Deleted all files in the examples directory to clean up unused or test scripts. Updated fxmanifest.lua to enable ox_lib initialization. Improved error handling and entity tracking in utility functions, added prop removal, and made minor localization and code style adjustments throughout the codebase. Significant reword of inventory module, notification module, and framework module. Added support for wasabi_uikit, added support for keep-progressbars,
255 lines
9.0 KiB
Lua
255 lines
9.0 KiB
Lua
---@diagnostic disable: duplicate-set-field
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if GetResourceState('origen_inventory') == 'missing' then return end
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if GetResourceState('ox_inventory') ~= 'missing' then return end
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Inventory = Inventory or {}
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Inventory.Stashes = Inventory.Stashes or {}
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local origin = exports.origen_inventory
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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 "origen_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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local canCarry = Inventory.CanCarryItem(src, item, count)
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if not canCarry then return false end
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local success = origin:addItem(src, item, count, metadata, slot, false)
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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 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 = origin:removeItem(src, item, count, metadata, slot, false)
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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 or false
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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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local id = "trunk_"..identifier
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if type(items) ~= "table" then return false end
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Inventory.RegisterStash(id, identifier, 20, 10000, nil, nil, nil)
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local repack_items = {}
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for _, v in pairs(items) do
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table.insert(repack_items, {
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name = v.item,
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amount = v.count or v.amount,
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metadata = v.metadata or v.info or {}
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})
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end
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if #repack_items == 0 then return false end
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origin:addItems(id, repack_items)
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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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---@param _type string unused with ox_inventory
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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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local id = id
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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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elseif _type == "stash" then
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id = "stash_"..id
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end
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local inv = origin:getInventory(id, _type)
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if not inv then return false end
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local indexed = inv.inventory
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for _, v in pairs(indexed) do
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if v.slot then
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origin:removeItem(id, v.name, v.amount, nil, v.slot)
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end
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end
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return true
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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 = origin:Items(item)
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if not itemData then return {} end
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return {
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name = itemData.name or "Missing Name",
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label = itemData.label or "Missing Label",
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stack = itemData.unique or "false",
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weight = itemData.weight or "0",
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description = itemData.description or "none",
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image = itemData.image or Inventory.GetImagePath(item),
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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 origin:Items()
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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
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---@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)
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return origin:getItemCount(src, item, metadata, false) or 0
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end
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---@description This will return the players inventory.
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---@param src number
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---@return table
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Inventory.GetPlayerInventory = function(src)
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local playerInv = origin:GetInventory(src)
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local inv = playerInv.inventory or {}
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local repack = {}
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for _, v in pairs(inv) do
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if v.slot then
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table.insert(repack, {
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name = v.name,
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count = v.amount or v.count,
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metadata = v.metadata or v.info or {},
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slot = v.slot,
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label = v.label or "Unknown"
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})
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end
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end
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return repack
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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 playerInv = Inventory.GetPlayerInventory(src)
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for _, v in pairs(playerInv) do
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if v.slot == slot then
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return {
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name = v.name,
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count = v.count or v.amount,
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weight = v.weight or 0,
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metadata = v.metadata or v.info or {},
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slot = v.slot,
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label = v.label
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}
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end
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end
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return {}
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end
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---@description This will set the metadata of an item in the inventory.
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---@param src number
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---@param item string
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---@param slot number
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---@param metadata table
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---@return nil
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Inventory.SetMetadata = function(src, item, slot, metadata)
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origin:setMetadata(src, slot, metadata)
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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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return origin:OpenInventory(src, _type, id)
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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
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---@param slots number
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---@param weight number
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---@param owner string (optional)
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---@param groups table (optional)
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---@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 or id, slots = slots, weight = weight, owner = owner, groups = groups, coords = coords}
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origin:registerStash(id, label, slots, weight, owner, groups, 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
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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 origin:getItemCount(src , item) > (requiredCount or 0)
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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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return origin:canCarryItem(src, item, count)
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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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local queries = {
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'UPDATE gloveboxitems SET plate = @newplate WHERE plate = @oldplate',
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'UPDATE trunkitems 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') ~= '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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---@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("origin", string.format("html/images/%s.png", item))
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local imagePath = file and string.format("nui://origen_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 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.origen_inventory:OpenInventory(src, "otherplayer", target)
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end
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return Inventory |