# Client

### JailPlayer

```lua
local target = 1 -- ID 1
local time = 10 -- 10 minutes
local bail = 10000 -- $10000 (0 or nil for no bail)

exports.r_prison:JailPlayer(target, time, bail)
```

* <mark style="color:red;">**Client**</mark><mark style="color:red;">**&#x20;**</mark>*<mark style="color:red;">**must**</mark>*<mark style="color:red;">**&#x20;**</mark><mark style="color:red;">**have ACE or police job to jail other players!**</mark>
* Returns `true` or `false`, indicating whether the target was successfully jailed.

***

### ReleaseInmate

```lua
local target = 1 -- ID 1

exports.r_prison:ReleaseInmate(target)
```

* <mark style="color:red;">**Client invoking**</mark><mark style="color:red;">**&#x20;**</mark>*<mark style="color:red;">**must**</mark>*<mark style="color:red;">**&#x20;**</mark><mark style="color:red;">**have ACE or police job!**</mark>
* Returns `true` or `false`, indicating whether the target was successfully released.

***

### IsInmate

```lua
exports.r_prison:IsInmate()
```

* Returns `true` or `false`, indicating whether the client is an inmate.

***

### IsInmateSolitary

```lua
exports.r_prison:IsInmateSolitary()
```

* Returns `true` or `false`, indicating whether the client is in lockdown.

***

### GetInmateInfo

```
exports.r_prison:GetInmateInfo()
```

* Returns a table of the clients inmates information or `false` if not an inmate.
