if GetResourceState('es_extended') ~= 'started' then return end ESX = exports.es_extended:getSharedObject() function ShowNotification(text) ESX.ShowNotification(text) end function ServerCallback(name, cb, ...) ESX.TriggerServerCallback(name, cb, ...) end function GetPlayersInArea(coords, radius) local coords = coords or GetEntityCoords(PlayerPedId()) local radius = radius or 3.0 local list = ESX.Game.GetPlayersInArea(coords, radius) local players = {} for _, player in pairs(list) do if player ~= PlayerId() then players[#players + 1] = player end end return players end RegisterNetEvent(GetCurrentResourceName()..":showNotification", function(text) ShowNotification(text) end) RegisterNetEvent('esx:playerLoaded') AddEventHandler('esx:playerLoaded',function(xPlayer, isNew, skin) TriggerServerEvent("pickle_prisons:initializePlayer") end) local alreadySpawned = false RegisterNetEvent('esx:onPlayerDeath', function() CheckBreakout = false end) RegisterNetEvent('esx:onPlayerSpawn', function() if not alreadySpawned then -- Prevents TP to hospital on-load. alreadySpawned = true return end TeleportHospital() CheckBreakout = true end) function ToggleOutfit(inPrison) if inPrison then local prison = Config.Prisons[Prison.index] local outfits = prison.outfit or Config.Default.outfit ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin) local gender = skin.sex local outfit = gender == 1 and outfits.female or outfits.male if not outfit then return end TriggerEvent('skinchanger:loadClothes', skin, outfit) end) else ESX.TriggerServerCallback('esx_skin:getPlayerSkin', function(skin, jobSkin) TriggerEvent('skinchanger:loadSkin', skin) TriggerEvent('esx:restoreLoadout') end) end end -- Inventory Fallback CreateThread(function() Wait(100) if InitializeInventory then return InitializeInventory() end -- Already loaded through inventory folder. Inventory = {} Inventory.Items = {} Inventory.Ready = false RegisterNetEvent("pickle_prisons:setupInventory", function(data) Inventory.Items = data.items Inventory.Ready = true end) end)