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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'qb-inventory' ) == 'missing' then return end
if GetResourceState ( 'ox_inventory' ) ~= 'missing' then return end
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if GetResourceState ( 'codem-inventory' ) ~= 'missing' then return end
if GetResourceState ( 'origen_inventory' ) ~= 'missing' then return end
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local qbInventory = exports [ 'qb-inventory' ]
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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Inventory.Old = {}
Inventory.Version = nil
Inventory.ShopData = {}
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local function getInventoryNewVersion ()
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if tonumber ( string.sub ( GetResourceMetadata ( "qb-inventory" , "version" , 0 ), 1 , 1 )) >= 2 then
Inventory.Version = true
return
end
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Inventory.Version = false
end
AddEventHandler ( 'onResourceStart' , function ( resourceName )
if resourceName ~= "community_bridge" then return end
getInventoryNewVersion ()
end )
---@description This will get the name of the in use resource.
---@return string
Inventory.GetResourceName = function ()
return "qb-inventory"
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end
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---@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
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---@param slot number (optional)
---@param metadata table (optional)
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---@return boolean
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Inventory.AddItem = function ( src , item , count , slot , metadata )
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if Inventory.Version then if not qbInventory : CanAddItem ( src , item , count ) then return false end end
local success = qbInventory : AddItem ( src , item , count , slot , metadata , 'community_bridge' )
if not success then return false end
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TriggerClientEvent ( 'qb-inventory:client:ItemBox' , src , QBCore.Shared . Items [ item ], 'add' , count )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "add" , item = item , count = count , slot = slot , metadata = metadata })
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return success or false
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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
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---@param item string
---@param count number
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---@param slot number (optional)
---@param metadata table (optional)
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---@return boolean
Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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local success = qbInventory : RemoveItem ( src , item , count , slot , 'community_bridge' )
if not success then return false end
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TriggerClientEvent ( 'qb-inventory:client:ItemBox' , src , QBCore.Shared . Items [ item ], 'remove' , count )
TriggerClientEvent ( "community_bridge:client:inventory:updateInventory" , src , { action = "remove" , item = item , count = count , slot = slot , metadata = metadata })
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return success or false
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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
---@return table
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Inventory.GetItemInfo = function ( item )
local itemData = Framework.Shared . Items [ item ]
if not itemData then return {} end
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return {
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name = itemData.name ,
label = itemData.label ,
stack = itemData.unique ,
weight = itemData.weight ,
description = itemData.description ,
image = Inventory.GetImagePath ( itemData.image or itemData.name )
}
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 ()
return Framework.Shared . Items
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 )
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local slotData = qbInventory : GetItemBySlot ( src , slot )
if not slotData then return {} end
return {
name = slotData.name ,
label = slotData.name ,
weight = slotData.weight ,
slot = slotData.slot ,
count = slotData.amount ,
metadata = slotData.info ,
stack = slotData.unique ,
description = slotData.description
}
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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 )
_type = _type or "stash"
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if not Inventory.Version then return Inventory.Old . OpenStash ( src , _type , id ) end
return qbInventory : OpenInventory ( src , id )
end
---@description This will add items to a stash, and return true or false based on success
---@param id string
---@param items table {item, count, metadata}
---@return boolean
Inventory.AddStashItems = function ( id , items )
if type ( items ) ~= "table" then return false end
if not Inventory.Version then return Inventory.Old . AddStashItems ( id , items ) end
local success = false
for _ , item in pairs ( items ) do
success = qbInventory : AddItem ( id , item.item , item.count or item.amount , nil , item.metadata or item.info , "community_bridge, adding items to stash" )
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end
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return success
end
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---@description This will add items to a trunk, and return true or false based on success
---@param identifier string
---@param items table
---@return boolean
Inventory.AddTrunkItems = function ( identifier , items )
if type ( items ) ~= "table" then return false end
local fullTrunkId = "trunk-" .. identifier
if not Inventory.Version then return Inventory.Old . AddTrunkItems ( fullTrunkId , items ) end
if not qbInventory : GetInventory ( fullTrunkId ) then
qbInventory : CreateInventory ( fullTrunkId , { label = fullTrunkId , slots = 15 , maxweight = 10000 })
end
Wait ( 1000 )
for i = 1 , # items do
qbInventory : AddItem ( fullTrunkId , items [ i ]. name , items [ i ]. amount or items [ i ]. count , items [ i ]. slot or nil , items [ i ]. info or items [ i ]. metadata or {}, "community_bridge, adding items to trunk" )
end
return true
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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.
