVehicleSpawnerMenu('car', CurrentActionData.station, CurrentActionData.part, CurrentActionData.partNum)
                    else
                        ESX.ShowNotification(_U('service_not'))
                    end
                elseif CurrentAction == 'Helicopters' then
                    if Config.MaxInService == -1 then
                        OpenVehicleSpawnerMenu('helicopter', CurrentActionData.station, CurrentActionData.part, CurrentActionData.partNum)
                    elseif playerInService then
                        OpenVehicleSpawnerMenu('helicopter', CurrentActionData.station, CurrentActionData.part, CurrentActionData.partNum)
                    else
                        ESX.ShowNotification(_U('service_not'))
                    end
                elseif CurrentAction == 'delete_vehicle' then
                    ESX.Game.DeleteVehicle(CurrentActionData.vehicle)
                elseif CurrentAction == 'menu_boss_actions' then
                    ESX.UI.Menu.CloseAll()
                    TriggerEvent('esx_society:openBossMenu', 'police', function(data, menu)
                        menu.close()

                        CurrentAction     = 'menu_boss_actions'
                        CurrentActionMsg  = _U('open_bossmenu')
                        CurrentActionData = {}
                    end, { wash = false }) -- disable washing money
                elseif CurrentAction == 'remove_entity' then
                    DeleteEntity(CurrentActionData.entity)
                end

                CurrentAction = nil
            end
        end -- CurrentAction end

        if IsControlJustReleased(0, 167) and not isDead and PlayerData.job and PlayerData.job.name == 'police' and not ESX.UI.Menu.IsOpen('default', GetCurrentResourceName(), 'police_actions') then
            if Config.MaxInService == -1 then
                OpenPoliceActionsMenu()
            elseif playerInService then
                OpenPoliceActionsMenu()
            else
                ESX.ShowNotification(_U('service_not'))
            end
        end

        if IsControlJustReleased(0, 38) and currentTask.busy then
            ESX.ShowNotification(_U('impound_canceled'))
            ESX.ClearTimeout(currentTask.task)
            ClearPedTasks(PlayerPedId())

            currentTask.busy = false
        end
    end
end)

-- Create blip for colleagues
function createBlip(id)
    local ped = GetPlayerPed(id)
    local blip = GetBlipFromEntity(ped)

    if not DoesBlipExist(blip) then -- Add blip and create head display on player
        blip = AddBlipForEntity(ped)
        SetBlipSprite(blip, 1)
        SetBlipColour(blip,68)
        ShowHeadingIndicatorOnBlip(blip, true) -- Player Blip indicator
        SetBlipRotation(blip, math.ceil(GetEntityHeading(ped))) -- update rotation
        SetBlipNameToPlayerName(blip, id) -- update blip name
        SetBlipScale(blip, 0.85) -- set scale
        SetBlipAsShortRange(blip, true)

        table.insert(blipsCops, blip) -- add blip to array so we can remove it later
    end
end

function createBlip2(id)
    local ped = GetPlayerPed(id)
    local blip = GetBlipFromEntity(ped)

    if not DoesBlipExist(blip) then
        blip = AddBlipForEntity(ped)
        SetBlipSprite(blip, 1)
        SetBlipColour(blip,75)
        ShowHeadingIndicatorOnBlip(blip, true)
        SetBlipRotation(blip, math.ceil(GetEntityHeading(ped)))
        SetBlipNameToPlayerName(blip, id)
        SetBlipScale(blip, 0.85)
        SetBlipAsShortRange(blip, true)
      
        table.insert(blipsCops, blip)
    end
end

RegisterNetEvent('esx_policejob:updateBlip')
AddEventHandler('esx_policejob:updateBlip', function()

    -- Refresh all blips
    for k, existingBlip in pairs(blipsCops) do
        RemoveBlip(existingBlip)
    end

    -- Clean the blip table
    blipsCops = {}

    -- Enable blip?
    if Config.MaxInService ~= -1 and not playerInService then
        return
    end

    if not Config.EnableJobBlip then
        return
    end

    -- Is the player a cop? In that case show all the blips for other cops
    if PlayerData.job and PlayerData.job.name == 'police' then
        ESX.TriggerServerCallback('esx_society:getOnlinePlayers', function(players)
            for i=1, #players, 1 do
                if players[i].job.name == 'police' then
                    local id = GetPlayerFromServerId(players[i].source)
                    if NetworkIsPlayerActive(id) and GetPlayerPed(id) ~= PlayerPedId() then
                        createBlip(id)
                    end
                end
            end
        end)
    end

    if PlayerData.job and PlayerData.job.name == 'police' then
        ESX.TriggerServerCallback('esx_society:getOnlinePlayers', function(players)
            for i=1, #players, 1 do
                if players[i].job.name == 'ambulance' then
                    local id = GetPlayerFromServerId(players[i].source)
                    if NetworkIsPlayerActive(id) and GetPlayerPed(id) ~= PlayerPedId() then
                        createBlip2(id)
                    end
                end
            end
        end)
    end

end)

AddEventHandler('playerSpawned', function(spawn)
    isDead = false
    TriggerEvent('esx_policejob:unrestrain')

    if not hasAlreadyJoined then
        TriggerServerEvent('esx_policejob:spawned')
    end
    hasAlreadyJoined = true
end)

AddEventHandler('esx:onPlayerDeath', function(data)
    isDead = false
end)

AddEventHandler('onResourceStop', function(resource)
    if resource == GetCurrentResourceName() then
        TriggerEvent('esx_policejob:unrestrain')
        TriggerEvent('esx_phone:removeSpecialContact', 'police')

        if Config.MaxInService ~= -1 then
            TriggerServerEvent('esx_service:disableService', 'police')
        end

        if Config.EnableHandcuffTimer and handcuffTimer.active then
            ESX.ClearTimeout(handcuffTimer.task)
        end
    end
end)

