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
235 lines
8.0 KiB
Lua
235 lines
8.0 KiB
Lua
---@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
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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
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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 ox_inventory:AddItem(src, item, count, metadata)
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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 ox_inventory:RemoveItem(src, item, count, metadata, slot)
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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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Wait(100) -- Wait for the stash to be registered just in case
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for _, v in pairs(items) do
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ox_inventory:AddItem(id, v.item, v.count, v.metadata)
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end
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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 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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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
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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 = ox_inventory: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.stack or "true",
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weight = itemData.weight or "0",
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description = itemData.description or "none",
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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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}
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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 ox_inventory: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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---
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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 ox_inventory:GetItemCount(src, item, metadata, false)
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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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return ox_inventory:GetInventoryItems(src, false)
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end
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---Returns the specified slot data as a table.
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---
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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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return ox_inventory:GetSlot(src, slot)
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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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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.
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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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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
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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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ox_inventory:RegisterStash(id, label, slots, weight, owner, groups)
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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 ox_inventory:GetItemCount(src, item, nil, false) > 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 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
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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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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
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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("ox_inventory", string.format("web/images/%s.png", item))
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local imagePath = file and string.format("nui://ox_inventory/web/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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-- 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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TriggerClientEvent('ox_inventory:openInventory', src, 'shop', {type = shopTitle})
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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
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---@param shopInventory table
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---@param shopCoords table
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---@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
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registeredShops[shopTitle] = true
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ox_inventory:RegisterShop(shopTitle, { name = shopTitle, inventory = shopInventory, groups = shopGroups, })
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--return Inventory.OpenShop(src, shopTitle)
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return true
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end
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---UNUSED:
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---This will return generic item data from the specified inventory, with the items total count.
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---format without metadata { count, stack, name, weight, label }
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---fortmat with metadata { count, stack, name, weight, label, metadata }
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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 table
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Inventory.GetItem = function(src, item, metadata)
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return ox_inventory:GetItem(src, item, metadata, false)
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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.ox_inventory:openInventory('player', target)
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end
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return Inventory |