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client.lua
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client.lua
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if not lib then return end
require 'modules.bridge.client'
require 'modules.interface.client'
local Utils = require 'modules.utils.client'
local Weapon = require 'modules.weapon.client'
local currentWeapon
exports('getCurrentWeapon', function()
return currentWeapon
end)
RegisterNetEvent('ox_inventory:disarm', function(noAnim)
currentWeapon = Weapon.Disarm(currentWeapon, noAnim)
end)
RegisterNetEvent('ox_inventory:clearWeapons', function()
Weapon.ClearAll(currentWeapon)
end)
local StashTarget
exports('setStashTarget', function(id, owner)
StashTarget = id and {id=id, owner=owner}
end)
---@type boolean | number
local invBusy = true
---@type boolean?
local invOpen = false
local plyState = LocalPlayer.state
local IsPedCuffed = IsPedCuffed
local playerPed = cache.ped
lib.onCache('ped', function(ped)
playerPed = ped
Utils.WeaponWheel()
end)
plyState:set('invBusy', true, false)
plyState:set('invHotkeys', false, false)
plyState:set('canUseWeapons', false, false)
local function canOpenInventory()
if not PlayerData.loaded then
return shared.info('cannot open inventory', '(player inventory has not loaded)')
end
if IsPauseMenuActive() then return end
if invBusy or invOpen == nil or (currentWeapon?.timer or 0) > 0 then
return shared.info('cannot open inventory', '(is busy)')
end
if PlayerData.dead or IsPedFatallyInjured(playerPed) then
return shared.info('cannot open inventory', '(fatal injury)')
end
if PlayerData.cuffed or IsPedCuffed(playerPed) then
return shared.info('cannot open inventory', '(cuffed)')
end
return true
end
---@param ped number
---@return boolean
local function canOpenTarget(ped)
return IsPedFatallyInjured(ped)
or IsEntityPlayingAnim(ped, 'dead', 'dead_a', 3)
or IsPedCuffed(ped)
or IsEntityPlayingAnim(ped, 'mp_arresting', 'idle', 3)
or IsEntityPlayingAnim(ped, 'missminuteman_1ig_2', 'handsup_base', 3)
or IsEntityPlayingAnim(ped, 'missminuteman_1ig_2', 'handsup_enter', 3)
or IsEntityPlayingAnim(ped, 'random@mugging3', 'handsup_standing_base', 3)
end
local defaultInventory = {
type = 'newdrop',
slots = shared.playerslots,
weight = 0,
maxWeight = shared.playerweight,
items = {}
}
local currentInventory = defaultInventory
local function closeTrunk()
if currentInventory?.type == 'trunk' then
local coords = GetEntityCoords(playerPed, true)
---@todo animation for vans?
Utils.PlayAnimAdvanced(0, 'anim@heists@fleeca_bank@scope_out@return_case', 'trevor_action', coords.x, coords.y, coords.z, 0.0, 0.0, GetEntityHeading(playerPed), 2.0, 2.0, 1000, 49, 0.25)
CreateThread(function()
local entity = currentInventory.entity
local door = currentInventory.door
Wait(900)
if type(door) == 'table' then
for i = 1, #door do
SetVehicleDoorShut(entity, door[i], false)
end
else
SetVehicleDoorShut(entity, door, false)
end
end)
end
end
local CraftingBenches = require 'modules.crafting.client'
local Vehicles = lib.load('data.vehicles')
local Inventory = require 'modules.inventory.client'
---@param inv string?
---@param data any?
---@return boolean?
function client.openInventory(inv, data)
if invOpen then
if not inv and currentInventory.type == 'newdrop' then
return client.closeInventory()
end
if IsNuiFocused() then
if inv == 'container' and currentInventory.id == PlayerData.inventory[data].metadata.container then
return client.closeInventory()
end
if currentInventory.type == 'drop' and (not data or currentInventory.id == (type(data) == 'table' and data.id or data)) then
return client.closeInventory()
end
if inv ~= 'drop' and inv ~= 'container' then
if (data?.id or data) == currentInventory?.id then
-- Triggering exports.ox_inventory:openInventory('stash', 'mystash') twice in rapid succession is weird behaviour
return warn(("script tried to open inventory, but it is already open\n%s"):format(Citizen.InvokeNative(`FORMAT_STACK_TRACE` & 0xFFFFFFFF, nil, 0, Citizen.ResultAsString())))
else
return client.closeInventory()
end
end
end
elseif IsNuiFocused() then
-- If triggering from another nui, may need to wait for focus to end.
