Targets: sphearzone should not take a heading, removed optional debug at the end for individual debugging Inventory: Added OpenPlayerInventory for all inventories. 2 (aka codem and qs) did not have clear documentation. Probably doesnt work
250 lines
8.1 KiB
Lua
250 lines
8.1 KiB
Lua
---@diagnostic disable: duplicate-set-field
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if GetResourceState('origen_inventory') ~= 'started' 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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---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
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---@param metadata table
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---@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 origin:AddItem(src, item, count, metadata, slot, true)
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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
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---@param count number
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---@param slot number
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---@param metadata table
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---@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 origin:removeItem(src, item, count, metadata, slot, true)
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end
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---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,
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metadata = v.metadata 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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---This will clear the specified inventory, will always return true unless a value isnt passed correctly.
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---@param identifier string
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---@return boolean
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Inventory.ClearStash = function(identifier, _type)
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if type(identifier) ~= "string" then return false end
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if Inventory.Stashes[identifier] then Inventory.Stashes[identifier] = nil end
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local id = identifier
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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(identifier, _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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---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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---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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---This will return the count of the item in the players inventory, if not found will return 0.
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---if metadata is passed it will find the matching items count.
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---@param src number
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---@param item string
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---@param metadata table
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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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---This wil 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,
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metadata = v.metadata 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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---Returns the specified slot data as a table.
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---format {weight, name, metadata, slot, label, count}
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---@param src number
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---@param slot number
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---@return table
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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,
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weight = v.weight or 0,
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metadata = v.metadata,
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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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---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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---This will open the specified stash for the src passed.
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---@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"
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local tbl = Inventory.Stashes[id]
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return origin:OpenInventory(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
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---@param slots number
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---@param weight number
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---@param owner string
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---@param groups table
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---@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] = {
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id = id,
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label = label,
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slots = slots,
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weight = weight,
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owner = owner,
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groups = groups,
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coords = coords
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}
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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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---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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---@return boolean
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Inventory.HasItem = function(src, item)
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return origin:getItemCount(src , item) > 0
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end
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---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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---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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---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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Inventory.OpenPlayerInventory = function(src, target)
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assert(src, "OpenPlayerInventory: src is required")
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if not target then
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target = src
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end
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exports.origen_inventory:OpenInventory(src, "otherplayer", target)
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end
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return Inventory |