-- handcuff timer, unrestrain the player after an certain amount of time
function StartHandcuffTimer()
    if Config.EnableHandcuffTimer and handcuffTimer.active then
        ESX.ClearTimeout(handcuffTimer.task)
    end

    handcuffTimer.active = true

    handcuffTimer.task = ESX.SetTimeout(Config.handcuffTimer, function()
        ESX.ShowNotification(_U('unrestrained_timer'))
        TriggerEvent('esx_policejob:unrestrain')
        handcuffTimer.active = false
    end)
end

-- TODO
--   - return to garage if owned
--   - message owner that his vehicle has been impounded
function ImpoundVehicle(vehicle)
    --local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(GetEntityModel(vehicle)))
    ESX.Game.DeleteVehicle(vehicle)
    ESX.ShowNotification(_U('impound_successful'))
    currentTask.busy = false
end

function SendToCommunityService(player)
    ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'Hizmet Cezası Menüsü', {
        title = "Hizmet Cezası Menüsü",
    }, function (data2, menu)
        local community_services_count = tonumber(data2.value)
        
        if community_services_count == nil then
            ESX.ShowNotification('Geçersiz Hizmet Sayısı !')
        else
            TriggerServerEvent("esx_communityservice:sendToCommunityService", player, community_services_count)
            menu.close()
        end
    end, function (data2, menu)
        menu.close()
    end)
end



es_extended/client/functions.lu

Kod:
ESX                           = {}
ESX.PlayerData                = {}
ESX.PlayerLoaded              = false
ESX.CurrentRequestId          = 0
ESX.ServerCallbacks           = {}
ESX.TimeoutCallbacks          = {}

ESX.UI                        = {}
ESX.UI.HUD                    = {}
ESX.UI.HUD.RegisteredElements = {}
ESX.UI.Menu                   = {}
ESX.UI.Menu.RegisteredTypes   = {}
ESX.UI.Menu.Opened            = {}

ESX.Game                      = {}
ESX.Game.Utils                = {}

ESX.Scaleform                 = {}
ESX.Scaleform.Utils           = {}

ESX.Streaming                 = {}

ESX.SetTimeout = function(msec, cb)
    table.insert(ESX.TimeoutCallbacks, {
        time = GetGameTimer() + msec,
        cb   = cb
    })
    return #ESX.TimeoutCallbacks
end

ESX.ClearTimeout = function(i)
    ESX.TimeoutCallbacks[i] = nil
end

ESX.IsPlayerLoaded = function()
    return ESX.PlayerLoaded
end

ESX.GetPlayerData = function()
    return ESX.PlayerData
end

ESX.SetPlayerData = function(key, val)
    ESX.PlayerData[key] = val
end

ESX.ShowNotification = function(msg)
    SetNotificationTextEntry('STRING')
    AddTextComponentSubstringPlayerName(msg)
    DrawNotification(false, true)
end

ESX.ShowAdvancedNotification = function(title, subject, msg, icon, iconType)
    SetNotificationTextEntry('STRING')
    AddTextComponentSubstringPlayerName(msg)
    SetNotificationMessage(icon, icon, false, iconType, title, subject)
    DrawNotification(false, false)
end

ESX.ShowHelpNotification = function(msg)
    --if not IsHelpMessageBeingDisplayed() then
        BeginTextCommandDisplayHelp('STRING')
        AddTextComponentSubstringPlayerName(msg)
        EndTextCommandDisplayHelp(0, false, true, -1)
    --end
end

ESX.TriggerServerCallback = function(name, cb, ...)
    ESX.ServerCallbacks[ESX.CurrentRequestId] = cb

    TriggerServerEvent('esx:triggerServerCallback', name, ESX.CurrentRequestId, ...)

    if ESX.CurrentRequestId < 65535 then
        ESX.CurrentRequestId = ESX.CurrentRequestId + 1
    else
        ESX.CurrentRequestId = 0
    end
end

ESX.UI.HUD.SetDisplay = function(opacity)
    SendNUIMessage({
        action  = 'setHUDDisplay',
        opacity = opacity
    })
end

ESX.UI.HUD.RegisterElement = function(name, index, priority, html, data)
    local found = false

    for i=1, #ESX.UI.HUD.RegisteredElements, 1 do
        if ESX.UI.HUD.RegisteredElements[i] == name then
            found = true
            break
        end
    end

    if found then
        return
    end

    table.insert(ESX.UI.HUD.RegisteredElements, name)

    SendNUIMessage({
        action    = 'insertHUDElement',
        name      = name,
        index     = index,
        priority  = priority,
        html      = html,
        data      = data
    })

    ESX.UI.HUD.UpdateElement(name, data)
end

ESX.UI.HUD.RemoveElement = function(name)
    for i=1, #ESX.UI.HUD.RegisteredElements, 1 do
        if ESX.UI.HUD.RegisteredElements[i] == name then
            table.remove(ESX.UI.HUD.RegisteredElements, i)
            break
        end
    end

    SendNUIMessage({
        action    = 'deleteHUDElement',
        name      = name
    })
end

ESX.UI.HUD.UpdateElement = function(name, data)
    SendNUIMessage({
        action = 'updateHUDElement',
        name   = name,
        data   = data
    })
end

ESX.UI.Menu.RegisterType = function(type, open, close)
    ESX.UI.Menu.RegisteredTypes[type] = {
        open   = open,
        close  = close
    }
end

ESX.UI.Menu.Open = function(type, namespace, name, data, submit, cancel, change, close)
    local menu = {}

    menu.type      = type
    menu.namespace = namespace
    menu.name      = name
    menu.data      = data
    menu.submit    = submit
    menu.cancel    = cancel
    menu.change    = change

    menu.close = function()

