2026-04-14 17:41:39 +02:00

1975 lines
43 KiB
Lua

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