Wait(100)
-- People still complain about this being an "error" and ask "how fix" despite being a warning
-- for people with above room-temperature iqs to look into resource conflicts on their own.
-- if IsNuiFocused() then
-- warn('other scripts have nui focus and may cause issues (e.g. disable focus, prevent input, overlap inventory window)')
-- end
end
if inv == 'dumpster' and cache.vehicle then
return lib.notify({ id = 'inventory_right_access', type = 'error', description = locale('inventory_right_access') })
end
if not canOpenInventory() then
return lib.notify({ id = 'inventory_player_access', type = 'error', description = locale('inventory_player_access') })
end
local left, right, accessError
if inv == 'player' and data ~= cache.serverId then
local targetId, targetPed
if not data then
targetId, targetPed = Utils.GetClosestPlayer()
data = targetId and GetPlayerServerId(targetId)
else
local serverId = type(data) == 'table' and data.id or data
if serverId == cache.serverId then return end
targetId = serverId and GetPlayerFromServerId(serverId)
targetPed = targetId and GetPlayerPed(targetId)
end
local targetCoords = targetPed and GetEntityCoords(targetPed)
if not targetCoords or #(targetCoords - GetEntityCoords(playerPed)) > 1.8 or not (client.hasGroup(shared.police) or canOpenTarget(targetPed)) then
return lib.notify({ id = 'inventory_right_access', type = 'error', description = locale('inventory_right_access') })
end
end
if inv == 'shop' and invOpen == false then
if cache.vehicle then
return lib.notify({ id = 'cannot_perform', type = 'error', description = locale('cannot_perform') })
end
left, right, accessError = lib.callback.await('ox_inventory:openShop', 200, data)
elseif inv == 'crafting' then
if cache.vehicle then
return lib.notify({ id = 'cannot_perform', type = 'error', description = locale('cannot_perform') })
end
left, right, accessError = lib.callback.await('ox_inventory:openCraftingBench', 200, data.id, data.index)
if left then
right = CraftingBenches[data.id]
if not right?.items then return end
local coords, distance
if not right.zones and not right.points then
coords = GetEntityCoords(cache.ped)
distance = 2
else
coords = shared.target and right.zones and right.zones[data.index].coords or right.points and right.points[data.index]
distance = coords and shared.target and right.zones[data.index].distance or 2
end
right = {
type = 'crafting',
id = data.id,
label = right.label or locale('crafting_bench'),
index = data.index,
slots = right.slots,
items = right.items,
coords = coords,
distance = distance
}
end
elseif invOpen ~= nil then
if inv == 'policeevidence' then
if not data then
local input = lib.inputDialog(locale('police_evidence'), {
{ label = locale('locker_number'), type = 'number', required = true, icon = 'calculator' }
}) --[[@as number[]? ]]
if not input then return end
data = input[1]
end
end
left, right, accessError = lib.callback.await('ox_inventory:openInventory', false, inv, data)
end
if accessError then
return lib.notify({ id = accessError, type = 'error', description = locale(accessError) })
end
-- Stash does not exist
if not left then
if left == false then return false end
if invOpen == false then
return lib.notify({ id = 'inventory_right_access', type = 'error', description = locale('inventory_right_access') })
end
if invOpen then return client.closeInventory() end
end
if not cache.vehicle then
if inv == 'player' then
Utils.PlayAnim(0, 'mp_common', 'givetake1_a', 8.0, 1.0, 2000, 50, 0.0, 0, 0, 0)
elseif inv ~= 'trunk' then
Utils.PlayAnim(0, 'pickup_object', 'putdown_low', 5.0, 1.5, 1000, 48, 0.0, 0, 0, 0)
end
end
plyState.invOpen = true
SetInterval(client.interval, 100)
SetNuiFocus(true, true)
SetNuiFocusKeepInput(true)
closeTrunk()
if client.screenblur then TriggerScreenblurFadeIn(0) end
currentInventory = right or defaultInventory
left.items = PlayerData.inventory
left.groups = PlayerData.groups
SendNUIMessage({
action = 'setupInventory',
data = {
leftInventory = left,
rightInventory = currentInventory
}
})
if not currentInventory.coords and not inv == 'container' then
currentInventory.coords = GetEntityCoords(playerPed)
end
if inv == 'trunk' then
SetTimeout(200, function()
---@todo animation for vans?