        ESX.UI.Menu.RegisteredTypes[type].close(namespace, name)

        for i=1, #ESX.UI.Menu.Opened, 1 do
            if ESX.UI.Menu.Opened[i] ~= nil then
                if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and ESX.UI.Menu.Opened[i].name == name then
                    ESX.UI.Menu.Opened[i] = nil
                end
            end
        end

        if close ~= nil then
            close()
        end

    end

    menu.update = function(query, newData)

        for i=1, #menu.data.elements, 1 do
            local match = true

            for k,v in pairs(query) do
                if menu.data.elements[i][k] ~= v then
                    match = false
                end
            end

            if match then
                for k,v in pairs(newData) do
                    menu.data.elements[i][k] = v
                end
            end
        end

    end

    menu.refresh = function()
        ESX.UI.Menu.RegisteredTypes[type].open(namespace, name, menu.data)
    end

    menu.setElement = function(i, key, val)
        menu.data.elements[i][key] = val
    end

    menu.setTitle = function(val)
        menu.data.title = val
    end

    menu.removeElement = function(query)
        for i=1, #menu.data.elements, 1 do
            for k,v in pairs(query) do
                if menu.data.elements[i] then
                    if menu.data.elements[i][k] == v then
                        table.remove(menu.data.elements, i)
                        break
                    end
                end

            end
        end
    end

    table.insert(ESX.UI.Menu.Opened, menu)
    ESX.UI.Menu.RegisteredTypes[type].open(namespace, name, data)

    return menu
end

ESX.UI.Menu.Close = function(type, namespace, name)
    for i=1, #ESX.UI.Menu.Opened, 1 do
        if ESX.UI.Menu.Opened[i] ~= nil then
            if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and ESX.UI.Menu.Opened[i].name == name then
                ESX.UI.Menu.Opened[i].close()
                ESX.UI.Menu.Opened[i] = nil
            end
        end
    end
end

ESX.UI.Menu.CloseAll = function()
    for i=1, #ESX.UI.Menu.Opened, 1 do
        if ESX.UI.Menu.Opened[i] ~= nil then
            ESX.UI.Menu.Opened[i].close()
            ESX.UI.Menu.Opened[i] = nil
        end
    end
end

ESX.UI.Menu.GetOpened = function(type, namespace, name)
    for i=1, #ESX.UI.Menu.Opened, 1 do
        if ESX.UI.Menu.Opened[i] ~= nil then
            if ESX.UI.Menu.Opened[i].type == type and ESX.UI.Menu.Opened[i].namespace == namespace and ESX.UI.Menu.Opened[i].name == name then
                return ESX.UI.Menu.Opened[i]
            end
        end
    end
end

ESX.UI.Menu.GetOpenedMenus = function()
    return ESX.UI.Menu.Opened
end

ESX.UI.Menu.IsOpen = function(type, namespace, name)
    return ESX.UI.Menu.GetOpened(type, namespace, name) ~= nil
end

ESX.UI.ShowInventoryItemNotification = function(add, item, count)
    SendNUIMessage({
        action = 'inventoryNotification',
        add    = add,
        item   = item,
        count  = count
    })
end

ESX.Game.GetPedMugshot = function(ped)
    local mugshot = RegisterPedheadshot(ped)

    while not IsPedheadshotReady(mugshot) do
        Citizen.Wait(0)
    end

    return mugshot, GetPedheadshotTxdString(mugshot)
end

ESX.Game.Teleport = function(entity, coords, cb)
    RequestCollisionAtCoord(coords.x, coords.y, coords.z)

    while not HasCollisionLoadedAroundEntity(entity) do
        RequestCollisionAtCoord(coords.x, coords.y, coords.z)
        Citizen.Wait(0)
    end

    SetEntityCoords(entity, coords.x, coords.y, coords.z)

    if cb ~= nil then
        cb()
    end
end

ESX.Game.SpawnObject = function(model, coords, cb)
    local model = (type(model) == 'number' and model or GetHashKey(model))

    Citizen.CreateThread(function()
        ESX.Streaming.RequestModel(model)

        local obj = CreateObject(model, coords.x, coords.y, coords.z, true, false, true)

        if cb ~= nil then
            cb(obj)
        end
    end)
end

ESX.Game.SpawnLocalObject = function(model, coords, cb)
    local model = (type(model) == 'number' and model or GetHashKey(model))

    Citizen.CreateThread(function()
        ESX.Streaming.RequestModel(model)

        local obj = CreateObject(model, coords.x, coords.y, coords.z, false, false, true)

        if cb ~= nil then
            cb(obj)
        end
    end)
end

ESX.Game.DeleteVehicle = function(vehicle)
    SetEntityAsMissionEntity(vehicle, false, true)
    DeleteVehicle(vehicle)
end

ESX.Game.DeleteObject = function(object)
    SetEntityAsMissionEntity(object, false, true)
    DeleteObject(object)
end

ESX.Game.SpawnVehicle = function(modelName, coords, heading, cb)
    local model = (type(modelName) == 'number' and modelName or GetHashKey(modelName))

    Citizen.CreateThread(function()
        ESX.Streaming.RequestModel(model)

        local vehicle = CreateVehicle(model, coords.x, coords.y, coords.z, heading, true, false)
        local id      = NetworkGetNetworkIdFromEntity(vehicle)

        SetNetworkIdCanMigrate(id, true)
        SetEntityAsMissionEntity(vehicle, true, false)
        SetVehicleHasBeenOwnedByPlayer(vehicle, true)
        SetVehicleNeedsToBeHotwired(vehicle, false)
        SetModelAsNoLongerNeeded(model)

        RequestCollisionAtCoord(coords.x, coords.y, coords.z)

        while not HasCollisionLoadedAroundEntity(vehicle) do
            RequestCollisionAtCoord(coords.x, coords.y, coords.z)
            Citizen.Wait(0)
        end

        SetVehRadioStation(vehicle, 'OFF')

        if cb ~= nil then
            cb(vehicle)
        end
    end)
end

ESX.Game.SpawnLocalVehicle = function(modelName, coords, heading, cb)
    local model = (type(modelName) == 'number' and modelName or GetHashKey(modelName))

    Citizen.CreateThread(function()
        ESX.Streaming.RequestModel(model)

        local vehicle = CreateVehicle(model, coords.x, coords.y, coords.z, heading, false, false)

        SetEntityAsMissionEntity(vehicle, true, false)
        SetVehicleHasBeenOwnedByPlayer(vehicle, true)
        SetVehicleNeedsToBeHotwired(vehicle, false)
        SetModelAsNoLongerNeeded(model)
        RequestCollisionAtCoord(coords.x, coords.y, coords.z)

        while not HasCollisionLoadedAroundEntity(vehicle) do
            RequestCollisionAtCoord(coords.x, coords.y, coords.z)
            Citizen.Wait(0)
        end

