local L0_1, L1_1, L2_1 L0_1 = RegisterNetEvent L1_1 = "checkResourceState" function L2_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = GetResourceState L2_2 = A0_2 L1_2 = L1_2(L2_2) L2_2 = TriggerClientEvent L3_2 = "receiveResourceState" L4_2 = source L5_2 = A0_2 L6_2 = L1_2 L2_2(L3_2, L4_2, L5_2, L6_2) end L0_1(L1_1, L2_1) L0_1 = RegisterNetEvent L1_1 = "privacy_glass:toggleGlass" function L2_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = TriggerClientEvent L2_2 = "privacy_glass:updateGlass" L3_2 = -1 L4_2 = A0_2 L1_2(L2_2, L3_2, L4_2) end L0_1(L1_1, L2_1) L0_1 = RegisterNetEvent L1_1 = "privacy_glass:updateGlass" function L2_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = GetInteriorFromEntity L2_2 = PlayerPedId L2_2, L3_2, L4_2, L5_2, L6_2 = L2_2() L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) if 0 == L1_2 then return end L2_2 = LoadInterior L3_2 = L1_2 L2_2(L3_2) while true do L2_2 = IsInteriorReady L3_2 = L1_2 L2_2 = L2_2(L3_2) if L2_2 then break end L2_2 = Citizen L2_2 = L2_2.Wait L3_2 = 50 L2_2(L3_2) end L2_2 = Config L2_2 = L2_2.PrivacySwitch L2_2 = L2_2.entitySetA L3_2 = Config L3_2 = L3_2.PrivacySwitch L3_2 = L3_2.entitySetB if "on" == A0_2 then L4_2 = IsInteriorEntitySetActive L5_2 = L1_2 L6_2 = L2_2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then L4_2 = DeactivateInteriorEntitySet L5_2 = L1_2 L6_2 = L2_2 L4_2(L5_2, L6_2) end L4_2 = ActivateInteriorEntitySet L5_2 = L1_2 L6_2 = L3_2 L4_2(L5_2, L6_2) else L4_2 = IsInteriorEntitySetActive L5_2 = L1_2 L6_2 = L3_2 L4_2 = L4_2(L5_2, L6_2) if L4_2 then L4_2 = DeactivateInteriorEntitySet L5_2 = L1_2 L6_2 = L3_2 L4_2(L5_2, L6_2) end L4_2 = ActivateInteriorEntitySet L5_2 = L1_2 L6_2 = L2_2 L4_2(L5_2, L6_2) end L4_2 = RefreshInterior L5_2 = L1_2 L4_2(L5_2) end L0_1(L1_1, L2_1)