Utils.PlayAnim(0, 'anim@heists@prison_heiststation@cop_reactions', 'cop_b_idle', 3.0, 3.0, -1, 49, 0.0, 0, 0, 0)
local entity = data.entity or NetworkGetEntityFromNetworkId(data.netid)
currentInventory.entity = entity
currentInventory.door = data.door
if not currentInventory.door then
local vehicleHash = GetEntityModel(entity)
local vehicleClass = GetVehicleClass(entity)
currentInventory.door = vehicleClass == 12 and { 2, 3 } or Vehicles.Storage[vehicleHash] and 4 or 5
end
while currentInventory?.entity == entity and invOpen and DoesEntityExist(entity) and Inventory.CanAccessTrunk(entity) do
Wait(100)
end
if invOpen then client.closeInventory() end
end)
end
return true
end
RegisterNetEvent('ox_inventory:openInventory', client.openInventory)
exports('openInventory', client.openInventory)
RegisterNetEvent('ox_inventory:forceOpenInventory', function(left, right)
if source == '' then return end
plyState.invOpen = true
SetInterval(client.interval, 100)
SetNuiFocus(true, true)
SetNuiFocusKeepInput(true)
closeTrunk()
if client.screenblur then TriggerScreenblurFadeIn(0) end
currentInventory = right or defaultInventory
currentInventory.ignoreSecurityChecks = true
left.items = PlayerData.inventory
left.groups = PlayerData.groups
SendNUIMessage({
action = 'setupInventory',
data = {
leftInventory = left,
rightInventory = currentInventory
}
})
end)
local Animations = lib.load('data.animations')
local Items = require 'modules.items.client'
local usingItem = false
---@param data { name: string, label: string, count: number, slot: number, metadata: table<string, any>, weight: number }
lib.callback.register('ox_inventory:usingItem', function(data, noAnim)
local item = Items[data.name]
if item and usingItem then
if not item.client then return true end
---@cast item +OxClientProps
item = item.client
if type(item.anim) == 'string' then
item.anim = Animations.anim[item.anim]
end
if item.prop then
if item.prop[1] then
for i = 1, #item.prop do
if type(item.prop) == 'string' then
item.prop = Animations.prop[item.prop[i]]
end
end
elseif type(item.prop) == 'string' then
item.prop = Animations.prop[item.prop]
end
end
if not item.disable then
item.disable = { combat = true }
elseif item.disable.combat == nil then
-- Backwards compatibility; you probably don't want people shooting while eating and bandaging anyway
item.disable.combat = true
end
local success = (not item.usetime or noAnim or lib.progressBar({
duration = item.usetime,
label = item.label or locale('using', data.metadata.label or data.label),
useWhileDead = item.useWhileDead,
canCancel = item.cancel,
disable = item.disable,
anim = item.anim or item.scenario,
prop = item.prop --[[@as ProgressProps]]
})) and not PlayerData.dead
if success then
if item.notification then
lib.notify({ description = item.notification })
end
if item.status then
if client.setPlayerStatus then
client.setPlayerStatus(item.status)
end
end
return true
end
end
end)
local function canUseItem(isAmmo)
local ped = cache.ped
return not usingItem
and (not isAmmo or currentWeapon)
and PlayerData.loaded
and not PlayerData.dead
and not invBusy
and not lib.progressActive()
and not IsPedRagdoll(ped)
and not IsPedFalling(ped)
end
---@param data table
---@param cb fun(response: SlotWithItem | false)?
---@param noAnim? boolean
local function useItem(data, cb, noAnim)
local slotData, result = PlayerData.inventory[data.slot]
if not slotData or not canUseItem(data.ammo and true) then
if currentWeapon then
return lib.notify({ id = 'cannot_perform', type = 'error', description = locale('cannot_perform') })
end
return
end
if currentWeapon?.timer and currentWeapon.timer > 100 then return end
if invOpen and data.close then client.closeInventory() end
usingItem = true
---@type boolean?