        SetVehRadioStation(vehicle, 'OFF')

        if cb ~= nil then
            cb(vehicle)
        end
    end)
end

ESX.Game.IsVehicleEmpty = function(vehicle)
    local passengers = GetVehicleNumberOfPassengers(vehicle)
    local driverSeatFree = IsVehicleSeatFree(vehicle, -1)

    return passengers == 0 and driverSeatFree
end

ESX.Game.GetObjects = function()
    local objects = {}

    for object in EnumerateObjects() do
        table.insert(objects, object)
    end

    return objects
end

ESX.Game.GetClosestObject = function(filter, coords)
    local objects         = ESX.Game.GetObjects()
    local closestDistance = -1
    local closestObject   = -1
    local filter          = filter
    local coords          = coords

    if type(filter) == 'string' then
        if filter ~= '' then
            filter = {filter}
        end
    end

    if coords == nil then
        local playerPed = PlayerPedId()
        coords          = GetEntityCoords(playerPed)
    end

    for i=1, #objects, 1 do
        local foundObject = false

        if filter == nil or (type(filter) == 'table' and #filter == 0) then
            foundObject = true
        else
            local objectModel = GetEntityModel(objects[i])

            for j=1, #filter, 1 do
                if objectModel == GetHashKey(filter[j]) then
                    foundObject = true
                end
            end
        end

        if foundObject then
            local objectCoords = GetEntityCoords(objects[i])
            local distance     = GetDistanceBetweenCoords(objectCoords, coords.x, coords.y, coords.z, true)

            if closestDistance == -1 or closestDistance > distance then
                closestObject   = objects[i]
                closestDistance = distance
            end
        end
    end

    return closestObject, closestDistance
end

ESX.Game.GetPlayers = function()
    local maxPlayers = Config.MaxPlayers
    local players    = {}

    for i=0, maxPlayers, 1 do

        local ped = GetPlayerPed(i)

        if DoesEntityExist(ped) then
            table.insert(players, i)
        end
    end

    return players
end

ESX.Game.GetClosestPlayer = function(coords)
    local players         = ESX.Game.GetPlayers()
    local closestDistance = -1
    local closestPlayer   = -1
    local coords          = coords
    local usePlayerPed    = false
    local playerPed       = PlayerPedId()
    local playerId        = PlayerId()

    if coords == nil then
        usePlayerPed = true
        coords       = GetEntityCoords(playerPed)
    end

    for i=1, #players, 1 do
        local target = GetPlayerPed(players[i])

        if not usePlayerPed or (usePlayerPed and players[i] ~= playerId) then
            local targetCoords = GetEntityCoords(target)
            local distance     = GetDistanceBetweenCoords(targetCoords, coords.x, coords.y, coords.z, true)

            if closestDistance == -1 or closestDistance > distance then
                closestPlayer   = players[i]
                closestDistance = distance
            end
        end
    end

    return closestPlayer, closestDistance
end

ESX.Game.GetPlayersInArea = function(coords, area)
    local players       = ESX.Game.GetPlayers()
    local playersInArea = {}

    for i=1, #players, 1 do
        local target       = GetPlayerPed(players[i])
        local targetCoords = GetEntityCoords(target)
        local distance     = GetDistanceBetweenCoords(targetCoords, coords.x, coords.y, coords.z, true)

        if distance <= area then
            table.insert(playersInArea, players[i])
        end
    end

    return playersInArea
end

ESX.Game.GetVehicles = function()
    local vehicles = {}

    for vehicle in EnumerateVehicles() do
        table.insert(vehicles, vehicle)
    end

    return vehicles
end

ESX.Game.GetClosestVehicle = function(coords)
    local vehicles        = ESX.Game.GetVehicles()
    local closestDistance = -1
    local closestVehicle  = -1
    local coords          = coords

    if coords == nil then
        local playerPed = PlayerPedId()
        coords          = GetEntityCoords(playerPed)
    end

    for i=1, #vehicles, 1 do
        local vehicleCoords = GetEntityCoords(vehicles[i])
        local distance      = GetDistanceBetweenCoords(vehicleCoords, coords.x, coords.y, coords.z, true)

        if closestDistance == -1 or closestDistance > distance then
            closestVehicle  = vehicles[i]
            closestDistance = distance
        end
    end

    return closestVehicle, closestDistance
end

ESX.Game.GetVehiclesInArea = function(coords, area)
    local vehicles       = ESX.Game.GetVehicles()
    local vehiclesInArea = {}

    for i=1, #vehicles, 1 do
        local vehicleCoords = GetEntityCoords(vehicles[i])
        local distance      = GetDistanceBetweenCoords(vehicleCoords, coords.x, coords.y, coords.z, true)

        if distance <= area then
            table.insert(vehiclesInArea, vehicles[i])
        end
    end

    return vehiclesInArea
end

ESX.Game.GetVehicleInDirection = function()
    local playerPed    = PlayerPedId()
    local playerCoords = GetEntityCoords(playerPed)
    local inDirection  = GetOffsetFromEntityInWorldCoords(playerPed, 0.0, 5.0, 0.0)
    local rayHandle    = StartShapeTestRay(playerCoords, inDirection, 10, playerPed, 0)
    local numRayHandle, hit, endCoords, surfaceNormal, entityHit = GetShapeTestResult(rayHandle)

    if hit == 1 and GetEntityType(entityHit) == 2 then
        return entityHit
    end

    return nil
end

ESX.Game.IsSpawnPointClear = function(coords, radius)
    local vehicles = ESX.Game.GetVehiclesInArea(coords, radius)

    return #vehicles == 0
end

ESX.Game.GetPeds = function(ignoreList)
    local ignoreList = ignoreList or {}
    local peds       = {}

    for ped in EnumeratePeds() do
        local found = false

        for j=1, #ignoreList, 1 do
            if ignoreList[j] == ped then
                found = true
            end
        end

