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---@diagnostic disable: duplicate-set-field
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function ()
return "default"
end
---@description This will add an item, and return true or false based on success
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---@param src number
---@param item string
---@param count number
---@param slot number
---@param metadata table
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---@return boolean
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Inventory.AddItem = function ( src , item , count , slot , metadata )
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local success = Framework.AddItem ( src , item , count , slot , metadata )
if not success then return false end
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TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
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return success
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end
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---@description This will remove an item, and return true or false based on success
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---@param src number
---@param item string
---@param count number
---@param slot number
---@param metadata table
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---@return boolean
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Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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item = type ( item ) == "table" and item.name or item
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local success = Framework.RemoveItem ( src , item , count , slot , metadata )
if not success then return false end
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TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
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return success
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end
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---@description This will add items to a trunk, and return true or false based on success
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---@param identifier string
---@param items table
---@return boolean
Inventory.AddTrunkItems = function ( identifier , items )
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return false , print ( "This Inventory Has Not Been Bridged For A Trunk Feature." )
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end
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---@description This will clear the specified inventory, will always return true unless a value isnt passed correctly.
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---@param id string
---@return boolean
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Inventory.ClearStash = function ( id , _type )
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if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
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return false , print ( "This Inventory Has Not Been Bridged For A ClearStash Feature." )
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end
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---@description This will return a table with the item info, {name, label, stack, weight, description, image}
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---@param item string
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---@return table
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Inventory.GetItemInfo = function ( item )
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return Framework.GetItemInfo ( item )
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end
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---@description This will return the entire items table from the inventory.
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---@return table
Inventory.Items = function ()
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if not Framework.Shared or not Framework.Shared . Items then
local itemList = Framework.ItemList () or { Items = {} }
return itemList.Items
end
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return Framework.Shared . Items
end
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---@description This will return the count of the item in the players inventory, if not found will return 0.
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---@param src number
---@param item string
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---@param metadata table (optional)
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---@return number
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Inventory.GetItemCount = function ( src , item , metadata )
return Framework.GetItemCount ( src , item , metadata )
end
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---@description This wil return the players inventory.
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---@param src number
---@return table
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Inventory.GetPlayerInventory = function ( src )
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return Framework.GetPlayerInventory ( src )
end
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---@description Returns the specified slot data as a table.
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---@param src number
---@param slot number
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---@return table {weight, name, metadata, slot, label, count}
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Inventory.GetItemBySlot = function ( src , slot )
return Framework.GetItemBySlot ( src , slot )
end
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---@description This will set the metadata of an item in the inventory.
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---@param src number
---@param item string
---@param slot number
---@param metadata table
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---@return nil
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Inventory.SetMetadata = function ( src , item , slot , metadata )
return Framework.SetMetadata ( src , item , slot , metadata )
end
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---@description This will open the specified stash for the src passed.
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---@param src number
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---@param _type string "stash", "trunk", "glovebox"
---@param id string
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---@return nil
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Inventory.OpenStash = function ( src , _type , id )
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return false , print ( "This Inventory Has Not Been Bridged For A Stash Feature." )
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end
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---@description This will register a stash
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---@param id number|string
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---@param label string
---@param slots number
---@param weight number
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---@param owner string (optional)
---@param groups table (optional)
---@param coords table (optional)
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---@return boolean
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---@return string|number
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Inventory.RegisterStash = function ( id , label , slots , weight , owner , groups , coords )
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if Inventory.Stashes [ id ] then return true , id end
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Inventory.Stashes [ id ] = { id = id , label = label , slots = slots , weight = weight , owner = owner , groups = groups , coords = coords }
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return true , id
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end
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---@description This will return a boolean if the player has the item.
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---@param src number
---@param item string
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---@param requiredCount number (optional)
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---@return boolean
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Inventory.HasItem = function ( src , item , requiredCount )
return Framework.HasItem ( src , item , requiredCount )
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end
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---@description This is to get if there is available space in the inventory, will return boolean.
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---@param src number
---@param item string
---@param count number
---@return boolean
Inventory.CanCarryItem = function ( src , item , count )
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return true , print ( "This Inventory Has Not Been Bridged For A CanCarryItem Feature." )
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end
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---@description This will update the plate to the vehicle inside the inventory. (It will also update with jg-mechanic if using it)
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---@param oldplate string
---@param newplate string
---@return boolean
Inventory.UpdatePlate = function ( oldplate , newplate )
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return false , print ( "This Inventory Has Not Been Bridged For A UpdatePlate Feature." )
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end
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---@description This will open the specified shop for the src passed.
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---@param src number
---@param shopTitle string
Inventory.OpenShop = function ( src , shopTitle )
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return Bridge.Shops . OpenShop ( src , shopTitle )
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end
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---@description This will register a shop, if it already exists it will return true.
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---@param shopTitle string
---@param shopInventory table
---@param shopCoords table
---@param shopGroups table
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Inventory.RegisterShop = function ( shopTitle , shopInventory , shopCoords , shopGroups )
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return Bridge.Shops . CreateShop ( shopTitle , shopInventory , shopCoords , shopGroups )
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end
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---@description This will get the image path for an item, it is an alternate option to GetItemInfo. If a image isnt found will revert to community_bridge logo (useful for menus)
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---@param item string
---@return string
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Inventory.GetImagePath = function ( item )
return "https://avatars.githubusercontent.com/u/47620135"
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end
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---@description This will remove the file extension from the item name if present.
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---example: "item.png" will become "item"
---@param item string
---@return string
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Inventory.StripPNG = function ( item )
if string.find ( item , ".png" ) then
item = string.gsub ( item , ".png" , "" )
end
return item
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end
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---@description This will remove the file extension from the item name if present.
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---example: "item.webp" will become "item"
---@param item string
---@return string
Inventory.StripWebp = function ( item )
if string.find ( item , ".webp" ) then
item = string.gsub ( item , ".webp" , "" )
end
return item
end
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---@description Opens another player's inventory for inspection/interaction
---@param src number The source player who is opening the inventory
---@param targetSrc number The target player whose inventory is being opened
---@return boolean
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Inventory.OpenPlayerInventory = function ( src , targetSrc )
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return false , print ( "OpenPlayerInventory is not implemented in this inventory, because of this we dont have a way to open a players inventory." )
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end
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return Inventory