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---@diagnostic disable: duplicate-set-field
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if GetResourceState ( 'qb-inventory' ) ~= 'started' 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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local registeredShops = {}
local v1ShopData = {}
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local function getInventoryNewVersion ()
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if tonumber ( string.sub ( GetResourceMetadata ( "qb-inventory" , "version" , 0 ), 1 , 1 )) >= 2 then return true end
return false
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end
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---This will add an item, and return true or false based on success
---@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 )
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 qbInventory : AddItem ( src , item , count , slot , metadata , 'community_bridge' )
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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
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---@param item string
---@param count number
---@param slot number
---@param metadata table
---@return boolean
Inventory.RemoveItem = function ( src , item , count , slot , metadata )
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 qbInventory : RemoveItem ( src , item , count , slot , 'community_bridge' )
end
---This will add items to a trunk, and return true or false based on success
---If a trunk with the identifier does not exist, it will create one with default values.
---@param identifier string
---@param items table
---@return boolean
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Inventory.AddTrunkItems = function ( identifier , items )
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if type ( items ) ~= "table" then return false end
local fullTrunkId = "trunk-" .. identifier
local repacked_items = {}
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local slot = 0
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for _ , item in pairs ( items ) do
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slot = slot + 1
repacked_items [ slot ] = {
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name = item.item ,
amount = item.count ,
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info = item.metadata ,
type = item.type or "item" ,
slot = slot ,
}
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end
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local newVersion = getInventoryNewVersion ()
if newVersion then
qbInventory : CreateInventory ( fullTrunkId , { label = fullTrunkId })
Wait ( 1000 )
for i = 1 , # repacked_items do
local v = repacked_items [ i ]
qbInventory : AddItem ( fullTrunkId , v.name , v.amount , v.slot , v.info , "community_bridge, adding items to trunk" )
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end
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else
-- I dont have a copy of this version to test it, if you run into issues please let me know.
TriggerEvent ( "inventory:server:addTrunkItems" , fullTrunkId , repacked_items )
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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
if _type == "trunk" then
id = "trunk-" .. id
elseif _type == "glovebox" then
id = "glovebox-" .. id
end
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if qbInventory : GetInventory ( id ) then
qbInventory : ClearStash ( id )
end
if Inventory.Stashes [ id ] then Inventory.Stashes [ id ] = nil end
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return true
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end
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---This will return a table with the item info, {name, label, stack, weight, description, image}
---@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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---This will return the entire items table from the inventory.
---@return table
Inventory.Items = function ()
return Framework.Shared . Items
end
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---Returns the specified slot data as a table.
---format {weight, name, metadata, slot, label, count}
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---@param src number
---@param slot number
---@return table
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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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---This will open the specified stash for the src passed.
---@param src number
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---@param _type string
---@param id number||string
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---@return nil
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Inventory.OpenStash = function ( src , _type , id )
_type = _type or "stash"
local tbl = Inventory.Stashes [ id ]
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if getInventoryNewVersion () then
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return qbInventory : OpenInventory ( src , id )
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end
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TriggerClientEvent ( 'community_bridge:client:qb-inventory:openStash' , src , id , { weight = tbl.weight , slots = tbl.slots })
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end
---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
---@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
---This will return a boolean if the player has the item.
---@param src number
---@param item string
---@return boolean
Inventory.HasItem = function ( src , item )
return qbInventory : HasItem ( src , item , 1 )
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 true
end
---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)
---@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
---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 )
local newVersion = getInventoryNewVersion ()
if newVersion then
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local gloveboxInv = qbInventory : GetInventory ( 'glovebox-' .. oldplate ) or { slots = 5 , maxweight = 10000 , items = {}}
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local storedGloveBox = Bridge.Tables . DeepClone ( gloveboxInv , nil , nil )
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local trunkInv = qbInventory : GetInventory ( 'trunk-' .. oldplate ) or { slots = 5 , maxweight = 10000 , items = {}}
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local storedTrunk = Bridge.Tables . DeepClone ( trunkInv , nil , nil )
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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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return true
else
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 )
end
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 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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local newVersion = getInventoryNewVersion ()
if newVersion then
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return qbInventory : OpenShop ( src , shopTitle )
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else
local shopData = v1ShopData [ shopTitle ]
if not shopData then return false end
TriggerClientEvent ( "inventory:client:OpenInventory" , src , "shop" , shopTitle , shopData )
end
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end
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--This will register a shop, if it already exists it will return true.
---@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 not shopTitle or not shopInventory then return end
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if registeredShops [ shopTitle ] then return true end
registeredShops [ shopTitle ] = true
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local newVersion = getInventoryNewVersion ()
if newVersion then
local repackedShopItems = {}
for _ , v in pairs ( shopInventory ) do
table.insert ( repackedShopItems , { name = v.name , price = v.price , amount = v.count or 1000 })
end
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qbInventory : CreateShop ({ name = shopTitle , label = shopTitle , coords = shopCoords , items = repackedShopItems , })
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return true
else
local shopData = { label = shopTitle , items = {}, slots = 0 }
for _ , v in pairs ( shopInventory ) do
table.insert ( shopData.items , { name = v.name , price = v.price , amount = v.count or 1000 , info = {}, type = 'item' })
end
shopData.slots = # shopData.items
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-- TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData)
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v1ShopData [ shopTitle ] = shopData
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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
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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 [ 'qb-inventory' ]: OpenInventory ( src , target )
end
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return Inventory