        if not found then
            table.insert(peds, ped)
        end
    end

    return peds
end

ESX.Game.GetClosestPed = function(coords, ignoreList)
    local ignoreList      = ignoreList or {}
    local peds            = ESX.Game.GetPeds(ignoreList)
    local closestDistance = -1
    local closestPed      = -1

    for i=1, #peds, 1 do
        local pedCoords = GetEntityCoords(peds[i])
        local distance  = GetDistanceBetweenCoords(pedCoords, coords.x, coords.y, coords.z, true)

        if closestDistance == -1 or closestDistance > distance then
            closestPed      = peds[i]
            closestDistance = distance
        end
    end

    return closestPed, closestDistance
end

ESX.Game.GetVehicleProperties = function(vehicle)
    local color1, color2 = GetVehicleColours(vehicle)
    local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
    local extras = {}

    for id=0, 12 do
        if DoesExtraExist(vehicle, id) then
            local state = IsVehicleExtraTurnedOn(vehicle, id) == 1
            extras[tostring(id)] = state
        end
    end

    return {

        model             = GetEntityModel(vehicle),

        plate             = ESX.Math.Trim(GetVehicleNumberPlateText(vehicle)),
        plateIndex        = GetVehicleNumberPlateTextIndex(vehicle),

        health            = GetEntityHealth(vehicle),
        dirtLevel         = GetVehicleDirtLevel(vehicle),

        color1            = color1,
        color2            = color2,

        pearlescentColor  = pearlescentColor,
        wheelColor        = wheelColor,

        wheels            = GetVehicleWheelType(vehicle),
        windowTint        = GetVehicleWindowTint(vehicle),

        neonEnabled       = {
            IsVehicleNeonLightEnabled(vehicle, 0),
            IsVehicleNeonLightEnabled(vehicle, 1),
            IsVehicleNeonLightEnabled(vehicle, 2),
            IsVehicleNeonLightEnabled(vehicle, 3)
        },

        extras            = extras,

        neonColor         = table.pack(GetVehicleNeonLightsColour(vehicle)),
        tyreSmokeColor    = table.pack(GetVehicleTyreSmokeColor(vehicle)),

        modSpoilers       = GetVehicleMod(vehicle, 0),
        modFrontBumper    = GetVehicleMod(vehicle, 1),
        modRearBumper     = GetVehicleMod(vehicle, 2),
        modSideSkirt      = GetVehicleMod(vehicle, 3),
        modExhaust        = GetVehicleMod(vehicle, 4),
        modFrame          = GetVehicleMod(vehicle, 5),
        modGrille         = GetVehicleMod(vehicle, 6),
        modHood           = GetVehicleMod(vehicle, 7),
        modFender         = GetVehicleMod(vehicle, 8),
        modRightFender    = GetVehicleMod(vehicle, 9),
        modRoof           = GetVehicleMod(vehicle, 10),

        modEngine         = GetVehicleMod(vehicle, 11),
        modBrakes         = GetVehicleMod(vehicle, 12),
        modTransmission   = GetVehicleMod(vehicle, 13),
        modHorns          = GetVehicleMod(vehicle, 14),
        modSuspension     = GetVehicleMod(vehicle, 15),
        modArmor          = GetVehicleMod(vehicle, 16),

        modTurbo          = IsToggleModOn(vehicle, 18),
        modSmokeEnabled   = IsToggleModOn(vehicle, 20),
        modXenon          = IsToggleModOn(vehicle, 22),

        modFrontWheels    = GetVehicleMod(vehicle, 23),
        modBackWheels     = GetVehicleMod(vehicle, 24),

        modPlateHolder    = GetVehicleMod(vehicle, 25),
        modVanityPlate    = GetVehicleMod(vehicle, 26),
        modTrimA          = GetVehicleMod(vehicle, 27),
        modOrnaments      = GetVehicleMod(vehicle, 28),
        modDashboard      = GetVehicleMod(vehicle, 29),
        modDial           = GetVehicleMod(vehicle, 30),
        modDoorSpeaker    = GetVehicleMod(vehicle, 31),
        modSeats          = GetVehicleMod(vehicle, 32),
        modSteeringWheel  = GetVehicleMod(vehicle, 33),
        modShifterLeavers = GetVehicleMod(vehicle, 34),
        modAPlate         = GetVehicleMod(vehicle, 35),
        modSpeakers       = GetVehicleMod(vehicle, 36),
        modTrunk          = GetVehicleMod(vehicle, 37),
        modHydrolic       = GetVehicleMod(vehicle, 38),
        modEngineBlock    = GetVehicleMod(vehicle, 39),
        modAirFilter      = GetVehicleMod(vehicle, 40),
        modStruts         = GetVehicleMod(vehicle, 41),
        modArchCover      = GetVehicleMod(vehicle, 42),
        modAerials        = GetVehicleMod(vehicle, 43),
        modTrimB          = GetVehicleMod(vehicle, 44),
        modTank           = GetVehicleMod(vehicle, 45),
        modWindows        = GetVehicleMod(vehicle, 46),
        modLivery         = GetVehicleLivery(vehicle)
    }
end

ESX.Game.SetVehicleProperties = function(vehicle, props)
    SetVehicleModKit(vehicle, 0)

    if props.plate ~= nil then
        SetVehicleNumberPlateText(vehicle, props.plate)
    end

    if props.plateIndex ~= nil then
        SetVehicleNumberPlateTextIndex(vehicle, props.plateIndex)
    end

    if props.health ~= nil then
        SetEntityHealth(vehicle, props.health)
    end

    if props.dirtLevel ~= nil then
        SetVehicleDirtLevel(vehicle, props.dirtLevel)
    end

    if props.color1 ~= nil then
        local color1, color2 = GetVehicleColours(vehicle)
        SetVehicleColours(vehicle, props.color1, color2)
    end

    if props.color2 ~= nil then
        local color1, color2 = GetVehicleColours(vehicle)
        SetVehicleColours(vehicle, color1, props.color2)
    end

    if props.pearlescentColor ~= nil then
        local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
        SetVehicleExtraColours(vehicle, props.pearlescentColor, wheelColor)
    end

