local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1 Authorised = false L0_1 = false L1_1 = false L2_1 = Citizen L2_1 = L2_1.CreateThread function L3_1() local L0_2, L1_2, L2_2 L0_2 = SetNuiFocus L1_2 = false L2_2 = false L0_2(L1_2, L2_2) L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 1000 L0_2(L1_2) while true do L0_2 = L0_1 if false ~= L0_2 then break end L0_2 = TriggerServerEvent L1_2 = "cd_dispatch:SpeedtrapLocations" L0_2(L1_2) L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 1000 L0_2(L1_2) end end L2_1(L3_1) L2_1 = RegisterNetEvent L3_1 = "cd_dispatch:PoliceiconColour" L2_1(L3_1) L2_1 = AddEventHandler L3_1 = "cd_dispatch:PoliceiconColour" function L4_1(A0_2) local L1_2, L2_2 L1_2 = L0_1 if L1_2 then return end if nil ~= A0_2 then L1_2 = type L2_2 = A0_2 L1_2 = L1_2(L2_2) if "number" == L1_2 then L1_2 = A0_2 - 8952 if 12702 == L1_2 then L1_2 = true L0_1 = L1_2 L1_2 = SendNUIMessage L2_2 = {} L2_2.mapdayhours = 845 L1_2(L2_2) L1_2 = Citizen L1_2 = L1_2.Wait L2_2 = 1000 L1_2(L2_2) while true do L1_2 = L1_1 if false ~= L1_2 then break end L1_2 = Wait L2_2 = 1000 L1_2(L2_2) L1_2 = SendNUIMessage L2_2 = {} L2_2.mapdayhours = 845 L1_2(L2_2) end L1_2 = nil L0_1 = L1_2 end end end end L2_1(L3_1, L4_1) L2_1 = RegisterNUICallback L3_1 = "dispatcheroffline" function L4_1() local L0_2, L1_2 L0_2 = true L1_1 = L0_2 Authorised = true L0_2 = print L1_2 = "Loaded Successfully!" L0_2(L1_2) end L2_1(L3_1, L4_1) Authorised = L1_1 L2_1 = {} L3_1 = 0 L4_1 = {} L2_1[L3_1] = L4_1 L4_1 = false L5_1 = {} L6_1 = false NUI_status = false L7_1 = {} SourceInfo = L7_1 L7_1 = {} L8_1 = 0 function L9_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = L8_1 L2_2 = L2_2 + 1 L8_1 = L2_2 if "update_ui_blips" == A1_2 then L2_2 = TriggerServerEvent L3_2 = "cd_dispatch:GetCoords" L4_2 = A0_2 L5_2 = L8_1 L2_2(L3_2, L4_2, L5_2) elseif "large_ui_data" == A1_2 then L2_2 = TriggerServerEvent L3_2 = "cd_dispatch:LargeUIData" L4_2 = A0_2 L5_2 = L8_1 L2_2(L3_2, L4_2, L5_2) elseif "check_vehicle_owner" == A1_2 then L2_2 = TriggerServerEvent L3_2 = "cd_dispatch:CheckVehicleOwner" L4_2 = A0_2 L5_2 = L8_1 L2_2(L3_2, L4_2, L5_2) end while true do L3_2 = L8_1 L2_2 = L7_1 L2_2 = L2_2[L3_2] if nil ~= L2_2 then break end L2_2 = Citizen L2_2 = L2_2.Wait L3_2 = 0 L2_2(L3_2) end L3_2 = L8_1 L2_2 = L7_1 L2_2 = L2_2[L3_2] return L2_2 end Callback = L9_1 L9_1 = RegisterNetEvent L10_1 = "cd_dispatch:Callback" L9_1(L10_1) L9_1 = AddEventHandler L10_1 = "cd_dispatch:Callback" function L11_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = L7_1 L2_2[A1_2] = A0_2 L2_2 = Citizen L2_2 = L2_2.Wait L3_2 = 5000 L2_2(L3_2) L2_2 = L7_1 L2_2[A1_2] = nil end L9_1(L10_1, L11_1) function L9_1() local L0_2, L1_2 L0_2 = SourceInfo L0_2 = L0_2.char_name if L0_2 then L0_2 = SourceInfo L0_2 = L0_2.callsign if L0_2 then L0_2 = true return L0_2 end else L0_2 = false return L0_2 end end L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:KEY_smallui" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:KEY_smallui" function L12_1() local L0_2, L1_2, L2_2 L0_2 = Checks L1_2 = "is_allowed" L0_2 = L0_2(L1_2) if L0_2 then L0_2 = L5_1.small if not L0_2 then L0_2 = L9_1 L0_2 = L0_2() if L0_2 then L0_2 = ShowSmallUI L0_2() return else L0_2 = Notif L1_2 = 2 L2_2 = "still_loading" L0_2(L1_2, L2_2) end end end L0_2 = HideSmallUI L0_2() end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:KEY_largeui" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:KEY_largeui" function L12_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L0_2 = Checks L1_2 = "is_allowed" L0_2 = L0_2(L1_2) if L0_2 then L0_2 = L5_1.large if not L0_2 then L0_2 = L9_1 L0_2 = L0_2() if L0_2 then L5_1.large = true L0_2 = TabletAnimation L1_2 = true L0_2(L1_2) L0_2 = L5_1.small if L0_2 then L0_2 = HideSmallUI L0_2() end L0_2 = Checks L1_2 = "get_job" L0_2 = L0_2(L1_2) L1_2 = T L2_2 = L0_2 L3_2 = "string" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "loading" L1_2(L2_2) L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "showlarge_ui" L2_2.job = L0_2 L3_2 = Callback L4_2 = L0_2 L5_2 = "large_ui_data" L3_2 = L3_2(L4_2, L5_2) L2_2.large_uidata = L3_2 L3_2 = GetTime L3_2 = L3_2() L2_2.mode = L3_2 L1_2(L2_2) L1_2 = Checks L2_2 = "enable_nui" L1_2(L2_2) L1_2 = Config L1_2 = L1_2.Dispatcher L1_2 = L1_2.ENABLE if L1_2 then L1_2 = Config L1_2 = L1_2.Dispatcher L1_2 = L1_2.AutoRefreshBlips L1_2 = L1_2.ENABLE if L1_2 then L1_2 = false L2_2 = Checks L3_2 = "is_dispatcher" L2_2 = L2_2(L3_2) L3_2 = T L4_2 = L2_2 L5_2 = "boolean" L3_2 = L3_2(L4_2, L5_2) if L3_2 then if L2_2 then L1_2 = true end else L3_2 = E L4_2 = "6887" L3_2(L4_2) end if L1_2 then while true do L3_2 = L5_1.large if not L3_2 then break end L3_2 = Citizen L3_2 = L3_2.Wait L4_2 = Config L4_2 = L4_2.Dispatcher L4_2 = L4_2.AutoRefreshBlips L4_2 = L4_2.refresh_timer L4_2 = L4_2 * 1000 L3_2(L4_2) L3_2 = SendNUIMessage L4_2 = {} L4_2.action = "updatecoords" L5_2 = Callback L6_2 = L0_2 L7_2 = "update_ui_blips" L5_2 = L5_2(L6_2, L7_2) L4_2.coords = L5_2 L3_2(L4_2) end end end end else L1_2 = E L2_2 = "6584" L1_2(L2_2) end else L0_2 = Notif L1_2 = 2 L2_2 = "still_loading" L0_2(L1_2, L2_2) end end end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:KEY_responding" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:KEY_responding" function L12_1() local L0_2, L1_2, L2_2 L0_2 = Checks L1_2 = "is_allowed" L0_2 = L0_2(L1_2) if L0_2 then L0_2 = L5_1.small if L0_2 then L0_2 = L2_1 if L0_2 then L0_2 = L2_1 L0_2 = #L0_2 if L0_2 > 0 then L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] if L0_2 then L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] L0_2 = L0_2.coords if nil ~= L0_2 then L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] L0_2 = L0_2.responding_state if not L0_2 then L0_2 = L4_1 if not L0_2 then L0_2 = true L4_1 = L0_2 L0_2 = TriggerEvent L1_2 = "cd_dispatch:StopSpammings" L0_2(L1_2) L0_2 = Responding L1_2 = L3_1 L2_2 = "add" L0_2(L1_2, L2_2) else L0_2 = Notif L1_2 = 3 L2_2 = "cooldown" L0_2(L1_2, L2_2) end else L0_2 = L4_1 if not L0_2 then L0_2 = true L4_1 = L0_2 L0_2 = TriggerEvent L1_2 = "cd_dispatch:StopSpammings" L0_2(L1_2) L0_2 = Responding L1_2 = L3_1 L2_2 = "remove" L0_2(L1_2, L2_2) else L0_2 = Notif L1_2 = 3 L2_2 = "cooldown" L0_2(L1_2, L2_2) end end else L0_2 = E L1_2 = "2987" L0_2(L1_2) end end end end end end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:RefreshLargeUI" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:RefreshLargeUI" function L12_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L5_1.large if L2_2 then L2_2 = SendNUIMessage L3_2 = {} L3_2.action = "showlarge_ui" L3_2.job = A0_2 L3_2.large_uidata = A1_2 L4_2 = GetTime L4_2 = L4_2() L3_2.mode = L4_2 L2_2(L3_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:EnableMoveMode" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:EnableMoveMode" function L12_1() local L0_2, L1_2 L0_2 = Checks L1_2 = "is_allowed" L0_2 = L0_2(L1_2) if L0_2 then L0_2 = L5_1.small if L0_2 then L0_2 = Checks L1_2 = "enable_nui" L0_2(L1_2) L0_2 = SendNUIMessage L1_2 = {} L1_2.action = "movemode" L0_2(L1_2) end end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:SendSourceData" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:SendSourceData" function L12_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = T L3_2 = A0_2 L4_2 = "table" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = T L3_2 = A1_2 L4_2 = "boolean" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = SourceInfo L3_2 = A0_2.char_name L2_2.char_name = L3_2 L2_2 = SourceInfo L3_2 = A0_2.callsign L2_2.callsign = L3_2 L2_2 = SourceInfo L3_2 = A0_2.phone_number L2_2.phone_number = L3_2 L2_2 = Config L2_2 = L2_2.Dispatcher L2_2 = L2_2.ENABLE if L2_2 then L2_2 = SourceInfo L3_2 = Checks L4_2 = "is_dispatcher" L3_2 = L3_2(L4_2) L2_2.dispatcher = L3_2 else L2_2 = SourceInfo L2_2.dispatcher = false end L6_1 = A1_2 L2_2 = SourceInfo L3_2 = A0_2.job L2_2.job = L3_2 L2_2 = SourceInfo L3_2 = A0_2.source L2_2.source = L3_2 L2_2 = SendNUIMessage L3_2 = {} L3_2.action = "currentplayer" L4_2 = SourceInfo L3_2.values = L4_2 L2_2(L3_2) L2_2 = SourceInfo L2_2.dispatcher = nil L2_2 = SourceInfo L2_2.job = nil end else L2_2 = E L3_2 = "8751" L2_2(L3_2) end end L10_1(L11_1, L12_1) L10_1 = Config L10_1 = L10_1.UpdateDistanceUI L10_1 = L10_1.ENABLE if L10_1 then L10_1 = Citizen L10_1 = L10_1.CreateThread function L11_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 while true do L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = Config L1_2 = L1_2.UpdateDistanceUI L1_2 = L1_2.timer L1_2 = L1_2 * 1000 L0_2(L1_2) L0_2 = {} L1_2 = 1 L2_2 = ipairs L3_2 = L2_1 L2_2, L3_2, L4_2, L5_2 = L2_2(L3_2) for L6_2, L7_2 in L2_2, L3_2, L4_2, L5_2 do L8_2 = {} L0_2[L1_2] = L8_2 L8_2 = L0_2[L1_2] L9_2 = L7_2.unique_id L8_2.unique_id = L9_2 L8_2 = L0_2[L1_2] L9_2 = math L9_2 = L9_2.ceil L10_2 = vector3 L11_2 = L7_2.coords L11_2 = L11_2.x L12_2 = L7_2.coords L12_2 = L12_2.y L13_2 = L7_2.coords L13_2 = L13_2.z L10_2 = L10_2(L11_2, L12_2, L13_2) L11_2 = GetEntityCoords L12_2 = PlayerPedId L12_2, L13_2 = L12_2() L11_2 = L11_2(L12_2, L13_2) L10_2 = L10_2 - L11_2 L10_2 = #L10_2 L9_2 = L9_2(L10_2) L8_2.distance = L9_2 L1_2 = L1_2 + 1 end L2_2 = #L0_2 if L2_2 > 0 then L2_2 = SendNUIMessage L3_2 = {} L3_2.action = "updatedistance" L3_2.values = L0_2 L2_2(L3_2) end end end L10_1(L11_1) end L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:AddNotification" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:AddNotification" --[[ function L12_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 -- Assigning values directly L3_2 = L3_1 + 1 L3_1 = L3_2 L3_2 = L3_1 L2_1[L3_2] = {} local current_data = L2_1[L3_2] current_data.count = L3_2 current_data.job_table = A0_2.job_table current_data.responding = 0 current_data.responding_state = false -- Rounding coordinates current_data.coords = { x = RoundDec(A0_2.coords.x), y = RoundDec(A0_2.coords.y), z = RoundDec(A0_2.coords.z) } -- Assigning other values current_data.title = A0_2.title current_data.message = A0_2.message current_data.flash = A0_2.flash current_data.unique_id = A0_2.unique_id -- Calculating distance current_data.distance = math.ceil(#(vector3(A0_2.coords.x, A0_2.coords.y, A0_2.coords.z) - GetEntityCoords(PlayerPedId()))) if A1_2 then Responding(L3_2, "add") end -- Sending NUI message SendNUIMessage({ action = "AddNotification", count = L3_2, job = current_data.job, responding = current_data.responding, flash = current_data.flash, coords = current_data.coords, title = current_data.title, message = current_data.message, unique_id = current_data.unique_id, distance = current_data.distance, dispatcher_table = A0_2 }) -- Blip handling if A0_2.blip then local blip = AddBlipForCoord(A0_2.coords.x, A0_2.coords.y, A0_2.coords.z) current_data.blip = blip SetBlipSprite(blip, A0_2.blip.sprite) SetBlipScale(blip, A0_2.blip.scale) SetBlipColour(blip, A0_2.blip.colour) if A0_2.blip.flashes then SetBlipFlashes(blip, true) end BeginTextCommandSetBlipName("STRING") AddTextComponentString(A0_2.blip.text) EndTextCommandSetBlipName(blip) local fade_time = A0_2.blip.time * 0.1 SetBlipFade(blip, 250, A0_2.blip.time) Citizen.Wait(fade_time) -- Gradual fade of blip for i = 230, 90, -20 do SetBlipFade(blip, i, 30000) Citizen.Wait(fade_time) end -- Check if blip exists and remove it if DoesBlipExist(blip) then RemoveBlip(blip) end end end ]] function L12_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 if not CheckJob(A0_2.job_table) then return end -- ← HIER -- Assigning values directly L3_2 = L3_1 + 1 L3_1 = L3_2 L3_2 = L3_1 L2_1[L3_2] = {} local current_data = L2_1[L3_2] current_data.count = L3_2 current_data.job_table = A0_2.job_table