result = lib.callback.await('ox_inventory:useItem', 200, data.name, data.slot, slotData.metadata, noAnim)
if result and cb then
local success, response = pcall(cb, result and slotData)
if not success and response then
warn(('^1An error occurred while calling item "%s" callback!\n^1SCRIPT ERROR: %s^0'):format(slotData.name, response))
end
end
if result then
TriggerEvent('ox_inventory:usedItem', slotData.name, slotData.slot, next(slotData.metadata) and slotData.metadata)
end
Wait(500)
usingItem = false
end
AddEventHandler('ox_inventory:usedItem', function(name, slot, metadata)
TriggerServerEvent('ox_inventory:usedItemInternal', slot)
end)
AddEventHandler('ox_inventory:item', useItem)
exports('useItem', useItem)
---@param slot number
---@return boolean?
local function useSlot(slot, noAnim)
local item = PlayerData.inventory[slot]
if not item then return end
local data = Items[item.name]
if not data then return end
if canUseItem(data.ammo and true) then
if data.component and not currentWeapon then
return lib.notify({ id = 'weapon_hand_required', type = 'error', description = locale('weapon_hand_required') })
end
local durability = item.metadata.durability --[[@as number?]]
local consume = data.consume --[[@as number?]]
local label = item.metadata.label or item.label --[[@as string]]
-- Naive durability check to get an early exit
-- People often don't call the 'useItem' export and then complain about "broken" items being usable
-- This won't work with degradation since we need access to os.time on the server
if durability and durability <= 100 and consume then
if durability <= 0 then
return lib.notify({ type = 'error', description = locale('no_durability', label) })
elseif consume ~= 0 and consume < 1 and durability < consume * 100 then
return lib.notify({ type = 'error', description = locale('not_enough_durability', label) })
end
end
data.slot = slot
if item.metadata.container then
return client.openInventory('container', item.slot)
elseif data.client then
if invOpen and data.close then client.closeInventory() end
if data.export then
return data.export(data, {name = item.name, slot = item.slot, metadata = item.metadata})
elseif data.client.event then -- re-add it, so I don't need to deal with morons taking screenshots of errors when using trigger event
return TriggerEvent(data.client.event, data, {name = item.name, slot = item.slot, metadata = item.metadata})
end
end
if data.effect then
data:effect({name = item.name, slot = item.slot, metadata = item.metadata})
elseif data.weapon then
if EnableWeaponWheel or not plyState.canUseWeapons then return end
if IsCinematicCamRendering() then SetCinematicModeActive(false) end
if currentWeapon then
local weaponSlot = currentWeapon.slot
currentWeapon = Weapon.Disarm(currentWeapon)
if weaponSlot == data.slot then return end
end
GiveWeaponToPed(playerPed, data.hash, 0, false, true)
SetCurrentPedWeapon(playerPed, data.hash, false)
if data.hash ~= GetSelectedPedWeapon(playerPed) then
return lib.notify({ type = 'error', description = locale('cannot_use', data.label) })
end
RemoveWeaponFromPed(cache.ped, data.hash)
useItem(data, function(result)
if result then
local sleep
currentWeapon, sleep = Weapon.Equip(item, data, noAnim)
if sleep then Wait(sleep) end
end
end, noAnim)
elseif currentWeapon then
if data.ammo then
if EnableWeaponWheel or currentWeapon.metadata.durability <= 0 then return end
local clipSize = GetMaxAmmoInClip(playerPed, currentWeapon.hash, true)
local currentAmmo = GetAmmoInPedWeapon(playerPed, currentWeapon.hash)
local _, maxAmmo = GetMaxAmmo(playerPed, currentWeapon.hash)
if maxAmmo < clipSize then clipSize = maxAmmo end
if currentAmmo == clipSize then return end
useItem(data, function(resp)
if not resp or resp.name ~= currentWeapon?.ammo then return end
if currentWeapon.metadata.specialAmmo ~= resp.metadata.type and type(currentWeapon.metadata.specialAmmo) == 'string' then
local clipComponentKey = ('%s_CLIP'):format(Items[currentWeapon.name].model:gsub('WEAPON_', 'COMPONENT_'))
local specialClip = ('%s_%s'):format(clipComponentKey, (resp.metadata.type or currentWeapon.metadata.specialAmmo):upper())
if type(resp.metadata.type) == 'string' then
if not HasPedGotWeaponComponent(playerPed, currentWeapon.hash, specialClip) then
if not DoesWeaponTakeWeaponComponent(currentWeapon.hash, specialClip) then
warn('cannot use clip with this weapon')
return
end
local defaultClip = ('%s_01'):format(clipComponentKey)
if not HasPedGotWeaponComponent(playerPed, currentWeapon.hash, defaultClip) then
warn('cannot use clip with currently equipped clip')
