# Exports

### IsCuffed

```lua
exports['ak47_policejob']:IsCuffed() -- get current player status
exports['ak47_policejob']:IsCuffed(targetServerId) -- get target player status
```

### IsBind

```lua
exports['ak47_policejob']:IsBind() -- get current player status
exports['ak47_policejob']:IsBind(targetServerId) -- get target player status
```

### IsBlind

```lua
exports['ak47_policejob']:IsBlind() -- get current player status
exports['ak47_policejob']:IsBlind(targetServerId) -- get target player status
```

### IsInTrunk

```lua
exports['ak47_policejob']:IsInTrunk() -- get current player status
exports['ak47_policejob']:IsInTrunk(targetServerId) -- get target player status
```

### IsInJail

```lua
exports['ak47_policejob']:IsInJail() -- get current player status
exports['ak47_policejob']:IsInJail(targetServerId) -- get target player status
```

### IsInCommunity

```lua
exports['ak47_policejob']:IsInCommunity() -- get current player status
exports['ak47_policejob']:IsInCommunity(targetServerId) -- get target player status
```

### EvidenceDrop

If you drop fingerprint with export, then use uvlight from inventory and it will show the marker on ground for 10 seconds and then you can grab it. Fingerprint won't be visible with flashlight.

```lua
exports['ak47_policejob']:EvidenceDrop(type, position)
-- example:
-- type must be declared in Config.EvidenceType (/modules/evidence/config.lua)
exports['ak47_policejob']:EvidenceDrop('fingerprint', GetEntityCoords(PlayerPedId())
exports['ak47_policejob']:EvidenceDrop('bulletshell', GetEntityCoords(PlayerPedId())
exports['ak47_policejob']:EvidenceDrop('blooddrop', GetEntityCoords(PlayerPedId())
```