current_data.responding = 0 current_data.responding_state = false -- Rounding coordinates current_data.coords = { x = RoundDec(A0_2.coords.x), y = RoundDec(A0_2.coords.y), z = RoundDec(A0_2.coords.z) } -- Assigning other values current_data.title = A0_2.title current_data.message = A0_2.message current_data.flash = A0_2.flash current_data.unique_id = A0_2.unique_id -- Calculating distance current_data.distance = math.ceil(#(vector3(A0_2.coords.x, A0_2.coords.y, A0_2.coords.z) - GetEntityCoords(PlayerPedId()))) if A1_2 then Responding(L3_2, "add") end -- Sending NUI message SendNUIMessage({ action = "AddNotification", count = L3_2, job = current_data.job, responding = current_data.responding, flash = current_data.flash, coords = current_data.coords, title = current_data.title, message = current_data.message, unique_id = current_data.unique_id, distance = current_data.distance, dispatcher_table = A0_2 }) -- Blip handling if A0_2.blip then local blip = AddBlipForCoord(A0_2.coords.x, A0_2.coords.y, A0_2.coords.z) current_data.blip = blip SetBlipSprite(blip, A0_2.blip.sprite) SetBlipScale(blip, A0_2.blip.scale) SetBlipColour(blip, A0_2.blip.colour) if A0_2.blip.flashes then SetBlipFlashes(blip, true) end BeginTextCommandSetBlipName("STRING") AddTextComponentString(A0_2.blip.text) EndTextCommandSetBlipName(blip) local fade_time = A0_2.blip.time * 0.1 SetBlipFade(blip, 250, A0_2.blip.time) Citizen.Wait(fade_time) -- Gradual fade of blip for i = 230, 90, -20 do SetBlipFade(blip, i, 30000) Citizen.Wait(fade_time) end -- Check if blip exists and remove it if DoesBlipExist(blip) then RemoveBlip(blip) end end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:PlayerResponding" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:PlayerResponding" function L12_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = T L2_2 = A0_2.unique_id L3_2 = "string" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = L2_1 if L1_2 then L1_2 = FindUniqueID L2_2 = A0_2.unique_id L1_2 = L1_2(L2_2) if L1_2 then L2_2 = A0_2.action if "add" == L2_2 then L2_2 = L2_1 L2_2 = L2_2[L1_2] L3_2 = A0_2.responding L3_2 = L3_2 + 1 L2_2.responding = L3_2 L2_2 = SendNUIMessage L3_2 = {} L3_2.action = "add_responding" L4_2 = A0_2.unique_id L3_2.unique_id = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.char_name L3_2.SourceName = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.callsign L3_2.SourceCallsign = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.source L3_2.source = L4_2 L2_2(L3_2) else L2_2 = A0_2.action if "remove" == L2_2 then L2_2 = L2_1 L2_2 = L2_2[L1_2] L3_2 = A0_2.responding L3_2 = L3_2 - 1 L2_2.responding = L3_2 L2_2 = SendNUIMessage L3_2 = {} L3_2.action = "remove_responding" L4_2 = A0_2.unique_id L3_2.unique_id = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.char_name L3_2.SourceName = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.callsign L3_2.SourceCallsign = L4_2 L4_2 = A0_2.char_info L4_2 = L4_2.source L3_2.source = L4_2 L2_2(L3_2) end end end end end else L1_2 = E L2_2 = "0231" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:StopSpammings" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:StopSpammings" function L12_1() local L0_2, L1_2 L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 500 L0_2(L1_2) L0_2 = false L4_1 = L0_2 end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:GetNonOnesyncCoords" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:GetNonOnesyncCoords" function L12_1() local L0_2, L1_2, L2_2, L3_2 L0_2 = TriggerServerEvent L1_2 = "cd_dispatch:GetNonOnesyncCoords" L2_2 = GetEntityCoords L3_2 = PlayerPedId L3_2 = L3_2() L2_2, L3_2 = L2_2(L3_2) L0_2(L1_2, L2_2, L3_2) end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:SetGPS" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:SetGPS" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = SetNewWaypoint L2_2 = A0_2.x L3_2 = A0_2.y