return
end
if currentAmmo > 0 then
warn('cannot mix special ammo with base ammo')
return
end
currentWeapon.metadata.specialAmmo = resp.metadata.type
GiveWeaponComponentToPed(playerPed, currentWeapon.hash, specialClip)
end
elseif HasPedGotWeaponComponent(playerPed, currentWeapon.hash, specialClip) then
if currentAmmo > 0 then
warn('cannot mix special ammo with base ammo')
return
end
currentWeapon.metadata.specialAmmo = nil
RemoveWeaponComponentFromPed(playerPed, currentWeapon.hash, specialClip)
end
end
if maxAmmo > clipSize then
clipSize = GetMaxAmmoInClip(playerPed, currentWeapon.hash, true)
end
currentAmmo = GetAmmoInPedWeapon(playerPed, currentWeapon.hash)
local missingAmmo = clipSize - currentAmmo
local addAmmo = resp.count > missingAmmo and missingAmmo or resp.count
local newAmmo = currentAmmo + addAmmo
if newAmmo == currentAmmo then return end
AddAmmoToPed(playerPed, currentWeapon.hash, addAmmo)
if cache.vehicle then
if cache.seat > -1 or IsVehicleStopped(cache.vehicle) then
TaskReloadWeapon(playerPed, true)
else
-- This is a hacky solution for forcing ammo to properly load into the
-- weapon clip while driving; without it, ammo will be added but won't
-- load until the player stops doing anything. i.e. if you keep shooting,
-- the weapon will not reload until the clip empties.
-- And yes - for some reason RefillAmmoInstantly needs to run in a loop.
lib.waitFor(function()
RefillAmmoInstantly(playerPed)
local _, ammo = GetAmmoInClip(playerPed, currentWeapon.hash)
return ammo == newAmmo or nil
end)
end
else
Wait(100)
MakePedReload(playerPed)
SetTimeout(100, function()
while IsPedReloading(playerPed) do
DisableControlAction(0, 22, true)
Wait(0)
end
end)
end
lib.callback.await('ox_inventory:updateWeapon', false, 'load', newAmmo, false, currentWeapon.metadata.specialAmmo)
end)
elseif data.component then
local components = data.client.component
if not components then return end
local componentType = data.type
local weaponComponents = PlayerData.inventory[currentWeapon.slot].metadata.components
-- Checks if the weapon already has the same component type attached
for componentIndex = 1, #weaponComponents do
if componentType == Items[weaponComponents[componentIndex]].type then
return lib.notify({ id = 'component_slot_occupied', type = 'error', description = locale('component_slot_occupied', componentType) })
end
end
for i = 1, #components do
local component = components[i]
if DoesWeaponTakeWeaponComponent(currentWeapon.hash, component) then
if HasPedGotWeaponComponent(playerPed, currentWeapon.hash, component) then
lib.notify({ id = 'component_has', type = 'error', description = locale('component_has', label) })
else
useItem(data, function(data)
if data then
local success = lib.callback.await('ox_inventory:updateWeapon', false, 'component', tostring(data.slot), currentWeapon.slot)
if success then
GiveWeaponComponentToPed(playerPed, currentWeapon.hash, component)
TriggerEvent('ox_inventory:updateWeaponComponent', 'added', component, data.name)
end
end
end)
end
return
end
end
lib.notify({ id = 'component_invalid', type = 'error', description = locale('component_invalid', label) })
elseif data.allowArmed then
useItem(data)
else
return lib.notify({ id = 'cannot_perform', type = 'error', description = locale('cannot_perform') })
end
elseif not data.ammo and not data.component then
useItem(data)
end
end
end
exports('useSlot', useSlot)
---@param id number
---@param slot number
local function useButton(id, slot)
if PlayerData.loaded and not invBusy and not lib.progressActive() then
local item = PlayerData.inventory[slot]
if not item then return end
local data = Items[item.name]
local buttons = data?.buttons
if buttons and buttons[id]?.action then
buttons[id].action(slot)
end
end
end
local function openNearbyInventory() client.openInventory('player') end
exports('openNearbyInventory', openNearbyInventory)
local currentInstance
local playerCoords
local Shops = require 'modules.shops.client'
---@todo remove or replace when the bridge module gets restructured
function OnPlayerData(key, val)
if key ~= 'groups' and key ~= 'ped' and key ~= 'dead' then return end
if key == 'groups' then
Inventory.Stashes()
Inventory.Evidence()
Shops.refreshShops()
elseif key == 'dead' and val then
currentWeapon = Weapon.Disarm(currentWeapon)
client.closeInventory()
end
Utils.WeaponWheel()
end
-- People consistently ignore errors when one of the "modules" failed to load
if not Utils or not Weapon or not Items or not Inventory then return end
local invHotkeys = false
---@type function?
