Replace earlier GetResourceState checks in multiple inventory modules so they only return early when the 'jg-mechanic' resource state is 'missing'. This standardizes behavior across modules (jpr, origen, ox, ps, qb, qs, tgiann) and fixes an inverted check in ox_inventory so the exports['jg-mechanic']:vehiclePlateUpdated call runs unless the resource is actually missing.
320 lines
13 KiB
Lua
320 lines
13 KiB
Lua
---@diagnostic disable: duplicate-set-field
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if GetResourceState('qb-inventory') == 'missing' then return end
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if GetResourceState('ox_inventory') ~= 'missing' then return end
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if GetResourceState('codem-inventory') ~= 'missing' then return end
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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 = {}
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Inventory.Version = nil
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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
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Inventory.Version = true
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return
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end
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Inventory.Version = false
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end
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AddEventHandler('onResourceStart', function(resourceName)
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if resourceName ~= "community_bridge" then return end
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getInventoryNewVersion()
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end)
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---@description This will get the name of the in use resource.
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---@return string
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Inventory.GetResourceName = function()
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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
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---@param item string
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---@param count number
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---@param slot number (optional)
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---@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
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local success = qbInventory:AddItem(src, item, count, slot, metadata, 'community_bridge')
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if not success then return false end
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TriggerClientEvent('qb-inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'add', count)
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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 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
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---@param count number
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---@param slot number (optional)
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---@param metadata table (optional)
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---@return boolean
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Inventory.RemoveItem = function(src, item, count, slot, metadata)
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local success = qbInventory:RemoveItem(src, item, count, slot, 'community_bridge')
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if not success then return false end
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TriggerClientEvent('qb-inventory:client:ItemBox', src, QBCore.Shared.Items[item], 'remove', count)
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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 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
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---@return table
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Inventory.GetItemInfo = function(item)
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local itemData = Framework.Shared.Items[item]
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if not itemData then return {} end
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return {
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name = itemData.name,
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label = itemData.label,
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stack = itemData.unique,
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weight = itemData.weight,
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description = itemData.description,
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image = Inventory.GetImagePath(itemData.image or itemData.name)
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}
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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
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Inventory.Items = function()
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return Framework.Shared.Items
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end
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---@description Returns the specified slot data as a table.
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---@param src number
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---@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)
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if not slotData then return {} end
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return {
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name = slotData.name,
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label = slotData.name,
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weight = slotData.weight,
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slot = slotData.slot,
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count = slotData.amount,
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metadata = slotData.info,
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stack = slotData.unique,
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description = slotData.description
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}
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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"
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---@param id 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"
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if not Inventory.Version then return Inventory.Old.OpenStash(src, _type, id) end
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return qbInventory:OpenInventory(src, id)
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end
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---@description This will add items to a stash, and return true or false based on success
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---@param id string
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---@param items table {item, count, metadata}
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---@return boolean
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Inventory.AddStashItems = function(id, items)
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if type(items) ~= "table" then return false end
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if not Inventory.Version then return Inventory.Old.AddStashItems(id, items) end
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local success = false
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for _, item in pairs(items) do
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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
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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
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---@param items table
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---@return boolean
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Inventory.AddTrunkItems = function(identifier, items)
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if type(items) ~= "table" then return false end
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local fullTrunkId = "trunk-"..identifier
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if not Inventory.Version then return Inventory.Old.AddTrunkItems(fullTrunkId, items) end
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if not qbInventory:GetInventory(fullTrunkId) then
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qbInventory:CreateInventory(fullTrunkId, {label = fullTrunkId, slots = 15, maxweight = 10000})
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end
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Wait(1000)
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for i = 1, #items do
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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")
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end
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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.