    if props.wheelColor ~= nil then
        local pearlescentColor, wheelColor = GetVehicleExtraColours(vehicle)
        SetVehicleExtraColours(vehicle, pearlescentColor, props.wheelColor)
    end

    if props.wheels ~= nil then
        SetVehicleWheelType(vehicle, props.wheels)
    end

    if props.windowTint ~= nil then
        SetVehicleWindowTint(vehicle, props.windowTint)
    end

    if props.neonEnabled ~= nil then
        SetVehicleNeonLightEnabled(vehicle, 0, props.neonEnabled[1])
        SetVehicleNeonLightEnabled(vehicle, 1, props.neonEnabled[2])
        SetVehicleNeonLightEnabled(vehicle, 2, props.neonEnabled[3])
        SetVehicleNeonLightEnabled(vehicle, 3, props.neonEnabled[4])
    end

    if props.extras ~= nil then
        for id,enabled in pairs(props.extras) do
            if enabled then
                SetVehicleExtra(vehicle, tonumber(id), 0)
            else
                SetVehicleExtra(vehicle, tonumber(id), 1)
            end
        end
    end

    if props.neonColor ~= nil then
        SetVehicleNeonLightsColour(vehicle, props.neonColor[1], props.neonColor[2], props.neonColor[3])
    end

    if props.modSmokeEnabled ~= nil then
        ToggleVehicleMod(vehicle, 20, true)
    end

    if props.tyreSmokeColor ~= nil then
        SetVehicleTyreSmokeColor(vehicle, props.tyreSmokeColor[1], props.tyreSmokeColor[2], props.tyreSmokeColor[3])
    end

    if props.modSpoilers ~= nil then
        SetVehicleMod(vehicle, 0, props.modSpoilers, false)
    end

    if props.modFrontBumper ~= nil then
        SetVehicleMod(vehicle, 1, props.modFrontBumper, false)
    end

    if props.modRearBumper ~= nil then
        SetVehicleMod(vehicle, 2, props.modRearBumper, false)
    end

    if props.modSideSkirt ~= nil then
        SetVehicleMod(vehicle, 3, props.modSideSkirt, false)
    end

    if props.modExhaust ~= nil then
        SetVehicleMod(vehicle, 4, props.modExhaust, false)
    end

    if props.modFrame ~= nil then
        SetVehicleMod(vehicle, 5, props.modFrame, false)
    end

    if props.modGrille ~= nil then
        SetVehicleMod(vehicle, 6, props.modGrille, false)
    end

    if props.modHood ~= nil then
        SetVehicleMod(vehicle, 7, props.modHood, false)
    end

    if props.modFender ~= nil then
        SetVehicleMod(vehicle, 8, props.modFender, false)
    end

    if props.modRightFender ~= nil then
        SetVehicleMod(vehicle, 9, props.modRightFender, false)
    end

    if props.modRoof ~= nil then
        SetVehicleMod(vehicle, 10, props.modRoof, false)
    end

    if props.modEngine ~= nil then
        SetVehicleMod(vehicle, 11, props.modEngine, false)
    end

    if props.modBrakes ~= nil then
        SetVehicleMod(vehicle, 12, props.modBrakes, false)
    end

    if props.modTransmission ~= nil then
        SetVehicleMod(vehicle, 13, props.modTransmission, false)
    end

    if props.modHorns ~= nil then
        SetVehicleMod(vehicle, 14, props.modHorns, false)
    end

    if props.modSuspension ~= nil then
        SetVehicleMod(vehicle, 15, props.modSuspension, false)
    end

    if props.modArmor ~= nil then
        SetVehicleMod(vehicle, 16, props.modArmor, false)
    end

    if props.modTurbo ~= nil then
        ToggleVehicleMod(vehicle,  18, props.modTurbo)
    end

    if props.modXenon ~= nil then
        ToggleVehicleMod(vehicle,  22, props.modXenon)
    end

    if props.modFrontWheels ~= nil then
        SetVehicleMod(vehicle, 23, props.modFrontWheels, false)
    end

    if props.modBackWheels ~= nil then
        SetVehicleMod(vehicle, 24, props.modBackWheels, false)
    end

    if props.modPlateHolder ~= nil then
        SetVehicleMod(vehicle, 25, props.modPlateHolder, false)
    end

    if props.modVanityPlate ~= nil then
        SetVehicleMod(vehicle, 26, props.modVanityPlate, false)
    end

    if props.modTrimA ~= nil then
        SetVehicleMod(vehicle, 27, props.modTrimA, false)
    end

    if props.modOrnaments ~= nil then
        SetVehicleMod(vehicle, 28, props.modOrnaments, false)
    end

    if props.modDashboard ~= nil then
        SetVehicleMod(vehicle, 29, props.modDashboard, false)
    end

    if props.modDial ~= nil then
        SetVehicleMod(vehicle, 30, props.modDial, false)
    end

    if props.modDoorSpeaker ~= nil then
        SetVehicleMod(vehicle, 31, props.modDoorSpeaker, false)
    end

    if props.modSeats ~= nil then
        SetVehicleMod(vehicle, 32, props.modSeats, false)
    end

    if props.modSteeringWheel ~= nil then
        SetVehicleMod(vehicle, 33, props.modSteeringWheel, false)
    end

    if props.modShifterLeavers ~= nil then
        SetVehicleMod(vehicle, 34, props.modShifterLeavers, false)
    end

    if props.modAPlate ~= nil then
        SetVehicleMod(vehicle, 35, props.modAPlate, false)
    end

    if props.modSpeakers ~= nil then
        SetVehicleMod(vehicle, 36, props.modSpeakers, false)
    end

    if props.modTrunk ~= nil then
        SetVehicleMod(vehicle, 37, props.modTrunk, false)
    end

    if props.modHydrolic ~= nil then
        SetVehicleMod(vehicle, 38, props.modHydrolic, false)
    end

    if props.modEngineBlock ~= nil then
        SetVehicleMod(vehicle, 39, props.modEngineBlock, false)
    end

    if props.modAirFilter ~= nil then
        SetVehicleMod(vehicle, 40, props.modAirFilter, false)
    end

    if props.modStruts ~= nil then
        SetVehicleMod(vehicle, 41, props.modStruts, false)
    end

    if props.modArchCover ~= nil then
        SetVehicleMod(vehicle, 42, props.modArchCover, false)
    end

    if props.modAerials ~= nil then
        SetVehicleMod(vehicle, 43, props.modAerials, false)
    end

    if props.modTrimB ~= nil then
        SetVehicleMod(vehicle, 44, props.modTrimB, false)
    end

    if props.modTank ~= nil then
        SetVehicleMod(vehicle, 45, props.modTank, false)
    end

    if props.modWindows ~= nil then
        SetVehicleMod(vehicle, 46, props.modWindows, false)
    end

    if props.modLivery ~= nil then
        SetVehicleMod(vehicle, 48, props.modLivery, false)
        SetVehicleLivery(vehicle, props.modLivery)
    end
end