---@param id string
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---@return boolean
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Inventory.ClearStash = function ( id , _type )
if type ( id ) ~= "string" then return false end
if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
if not Inventory.Version then return Inventory.Old . ClearStash ( id , _type ) end
if _type == "trunk" then
id = "trunk-" .. id
elseif _type == "glovebox" then
id = "glovebox-" .. id
end
local inv = qbInventory : GetInventory ( id )
if not inv then return true end
qbInventory : ClearStash ( id )
return true
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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 qbInventory : HasItem ( src , item , requiredCount or 1 )
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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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if not Inventory.Version then return Inventory.Old . CanCarryItem ( src , item , count ) end
return qbInventory : CanAddItem ( src , item , count )
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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
Inventory.GetImagePath = function ( item )
item = Inventory.StripPNG ( item )
local file = LoadResourceFile ( "qb-inventory" , string.format ( "html/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://qb-inventory/html/images/%s.png" , item )
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
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
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Inventory.UpdatePlate = function ( oldplate , newplate )
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if not Inventory.Version then return Inventory.Old . UpdatePlate ( oldplate , newplate ) end
local gloveboxInv = qbInventory : GetInventory ( 'glovebox-' .. oldplate ) or { slots = 5 , maxweight = 10000 , items = {}}
local storedGloveBox = Bridge.Tables . DeepClone ( gloveboxInv , nil , nil )
local trunkInv = qbInventory : GetInventory ( 'trunk-' .. oldplate ) or { slots = 5 , maxweight = 10000 , items = {}}
local storedTrunk = Bridge.Tables . DeepClone ( trunkInv , nil , nil )
qbInventory : ClearStash ( 'glovebox-' .. oldplate )
qbInventory : ClearStash ( 'trunk-' .. oldplate )
qbInventory : CreateInventory ( 'glovebox-' .. newplate , { label = 'glovebox-' .. newplate , slots = storedGloveBox.slots , maxweight = storedGloveBox.maxweight })
qbInventory : SetInventory ( 'glovebox-' .. newplate , storedGloveBox.items , "Community Bridge Moving Items In GloveBox" )
qbInventory : CreateInventory ( 'trunk-' .. newplate , { label = 'trunk-' .. newplate , slots = storedTrunk.slots , maxweight = storedTrunk.maxweight })
qbInventory : SetInventory ( 'trunk-' .. newplate , storedTrunk.items , "Community Bridge Moving Items In Trunk" )
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if GetResourceState ( 'jg-mechanic' ) == 'missing' then return true end
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return true , exports [ "jg-mechanic" ]: vehiclePlateUpdated ( oldplate , newplate )
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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
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Inventory.OpenShop = function ( src , shopTitle )
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if not Inventory.Version then return Inventory.Old . OpenShop ( src , shopTitle ) end
return qbInventory : 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
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---@param inventory table
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---@param shopCoords table
---@param shopGroups table
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Inventory.RegisterShop = function ( shopTitle , inventory , shopCoords , shopGroups )
if not shopTitle or not inventory then return end
if Inventory.ShopData [ shopTitle ] then return true end
if not Inventory.Version then return Inventory.Old . RegisterShop ( shopTitle , inventory , shopCoords , shopGroups ) end
local repackedShopItems = {}
for _ , v in pairs ( inventory ) do
table.insert ( repackedShopItems , { name = v.name , price = v.price , amount = v.count or v.amount or 1000 })
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end
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Inventory.ShopData [ shopTitle ] = { inventory = repackedShopItems , coords = shopCoords , groups = shopGroups }
qbInventory : CreateShop ({ name = shopTitle , label = shopTitle , coords = shopCoords , items = repackedShopItems , })
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end
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---@description This will open a players inventory, used for admin purposes and stuff.