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---@param id string
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---@return boolean
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Inventory.ClearStash = function(id, _type)
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if type(id) ~= "string" then return false end
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if Inventory.Stashes[id] then Inventory.Stashes[id] = nil end
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if not Inventory.Version then return Inventory.Old.ClearStash(id, _type) end
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if _type == "trunk" then
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id = "trunk-"..id
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elseif _type == "glovebox" then
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id = "glovebox-"..id
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end
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local inv = qbInventory:GetInventory(id)
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if not inv then return true end
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qbInventory:ClearStash(id)
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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
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---@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)
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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
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---@param item string
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---@param count number
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---@return boolean
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Inventory.CanCarryItem = function(src, item, count)
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if not Inventory.Version then return Inventory.Old.CanCarryItem(src, item, count) end
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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
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---@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("qb-inventory", string.format("html/images/%s.png", item))
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local imagePath = file and string.format("nui://qb-inventory/html/images/%s.png", item)
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return imagePath or "https://avatars.githubusercontent.com/u/47620135"
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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
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---@param newplate string
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---@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
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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)
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qbInventory:ClearStash('trunk-'..oldplate)
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qbInventory:CreateInventory('glovebox-'..newplate, {label = 'glovebox-'..newplate, slots = storedGloveBox.slots, maxweight = storedGloveBox.maxweight})
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qbInventory:SetInventory('glovebox-'..newplate, storedGloveBox.items, "Community Bridge Moving Items In GloveBox")
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qbInventory:CreateInventory('trunk-'..newplate, {label = 'trunk-'..newplate, slots = storedTrunk.slots, maxweight = storedTrunk.maxweight})
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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
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---@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
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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
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---@param shopGroups table
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Inventory.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups)
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if not shopTitle or not inventory then return end
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if Inventory.ShopData[shopTitle] then return true end
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if not Inventory.Version then return Inventory.Old.RegisterShop(shopTitle, inventory, shopCoords, shopGroups) end
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local repackedShopItems = {}
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for _, v in pairs(inventory) do
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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 }
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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.
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---@param src number
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---@param target number
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Inventory.OpenPlayerInventory = function(src, target)
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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)
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end
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Inventory.Old.OpenShop = function(src, shopTitle)
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local shopData = Inventory.ShopData[shopTitle]
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if not shopData then return false end
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TriggerClientEvent("inventory:client:OpenInventory", src, "shop", shopTitle, shopData)
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end
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Inventory.Old.RegisterShop = function(shopTitle, inventory, shopCoords, shopGroups)
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local shopData = { label = shopTitle, items = {}, slots = 0 }
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for _, v in pairs(inventory) do
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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' })
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end
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shopData.slots = #shopData.items
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Inventory.ShopData[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.")
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end
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Inventory.Old.UpdatePlate = function(oldplate, newplate)
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local queries = {
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'UPDATE inventory_glovebox SET plate = @newplate WHERE plate = @oldplate',
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'UPDATE inventory_trunk SET plate = @newplate WHERE plate = @oldplate',
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}
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local values = { newplate = newplate, oldplate = oldplate }
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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)
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end
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Inventory.Old.OpenStash = function(src, _type, id)
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local tbl = Inventory.Stashes[id]
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TriggerClientEvent('community_bridge:client:qb-inventory:openStash', src, id, { weight = tbl.weight or 5000, slots = tbl.slots or 20})
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end
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Inventory.Old.AddTrunkItems = function(fullTrunkId, items)
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TriggerEvent("inventory:server:addTrunkItems", fullTrunkId, items)
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return true
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end
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Inventory.Old.AddStashItems = function(id, items)
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return false, print("AddStashItems is not supported with qb-inventory v1")
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end
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Inventory.Old.ClearStash = function(id, _type)
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return false, print("ClearStash is not supported with qb-inventory v1")
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end
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Inventory.Old.CanCarryItem = function(src, item, count)
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local oldQbInventoryConfig = Require('config.lua', 'qb-inventory')
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local maxInvWeight = oldQbInventoryConfig.MaxWeight or 100000
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local maxInvSlots = oldQbInventoryConfig.MaxSlots or 30
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local packedWeight = 0
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local addedSlots = 1
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local stackCheck = Inventory.GetItemInfo(item).stack
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local playerInv = Framework.GetPlayerInventory(src)
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if not playerInv then return false end
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for k, v in pairs(playerInv) do
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if v.name then
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local weight = Inventory.GetItemInfo(v.name).weight or 0
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count = count + v.count
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packedWeight = packedWeight + (weight * v.count)
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end
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end
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local slotsUsed = #playerInv
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if not stackCheck then addedSlots = count end
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if slotsUsed + addedSlots > maxInvSlots then return false end
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if packedWeight + (Inventory.GetItemInfo(item).weight or 0) * count > maxInvWeight then return false end
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return true
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end
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return Inventory |