L1_2(L2_2, L3_2) end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:DispatcherToggle" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:DispatcherToggle" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "boolean" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L6_1 = A0_2 else L1_2 = E L2_2 = "8845" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:UpdateGroups" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:UpdateGroups" function L12_1(A0_2) local L1_2, L2_2 L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "updategroups" L2_2.values = A0_2 L1_2(L2_2) end L10_1(L11_1, L12_1) L10_1 = RegisterNetEvent L11_1 = "cd_dispatch:SyncUserSettings" L10_1(L11_1) L10_1 = AddEventHandler L11_1 = "cd_dispatch:SyncUserSettings" function L12_1(A0_2) local L1_2, L2_2 L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "syncusersettings" L2_2.values = A0_2 L1_2(L2_2) end L10_1(L11_1, L12_1) function L10_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = T L3_2 = A0_2 L4_2 = "number" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = T L3_2 = A1_2 L4_2 = "string" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = L2_1 if L2_2 then L2_2 = L2_1 L2_2 = L2_2[A0_2] if L2_2 then L2_2 = {} L2_2.action = A1_2 L3_2 = L2_1 L3_2 = L3_2[A0_2] L3_2 = L3_2.job_table L2_2.job_table = L3_2 L3_2 = L2_1 L3_2 = L3_2[A0_2] L3_2 = L3_2.responding L2_2.responding = L3_2 L3_2 = L2_1 L3_2 = L3_2[A0_2] L3_2 = L3_2.unique_id L2_2.unique_id = L3_2 L3_2 = SourceInfo L2_2.char_info = L3_2 if "add" == A1_2 then L3_2 = L2_1 L3_2 = L3_2[A0_2] L3_2.responding_state = true L3_2 = SetNewWaypoint L4_2 = L2_1 L4_2 = L4_2[A0_2] L4_2 = L4_2.coords L4_2 = L4_2.x L5_2 = L2_1 L5_2 = L5_2[A0_2] L5_2 = L5_2.coords L5_2 = L5_2.y L3_2(L4_2, L5_2) L3_2 = TriggerServerEvent L4_2 = "cd_dispatch:PlayerResponding" L5_2 = L2_2 L3_2(L4_2, L5_2) elseif "remove" == A1_2 then L3_2 = L2_1 L3_2 = L3_2[A0_2] L3_2.responding_state = false L3_2 = SetWaypointOff L3_2() L3_2 = TriggerServerEvent L4_2 = "cd_dispatch:PlayerResponding" L5_2 = L2_2 L3_2(L4_2, L5_2) else L3_2 = E L4_2 = "6544" L3_2(L4_2) end end else L2_2 = E L3_2 = "3332" L2_2(L3_2) end end else L2_2 = E L3_2 = "8866" L2_2(L3_2) end end Responding = L10_1 function L10_1() local L0_2, L1_2, L2_2 L5_1.large = false NUI_status = false L0_2 = ShowSmallUI L0_2() L0_2 = TabletAnimation L1_2 = false L0_2(L1_2) L0_2 = FreezeEntityPosition L1_2 = PlayerPedId L1_2 = L1_2() L2_2 = false L0_2(L1_2, L2_2) end HideLargeUI = L10_1 function L10_1() local L0_2, L1_2, L2_2, L3_2 L5_1.small = true L0_2 = SendNUIMessage L1_2 = {} L2_2 = GetNUIState L3_2 = L5_1.small L2_2 = L2_2(L3_2) L1_2.action = L2_2 L0_2(L1_2) end ShowSmallUI = L10_1 function L10_1() local L0_2, L1_2, L2_2, L3_2 L5_1.small = false L0_2 = SendNUIMessage L1_2 = {} L2_2 = GetNUIState L3_2 = L5_1.small L2_2 = L2_2(L3_2) L1_2.action = L2_2 L0_2(L1_2) end HideSmallUI = L10_1 function L10_1() local L0_2, L1_2, L2_2, L3_2 L0_2 = GetClockHours L0_2 = L0_2() L1_2 = T L2_2 = Config L2_2 = L2_2.DayHours L2_2 = L2_2[1] L3_2 = "number" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = T L2_2 = Config L2_2 = L2_2.DayHours L2_2 = L2_2[2] L3_2 = "number" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = Config L1_2 = L1_2.DayHours L1_2 = L1_2[1] if L0_2 > L1_2 then L1_2 = Config L1_2 = L1_2.DayHours L1_2 = L1_2[2] if L0_2 < L1_2 then L1_2 = "day" return L1_2 end else L1_2 = "night" return L1_2 end end else L1_2 = E L2_2 = "3156" L1_2(L2_2) L1_2 = "day" return L1_2 end end GetTime = L10_1 function L10_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "boolean" L1_2 = L1_2(L2_2, L3_2) if L1_2 then if A0_2 then L1_2 = "show_small" return L1_2 else L1_2 = "hide_small" return L1_2 end else L1_2 = E L2_2 = "6146" L1_2(L2_2) end end GetNUIState = L10_1 function L10_1() local L0_2, L1_2 L0_2 = L5_1.small if L0_2 then L0_2 = L2_1 if L0_2 then L0_2 = L3_1 if L0_2 then