---@param src number
---@param target number
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Inventory.OpenPlayerInventory = function ( src , target )
assert ( src , "OpenPlayerInventory: src is required" )
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assert ( target , "OpenPlayerInventory: target is required" )
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exports [ 'qb-inventory' ]: OpenInventory ( src , target )
end
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Inventory.Old . OpenShop = function ( src , shopTitle )
local shopData = Inventory.ShopData [ shopTitle ]
if not shopData then return false end
TriggerClientEvent ( "inventory:client:OpenInventory" , src , "shop" , shopTitle , shopData )
end
Inventory.Old . RegisterShop = function ( shopTitle , inventory , shopCoords , shopGroups )
local shopData = { label = shopTitle , items = {}, slots = 0 }
for _ , v in pairs ( inventory ) do
table.insert ( shopData.items , { name = v.name , price = v.price , amount = v.count or v.amount or 1000 , info = v.metadata or v.info or {}, type = 'item' })
end
shopData.slots = # shopData.items
Inventory.ShopData [ shopTitle ] = shopData
print ( "QB-INVENTORY: You are using an outdated version of qb-inventory, please update to the latest version. Stuff will still work but you are using litterally the most exploitable inventory in fivem." )
end
Inventory.Old . UpdatePlate = function ( oldplate , newplate )
local queries = {
'UPDATE inventory_glovebox SET plate = @newplate WHERE plate = @oldplate' ,
'UPDATE inventory_trunk SET plate = @newplate WHERE plate = @oldplate' ,
}
local values = { newplate = newplate , oldplate = oldplate }
MySQL.transaction . await ( queries , values )
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if GetResourceState ( 'jg-mechanic' ) == 'missing' then return true end
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return true , exports [ "jg-mechanic" ]: vehiclePlateUpdated ( oldplate , newplate )
end
Inventory.Old . OpenStash = function ( src , _type , id )
local tbl = Inventory.Stashes [ id ]
TriggerClientEvent ( 'community_bridge:client:qb-inventory:openStash' , src , id , { weight = tbl.weight or 5000 , slots = tbl.slots or 20 })
end
Inventory.Old . AddTrunkItems = function ( fullTrunkId , items )
TriggerEvent ( "inventory:server:addTrunkItems" , fullTrunkId , items )
return true
end
Inventory.Old . AddStashItems = function ( id , items )
return false , print ( "AddStashItems is not supported with qb-inventory v1" )
end
Inventory.Old . ClearStash = function ( id , _type )
return false , print ( "ClearStash is not supported with qb-inventory v1" )
end
Inventory.Old . CanCarryItem = function ( src , item , count )
local oldQbInventoryConfig = Require ( 'config.lua' , 'qb-inventory' )
local maxInvWeight = oldQbInventoryConfig.MaxWeight or 100000
local maxInvSlots = oldQbInventoryConfig.MaxSlots or 30
local packedWeight = 0
local addedSlots = 1
local stackCheck = Inventory.GetItemInfo ( item ). stack
local playerInv = Framework.GetPlayerInventory ( src )
if not playerInv then return false end
for k , v in pairs ( playerInv ) do
if v.name then
local weight = Inventory.GetItemInfo ( v.name ). weight or 0
count = count + v.count
packedWeight = packedWeight + ( weight * v.count )
end
end
local slotsUsed = # playerInv
if not stackCheck then addedSlots = count end
if slotsUsed + addedSlots > maxInvSlots then return false end
if packedWeight + ( Inventory.GetItemInfo ( item ). weight or 0 ) * count > maxInvWeight then return false end
return true
end
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return Inventory