ESX.Game.Utils.DrawText3D = function(coords, text, size)
    local onScreen, x, y = World3dToScreen2d(coords.x, coords.y, coords.z)
    local camCoords      = GetGameplayCamCoords()
    local dist           = GetDistanceBetweenCoords(camCoords, coords.x, coords.y, coords.z, true)
    local size           = size

    if size == nil then
        size = 1
    end

    local scale = (size / dist) * 2
    local fov   = (1 / GetGameplayCamFov()) * 100
    local scale = scale * fov

    if onScreen then
        SetTextScale(0.0 * scale, 0.55 * scale)
        SetTextFont(0)
        SetTextColour(255, 255, 255, 255)
        SetTextDropshadow(0, 0, 0, 0, 255)
        SetTextDropShadow()
        SetTextOutline()
        SetTextEntry('STRING')
        SetTextCentre(1)

        AddTextComponentString(text)
        DrawText(x, y)
    end
end

ESX.ShowInventory = function()
    local playerPed = PlayerPedId()
    local elements  = {}

    if ESX.PlayerData.money > 0 then
        local formattedMoney = _U('locale_currency', ESX.Math.GroupDigits(ESX.PlayerData.money))

        table.insert(elements, {
            label     = ('%s: <span style="color:green;">%s</span>'):format(_U('cash'), formattedMoney),
            count     = ESX.PlayerData.money,
            type      = 'item_money',
            value     = 'money',
            usable    = false,
            rare      = false,
            canRemove = true
        })
    end

    for i=1, #ESX.PlayerData.accounts, 1 do
        if ESX.PlayerData.accounts[i].money > 0 then
            local formattedMoney = _U('locale_currency', ESX.Math.GroupDigits(ESX.PlayerData.accounts[i].money))
            local canDrop = ESX.PlayerData.accounts[i].name ~= 'bank'

            table.insert(elements, {
                label     = ('%s: <span style="color:green;">%s</span>'):format(ESX.PlayerData.accounts[i].label, formattedMoney),
                count     = ESX.PlayerData.accounts[i].money,
                type      = 'item_account',
                value     = ESX.PlayerData.accounts[i].name,
                usable    = false,
                rare      = false,
                canRemove = canDrop
            })
        end
    end

    for i=1, #ESX.PlayerData.inventory, 1 do
        if ESX.PlayerData.inventory[i].count > 0 then
            table.insert(elements, {
                label     = ESX.PlayerData.inventory[i].label .. ' x' .. ESX.PlayerData.inventory[i].count,
                count     = ESX.PlayerData.inventory[i].count,
                type      = 'item_standard',
                value     = ESX.PlayerData.inventory[i].name,
                usable    = ESX.PlayerData.inventory[i].usable,
                rare      = ESX.PlayerData.inventory[i].rare,
                canRemove = ESX.PlayerData.inventory[i].canRemove
            })
        end
    end

    for i=1, #Config.Weapons, 1 do
        local weaponHash = GetHashKey(Config.Weapons[i].name)

        if HasPedGotWeapon(playerPed, weaponHash, false) and Config.Weapons[i].name ~= 'WEAPON_UNARMED' then
            local ammo = GetAmmoInPedWeapon(playerPed, weaponHash)
            table.insert(elements, {
                label     = Config.Weapons[i].label .. ' [' .. ammo .. ']',
                count     = 1,
                type      = 'item_weapon',
                value     = Config.Weapons[i].name,
                ammo      = ammo,
                usable    = false,
                rare      = false,
                canRemove = true
            })
        end
    end

    ESX.UI.Menu.CloseAll()

    ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'inventory',
    {
        title    = _U('inventory'),
        align    = 'bottom-right',
        elements = elements,
    }, function(data, menu)
        menu.close()

        local player, distance = ESX.Game.GetClosestPlayer()
        local elements = {}

        if data.current.usable then
            table.insert(elements, {label = _U('use'), action = 'use', type = data.current.type, value = data.current.value})
        end

        if data.current.canRemove then
            if player ~= -1 and distance <= 3.0 then
                table.insert(elements, {label = _U('give'), action = 'give', type = data.current.type, value = data.current.value})
            end

            table.insert(elements, {label = _U('remove'), action = 'remove', type = data.current.type, value = data.current.value})
        end

        if data.current.type == 'item_weapon' and data.current.ammo > 0 and player ~= -1 and distance <= 3.0 then
            table.insert(elements, {label = _U('giveammo'), action = 'giveammo', type = data.current.type, value = data.current.value})
        end

        table.insert(elements, {label = _U('return'), action = 'return'})

        ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'inventory_item',
        {
            title    = data.current.label,
            align    = 'bottom-right',
            elements = elements,
        }, function(data1, menu1)

            local item = data1.current.value
            local type = data1.current.type
            local playerPed = PlayerPedId()

            if data1.current.action == 'give' then

                local players      = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)
                local foundPlayers = false
                local elements     = {}

                for i=1, #players, 1 do
                    if players[i] ~= PlayerId() then
                        foundPlayers = true

