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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'ox_inventory' ) ~= 'started' then return end
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if GetResourceState ( 'qs-inventory' ) == 'started' then return end
if GetResourceState ( 'origen_inventory' ) == 'started' then return end
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local ox_inventory = exports.ox_inventory
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local registeredShops = {}
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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---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
---@return boolean
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Inventory.AddItem = function ( src , item , count , slot , metadata )
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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 ox_inventory : AddItem ( src , item , count , metadata )
end
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---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
---@return boolean
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Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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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 ox_inventory : RemoveItem ( src , item , count , metadata , slot )
end
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---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 )
local id = "trunk" .. identifier
if type ( items ) ~= "table" then return false end
Inventory.RegisterStash ( id , identifier , 20 , 10000 , nil , nil , nil )
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Wait ( 100 ) -- Wait for the stash to be registered just in case
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for _ , v in pairs ( items ) do
ox_inventory : AddItem ( id , v.item , v.count , v.metadata )
end
return true
end
---This will clear the specified inventory, will always return true unless a value isnt passed correctly.
---@param id string
---@return boolean
Inventory.ClearStash = function ( id , _type )
if type ( id ) ~= "string" then return false end
ox_inventory : ClearInventory ( _type .. id , nil )
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if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
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return true
end
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---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 = ox_inventory : Items ( item )
if not itemData then return {} end
return {
name = itemData.name or "Missing Name" ,
label = itemData.label or "Missing Label" ,
stack = itemData.stack or "true" ,
weight = itemData.weight or "0" ,
description = itemData.description or "none" ,
image = string.format ( "nui://ox_inventory/web/images/%s" , itemData.client and itemData.client . image or string.format ( "%s.png" , item )),
}
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end
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---This will return the entire items table from the inventory.
---@return table
Inventory.Items = function ()
return ox_inventory : Items ()
end
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---This will return the count of the item in the players inventory, if not found will return 0.
---
---if metadata is passed it will find the matching items count.
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---@param src number
---@param item string
---@param metadata table
---@return number
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Inventory.GetItemCount = function ( src , item , metadata )
return ox_inventory : GetItemCount ( src , item , metadata , false )
end
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---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 ox_inventory : GetInventoryItems ( src , false )
end
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---Returns the specified slot data as a table.
---
---format {weight, name, metadata, slot, label, count}
---@param src number
---@param slot number
---@return table
Inventory.GetItemBySlot = function ( src , slot )
return ox_inventory : GetSlot ( src , slot )
end
---This will set the metadata of an item in the inventory.
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---@param src number
---@param item string
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---@param slot number
---@param metadata table
---@return nil
Inventory.SetMetadata = function ( src , item , slot , metadata )
ox_inventory : SetMetadata ( src , slot , metadata )
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end
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---This will open the specified stash for the src passed.
---@param src number
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---@param _type string
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---@param id number||string
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---@return nil
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Inventory.OpenStash = function ( src , _type , id )
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_type = _type or "stash"
--local tbl = Inventory.Stashes[id]
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ox_inventory : forceOpenInventory ( src , _type , id )
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end
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---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
---@param owner string
---@param groups table
---@param coords table
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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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ox_inventory : RegisterStash ( id , label , slots , weight , owner , groups )
return true , id
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end
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---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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---@return boolean
Inventory.HasItem = function ( src , item )
return ox_inventory : GetItemCount ( src , item , nil , false ) > 0
end
---This is to get if there is available space in the inventory, will return boolean.
---@param src number
---@param item string
---@param count number
---@return boolean
Inventory.CanCarryItem = function ( src , item , count )
return ox_inventory : CanCarryItem ( src , item , count )
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end
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---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 )
ox_inventory : UpdateVehicle ( oldplate , newplate )
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if GetResourceState ( 'jg-mechanic' ) ~= 'started' 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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---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 )
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item = Inventory.StripPNG ( item )
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local file = LoadResourceFile ( "ox_inventory" , string.format ( "web/images/%s.png" , item ))
local imagePath = file and string.format ( "nui://ox_inventory/web/images/%s.png" , item )
return imagePath or "https://avatars.githubusercontent.com/u/47620135"
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end
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-- This will open the specified shop for the src passed.
---@param src number
---@param shopTitle string
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Inventory.OpenShop = function ( src , shopTitle )
TriggerClientEvent ( 'ox_inventory:openInventory' , src , 'shop' , { type = shopTitle })
end
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-- 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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if registeredShops [ shopTitle ] then return true end
registeredShops [ shopTitle ] = true
ox_inventory : RegisterShop ( shopTitle , { name = shopTitle , inventory = shopInventory , groups = shopGroups , })
--return Inventory.OpenShop(src, shopTitle)
return true
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end
---UNUSED:
---This will return generic item data from the specified inventory, with the items total count.
---format without metadata { count, stack, name, weight, label }
---fortmat with metadata { count, stack, name, weight, label, metadata }
---@param src number
---@param item string
---@param metadata table
---@return table
Inventory.GetItem = function ( src , item , metadata )
return ox_inventory : GetItem ( src , item , metadata , false )
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end
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Inventory.OpenPlayerInventory = function ( src , target )
assert ( src , "OpenPlayerInventory: src is required" )
if not target then
target = src
end
exports.ox_inventory : openInventory ( 'player' , target )
end
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return Inventory