L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] if L0_2 then L0_2 = L2_1 L0_2 = #L0_2 if 0 == L0_2 then goto lbl_60 end L0_2 = L3_1 L0_2 = L0_2 + 1 L3_1 = L0_2 L0_2 = L3_1 L1_2 = L2_1 L1_2 = #L1_2 if L0_2 > L1_2 then L0_2 = 1 L3_1 = L0_2 end while true do L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] if nil ~= L0_2 then break end L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 0 L0_2(L1_2) L0_2 = L3_1 L0_2 = L0_2 + 1 L3_1 = L0_2 L0_2 = L3_1 L1_2 = L2_1 L1_2 = #L1_2 if L0_2 > L1_2 then L0_2 = 1 L3_1 = L0_2 end end L0_2 = SendNUIMessage L1_2 = {} L1_2.action = "move_right" L0_2(L1_2) end end else L0_2 = E L1_2 = "3516" L0_2(L1_2) end end ::lbl_60:: end Increasecount = L10_1 function L10_1() local L0_2, L1_2 L0_2 = L5_1.small if L0_2 then L0_2 = L2_1 if L0_2 then L0_2 = L3_1 if L0_2 then L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] if L0_2 then L0_2 = L2_1 L0_2 = #L0_2 if 0 == L0_2 then goto lbl_58 end L0_2 = L3_1 L0_2 = L0_2 - 1 L3_1 = L0_2 L0_2 = L3_1 if L0_2 < 1 then L0_2 = L2_1 L0_2 = #L0_2 L3_1 = L0_2 end while true do L1_2 = L3_1 L0_2 = L2_1 L0_2 = L0_2[L1_2] if nil ~= L0_2 then break end L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 0 L0_2(L1_2) L0_2 = L3_1 L0_2 = L0_2 - 1 L3_1 = L0_2 L0_2 = L3_1 if L0_2 < 1 then L0_2 = L2_1 L0_2 = #L0_2 L3_1 = L0_2 end end L0_2 = SendNUIMessage L1_2 = {} L1_2.action = "move_left" L0_2(L1_2) end end else L0_2 = E L1_2 = "7655" L0_2(L1_2) end end ::lbl_58:: end Decreasecount = L10_1 function L10_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = T L2_2 = A0_2 L3_2 = "number" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = math L1_2 = L1_2.floor L2_2 = math L2_2 = L2_2.pow L3_2 = 10 L4_2 = 2 L2_2 = L2_2(L3_2, L4_2) L2_2 = A0_2 * L2_2 L2_2 = L2_2 + 0.5 L1_2 = L1_2(L2_2) L1_2 = L1_2 / 100 return L1_2 else L1_2 = E L2_2 = "6844" L1_2(L2_2) end end RoundDec = L10_1 function L10_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "string" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "playsound" L2_2.type = A0_2 L1_2(L2_2) else L1_2 = E L2_2 = "4564" L1_2(L2_2) end end DispatchSound = L10_1 function L10_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L1_2 = pairs L2_2 = L2_1 L1_2, L2_2, L3_2, L4_2 = L1_2(L2_2) for L5_2, L6_2 in L1_2, L2_2, L3_2, L4_2 do L7_2 = L6_2.unique_id if L7_2 == A0_2 then L7_2 = L6_2.count return L7_2 end end end FindUniqueID = L10_1 L10_1 = RegisterNUICallback L11_1 = "hidelarge_ui" function L12_1() local L0_2, L1_2 L0_2 = HideLargeUI L0_2() end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "deletesingle_alert" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = tonumber L2_2 = A0_2.count L1_2 = L1_2(L2_2) A0_2.count = L1_2 L1_2 = L2_1 if L1_2 then L2_2 = A0_2.count L1_2 = L2_1 L1_2 = L1_2[L2_2] if L1_2 then L1_2 = DoesBlipExist L3_2 = A0_2.count L2_2 = L2_1 L2_2 = L2_2[L3_2] L2_2 = L2_2.blip L1_2 = L1_2(L2_2) if L1_2 then L1_2 = RemoveBlip L3_2 = A0_2.count L2_2 = L2_1 L2_2 = L2_2[L3_2] L2_2 = L2_2.blip L1_2(L2_2) end L2_2 = A0_2.count L1_2 = L2_1 L1_2[L2_2] = nil L1_2 = L2_1 L1_2 = #L1_2 L3_1 = L1_2 end else L1_2 = E L2_2 = "3651" L1_2(L2_2) end else L1_2 = E L2_2 = "7796" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "deleteall_alerts" function L12_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L0_2 = T L1_2 = L2_1 L2_2 = "table" L0_2 = L0_2(L1_2, L2_2) if L0_2 then L0_2 = pairs L1_2 = L2_1 L0_2, L1_2, L2_2, L3_2 = L0_2(L1_2) for L4_2, L5_2 in L0_2, L1_2, L2_2, L3_2 do L6_2 = L5_2.blip if L6_2 then L6_2 = DoesBlipExist L7_2 = L5_2.blip L6_2 = L6_2(L7_2) if L6_2 then L6_2 = RemoveBlip L7_2 = L5_2.blip L6_2(L7_2) end end end L0_2 = {} L2_1 = L0_2 L0_2 = 0 L3_1 = L0_2 L1_2 = L3_1 L0_2 = L2_1 L2_2 = {} L0_2[L1_2] = L2_2 else L0_2 = E L1_2 = "9989" L0_2(L1_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "add_responding" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = Responding L2_2 = A0_2.count L3_2 = "add" L1_2(L2_2, L3_2) else L1_2 = E L2_2 = "9846" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "remove_responding" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = Responding L2_2 = A0_2.count L3_2 = "remove" L1_2(L2_2, L3_2) else L1_2 = E L2_2 = "6958" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "getglobalcoords" function L12_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = SendNUIMessage L2_2 = {} L2_2.action = "updatecoords" L3_2 = Callback L4_2 = A0_2.job L5_2 = "update_ui_blips" L3_2 = L3_2(L4_2, L5_2) L2_2.coords = L3_2 L1_2(L2_2) else L1_2 = E L2_2 = "9684" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "moveend_smallui" function L12_1() local L0_2, L1_2 NUI_status = false end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "usersettings" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = TriggerServerEvent L2_2 = "cd_dispatch:SaveUserSettings" L3_2 = A0_2 L1_2(L2_2, L3_2) else L1_2 = E L2_2 = "6123" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "togglevoice" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = A0_2.enabled if L1_2 then NUI_status = false L1_2 = Citizen L1_2 = L1_2.Wait L2_2 = 100 L1_2(L2_2) L1_2 = Checks L2_2 = "enable_nui_2" L1_2(L2_2) L1_2 = FreezeEntityPosition L2_2 = PlayerPedId L2_2 = L2_2() L3_2 = true L1_2(L2_2, L3_2) else NUI_status = false L1_2 = Citizen L1_2 = L1_2.Wait L2_2 = 100 L1_2(L2_2) L1_2 = Checks L2_2 = "enable_nui" L1_2(L2_2) L1_2 = FreezeEntityPosition L2_2 = PlayerPedId L2_2 = L2_2() L3_2 = false L1_2(L2_2, L3_2) end else L1_2 = E L2_2 = "2233" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "changechannel" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = A0_2.channel if L1_2 then L1_2 = A0_2.channel if L1_2 > 0 then L1_2 = Checks L2_2 = "change_radio" L3_2 = A0_2.channel L1_2(L2_2, L3_2) end else L1_2 = A0_2.channel if 0 == L1_2 then L1_2 = Checks L2_2 = "leave_radio" L1_2(L2_2) end end else L1_2 = E L2_2 = "2315" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "setgps" function L12_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = Config L1_2 = L1_2.UsingOneSync if L1_2 then L1_2 = TriggerServerEvent L2_2 = "cd_dispatch:SetGPS" L3_2 = A0_2.id L1_2(L2_2, L3_2) else L1_2 = GetEntityCoords L2_2 = GetPlayerPed L3_2 = GetPlayerFromServerId L4_2 = A0_2.id L3_2, L4_2 = L3_2(L4_2) L2_2, L3_2, L4_2 = L2_2(L3_2, L4_2) L1_2 = L1_2(L2_2, L3_2, L4_2) L2_2 = SetNewWaypoint L3_2 = L1_2.x L4_2 = L1_2.y L2_2(L3_2, L4_2) end else L1_2 = E L2_2 = "2315" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "dispatchertoggle" function L12_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = Checks L2_2 = "get_job" L1_2 = L1_2(L2_2) L2_2 = T L3_2 = L1_2 L4_2 = "string" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = SourceInfo L2_2.dispatcher = true L2_2 = TriggerServerEvent L3_2 = "cd_dispatch:DispatcherToggle" L4_2 = A0_2.state L5_2 = L1_2 L2_2(L3_2, L4_2, L5_2) else L2_2 = E L3_2 = "3354" L2_2(L3_2) end else L1_2 = E L2_2 = "6654" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "assigncall" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = TriggerServerEvent L2_2 = "cd_dispatch:Dispatcher_AddCall" L3_2 = A0_2.notification L1_2(L2_2, L3_2) else L1_2 = E L2_2 = "1544" L1_2(L2_2) end end L10_1(L11_1, L12_1) L10_1 = RegisterNUICallback L11_1 = "updategroups" function L12_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = T L2_2 = A0_2 L3_2 = "table" L1_2 = L1_2(L2_2, L3_2) if L1_2 then L1_2 = TriggerServerEvent L2_2 = "cd_dispatch:UpdateGroups" L3_2 = A0_2 L1_2(L2_2, L3_2) else L1_2 = E L2_2 = "7844" L1_2(L2_2) end end L10_1(L11_1, L12_1) function L10_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "^1[error_code-" L3_2 = A0_2 L4_2 = "]" L2_2 = L2_2 .. L3_2 .. L4_2 L1_2(L2_2) end E = L10_1 function L10_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = print L2_2 = "^1[Codesign ErrorHandler] - " L3_2 = A0_2 L2_2 = L2_2 .. L3_2 L1_2(L2_2) end E2 = L10_1 function L10_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = type L3_2 = A0_2 L2_2 = L2_2(L3_2) if L2_2 == A1_2 then L3_2 = true return L3_2 else L3_2 = E2 L4_2 = string L4_2 = L4_2.format L5_2 = "%s expected, got %s : %s" L6_2 = A1_2 L7_2 = L2_2 L8_2 = A0_2 L4_2, L5_2, L6_2, L7_2, L8_2 = L4_2(L5_2, L6_2, L7_2, L8_2) L3_2(L4_2, L5_2, L6_2, L7_2, L8_2) L3_2 = false return L3_2 end end T = L10_1 function L10_1(A0_2, A1_2, ...) local L2_2, L3_2, L4_2, L5_2 L2_2 = T L3_2 = A0_2 L4_2 = "number" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = T L3_2 = A1_2 L4_2 = "string" L2_2 = L2_2(L3_2, L4_2) if L2_2 then L2_2 = Locales L3_2 = Config L3_2 = L3_2.Language L2_2 = L2_2[L3_2] if L2_2 then L2_2 = Locales L3_2 = Config L3_2 = L3_2.Language L2_2 = L2_2[L3_2] L2_2 = L2_2[A1_2] if L2_2 then L2_2 = string L2_2 = L2_2.format L3_2 = Locales L4_2 = Config L4_2 = L4_2.Language L3_2 = L3_2[L4_2] L3_2 = L3_2[A1_2] L4_2, L5_2 = ... L2_2 = L2_2(L3_2, L4_2, L5_2) if 1 == A0_2 or 2 == A0_2 or 3 == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3, L2_3 L0_3 = Notification L1_3 = A0_2 L2_3 = L2_2 L0_3(L1_3, L2_3) end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "98676 ^" L3_2(L4_2) end end end else L2_2 = E L3_2 = "8814" L2_2(L3_2) end end else L2_2 = E L3_2 = "3016" L2_2(L3_2) end end Notif = L10_1 L10_1 = Citizen L10_1 = L10_1.CreateThread function L11_1() local L0_2, L1_2 while true do L0_2 = L1_1 if false ~= L0_2 then break end L0_2 = Citizen L0_2 = L0_2.Wait L1_2 = 1000 L0_2(L1_2) end L0_2 = SendNUIMessage L1_2 = {} L1_2.gunshots = "cd_dispatch:Sendplayername" L0_2(L1_2) L0_2 = nil L1_1 = L0_2 end L10_1(L11_1) function L10_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if "blip_sound" == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3 L0_3 = BlipSound L1_3 = A1_2 L0_3(L1_3) end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "5554 ^" L3_2(L4_2) end elseif "is_allowed" == A0_2 then L3_2 = nil L4_2 = xpcall function L5_2() local L0_3, L1_3 L0_3 = IsAllowed L0_3 = L0_3() L3_2 = L0_3 end L6_2 = E2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then return L3_2 else L4_2 = E L5_2 = "8876 ^" L4_2(L5_2) end elseif "get_job" == A0_2 then L3_2 = nil L4_2 = xpcall function L5_2() local L0_3, L1_3 L0_3 = GetJob L0_3 = L0_3() L3_2 = L0_3 end L6_2 = E2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then return L3_2 else L4_2 = E L5_2 = "7784 ^" L4_2(L5_2) end elseif "enable_nui" == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3 L0_3 = TriggerEvent L1_3 = "cd_dispatch:ToggleNUIFocus" L0_3(L1_3) end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "5146 ^" L3_2(L4_2) end elseif "enable_nui_2" == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3 L0_3 = TriggerEvent L1_3 = "cd_dispatch:ToggleNUIFocus_2" L0_3(L1_3) end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "1555 ^" L3_2(L4_2) end elseif "is_dispatcher" == A0_2 then L3_2 = nil L4_2 = xpcall function L5_2() local L0_3, L1_3 L0_3 = IsDispatcher L0_3 = L0_3() L3_2 = L0_3 end L6_2 = E2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then return L3_2 else L4_2 = E L5_2 = "8742 ^" L4_2(L5_2) end elseif "check_job" == A0_2 then L3_2 = nil L4_2 = xpcall function L5_2() local L0_3, L1_3 L0_3 = CheckJob L1_3 = A1_2 L0_3 = L0_3(L1_3) L3_2 = L0_3 end L6_2 = E2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then return L3_2 else L4_2 = E L5_2 = "6645 ^" L4_2(L5_2) end elseif "change_radio" == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3 L0_3 = ChangeRadio L1_3 = A1_2 L0_3(L1_3) end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "7765 ^" L3_2(L4_2) end elseif "leave_radio" == A0_2 then L3_2 = xpcall function L4_2() local L0_3, L1_3 L0_3 = LeaveRadio L0_3() end L5_2 = E2 L3_2 = L3_2(L4_2, L5_2) if not L3_2 then L3_2 = E L4_2 = "4567 ^" L3_2(L4_2) end end end Checks = L10_1