                        table.insert(elements, {
                            label = GetPlayerName(players[i]),
                            player = players[i]
                        })
                    end
                end

                if not foundPlayers then
                    ESX.ShowNotification(_U('players_nearby'))
                    return
                end

                foundPlayers = false

                ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'give_item_to',
                {
                    title    = _U('give_to'),
                    align    = 'bottom-right',
                    elements = elements
                }, function(data2, menu2)

                    local players, nearbyPlayer = ESX.Game.GetPlayersInArea(GetEntityCoords(playerPed), 3.0)

                    for i=1, #players, 1 do
                        if players[i] ~= PlayerId() then

                            if players[i] == data2.current.player then
                                foundPlayers = true
                                nearbyPlayer = players[i]
                                break
                            end
                        end
                    end

                    if not foundPlayers then
                        ESX.ShowNotification(_U('players_nearby'))
                        menu2.close()
                        return
                    end

                    if type == 'item_weapon' then

                        local closestPed = GetPlayerPed(nearbyPlayer)
                        local sourceAmmo = GetAmmoInPedWeapon(PlayerPedId(), GetHashKey(item))

                        if IsPedSittingInAnyVehicle(closestPed) then
                            ESX.ShowNotification(_U('in_vehicle'))
                            return
                        end

                        TriggerServerEvent('esx:giveInventoryItem', GetPlayerServerId(nearbyPlayer), type, item, sourceAmmo)
                        menu2.close()
                        menu1.close()

                    else

                        ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'inventory_item_count_give', {
                            title = _U('amount')
                        }, function(data3, menu3)
                            local quantity = tonumber(data3.value)
                            local closestPed = GetPlayerPed(nearbyPlayer)

                            if IsPedSittingInAnyVehicle(closestPed) then
                                ESX.ShowNotification(_U('in_vehicle'))
                                return
                            end

                            if quantity ~= nil then
                                TriggerServerEvent('esx:giveInventoryItem', GetPlayerServerId(nearbyPlayer), type, item, quantity)

                                menu3.close()
                                menu2.close()
                                menu1.close()
                            else
                                ESX.ShowNotification(_U('amount_invalid'))
                            end

                        end, function(data3, menu3)
                            menu3.close()
                        end)
                    end
                end, function(data2, menu2)
                    menu2.close()
                end) -- give end

            elseif data1.current.action == 'remove' then

                if IsPedSittingInAnyVehicle(playerPed) then
                    return
                end

                if type == 'item_weapon' then

                    TriggerServerEvent('esx:removeInventoryItem', type, item)
                    menu1.close()

                else -- type: item_standard

                    ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'inventory_item_count_remove', {
                        title = _U('amount')
                    }, function(data2, menu2)
                        local quantity = tonumber(data2.value)

                        if quantity == nil then
                            ESX.ShowNotification(_U('amount_invalid'))
                        else
                            TriggerServerEvent('esx:removeInventoryItem', type, item, quantity)
                            menu2.close()
                            menu1.close()
                        end

                    end, function(data2, menu2)
                        menu2.close()
                    end)
                end

            elseif data1.current.action == 'use' then
                TriggerServerEvent('esx:useItem', item)

            elseif data1.current.action == 'return' then
                ESX.UI.Menu.CloseAll()
                ESX.ShowInventory()
            elseif data1.current.action == 'giveammo' then
                local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()
                local closestPed = GetPlayerPed(closestPlayer)
                local pedAmmo = GetAmmoInPedWeapon(playerPed, GetHashKey(item))

                if IsPedSittingInAnyVehicle(closestPed) then
                    ESX.ShowNotification(_U('in_vehicle'))
                    return
                end

                if closestPlayer ~= -1 and closestDistance < 3.0 then
                    if pedAmmo > 0 then

                        ESX.UI.Menu.Open('dialog', GetCurrentResourceName(), 'inventory_item_count_give', {
                            title = _U('amountammo')
                        }, function(data2, menu2)

                            local quantity = tonumber(data2.value)

                            if quantity ~= nil then
                                if quantity <= pedAmmo and quantity >= 0 then

                                    local finalAmmoSource = math.floor(pedAmmo - quantity)
                                    SetPedAmmo(playerPed, item, finalAmmoSource)
                                    AddAmmoToPed(closestPed, item, quantity)

                                    ESX.ShowNotification(_U('gave_ammo', quantity, GetPlayerName(closestPlayer)))
                                    -- todo notify target that he received ammo
                                    menu2.close()
                                    menu1.close()
                                else
                                    ESX.ShowNotification(_U('noammo'))
                                end
                            else
                                ESX.ShowNotification(_U('amount_invalid'))
                            end

                        end, function(data2, menu2)
                            menu2.close()
                        end)
                    else
                        ESX.ShowNotification(_U('noammo'))
                    end
                else
                    ESX.ShowNotification(_U('players_nearby'))
                end
            end

        end, function(data1, menu1)
            ESX.UI.Menu.CloseAll()
            ESX.ShowInventory()
        end)

    end, function(data, menu)
        menu.close()
    end)
end

RegisterNetEvent('esx:serverCallback')
AddEventHandler('esx:serverCallback', function(requestId, ...)
    ESX.ServerCallbacks[requestId](...)
    ESX.ServerCallbacks[requestId] = nil
end)

RegisterNetEvent('esx:showNotification')
AddEventHandler('esx:showNotification', function(msg)
    ESX.ShowNotification(msg)
end)

RegisterNetEvent('esx:showAdvancedNotification')
AddEventHandler('esx:showAdvancedNotification', function(title, subject, msg, icon, iconType)
    ESX.ShowAdvancedNotification(title, subject, msg, icon, iconType)
end)

RegisterNetEvent('esx:showHelpNotification')
AddEventHandler('esx:showHelpNotification', function(msg)
    ESX.ShowHelpNotification(msg)
end)

-- SetTimeout
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)
        local currTime = GetGameTimer()

        for i=1, #ESX.TimeoutCallbacks, 1 do
            if ESX.TimeoutCallbacks[i] then
                if currTime >= ESX.TimeoutCallbacks[i].time then
                    ESX.TimeoutCallbacks[i].cb()
                    ESX.TimeoutCallbacks[i] = nil
                end
            end
        end
    end
end)






Buda Hata REsmi 29772
 
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