local function registerCommands()
RegisterCommand('steal', openNearbyInventory, false)
local function openGlovebox(vehicle)
if not IsPedInAnyVehicle(playerPed, false) or not NetworkGetEntityIsNetworked(vehicle) then return end
local vehicleHash = GetEntityModel(vehicle)
local vehicleClass = GetVehicleClass(vehicle)
local checkVehicle = Vehicles.Storage[vehicleHash]
-- No storage or no glovebox
if (checkVehicle == 0 or checkVehicle == 2) or (not Vehicles.glovebox[vehicleClass] and not Vehicles.glovebox.models[vehicleHash]) then return end
local isOpen = client.openInventory('glovebox', { id = 'glove'..GetVehicleNumberPlateText(vehicle), netid = NetworkGetNetworkIdFromEntity(vehicle) })
if isOpen then
currentInventory.entity = vehicle
end
end
local primary = lib.addKeybind({
name = 'inv',
description = locale('open_player_inventory'),
defaultKey = client.keys[1],
onPressed = function()
if invOpen then
return client.closeInventory()
end
if cache.vehicle then
return openGlovebox(cache.vehicle)
end
local closest = lib.points.getClosestPoint()
if closest and closest.currentDistance < 1.2 and (not closest.instance or closest.instance == currentInstance) then
if closest.inv == 'crafting' then
return client.openInventory('crafting', { id = closest.id, index = closest.index })
elseif closest.inv ~= 'license' and closest.inv ~= 'policeevidence' then
return client.openInventory(closest.inv or 'drop', { id = closest.invId, type = closest.type })
end
end
return client.openInventory()
end
})
lib.addKeybind({
name = 'inv2',
description = locale('open_secondary_inventory'),
defaultKey = client.keys[2],
onPressed = function(self)
if primary:getCurrentKey() == self:getCurrentKey() then
return warn(("secondary inventory keybind '%s' disabled (keybind cannot match primary inventory keybind)"):format(self:getCurrentKey()))
end
if invOpen then
return client.closeInventory()
end
if invBusy or not canOpenInventory() then
return lib.notify({ id = 'inventory_player_access', type = 'error', description = locale('inventory_player_access') })
end
if StashTarget then
return client.openInventory('stash', StashTarget)
end
if cache.vehicle then
return openGlovebox(cache.vehicle)
end
local entity, entityType = Utils.Raycast(2|16)
if not entity then return end
if not shared.target and entityType == 3 then
local model = GetEntityModel(entity)
if Inventory.Dumpsters[model] then
return Inventory.OpenDumpster(entity)
end
end
if entityType ~= 2 then return end
Inventory.OpenTrunk(entity)
end
})
lib.addKeybind({
name = 'reloadweapon',
description = locale('reload_weapon'),
defaultKey = 'r',
onPressed = function(self)
if not currentWeapon or EnableWeaponWheel or not canUseItem(true) then return end
if currentWeapon.ammo then
if currentWeapon.metadata.durability > 0 then
local slotId = Inventory.GetSlotIdWithItem(currentWeapon.ammo, { type = currentWeapon.metadata.specialAmmo }, false)
if slotId then
useSlot(slotId)
end
else
lib.notify({ id = 'no_durability', type = 'error', description = locale('no_durability', currentWeapon.label) })
end
end
end
})
lib.addKeybind({
name = 'hotbar',
description = locale('disable_hotbar'),
defaultKey = client.keys[3],
onPressed = function()
if EnableWeaponWheel or IsNuiFocused() or lib.progressActive() then return end
SendNUIMessage({ action = 'toggleHotbar' })
end
})
for i = 1, 5 do
lib.addKeybind({
name = ('hotkey%s'):format(i),
description = locale('use_hotbar', i),
defaultKey = tostring(i),
onPressed = function()
if invOpen or EnableWeaponWheel or not invHotkeys or IsNuiFocused() then return end
useSlot(i)
end
})
end
registerCommands = nil
end
function client.closeInventory(server)
-- because somehow people are triggering this when the inventory isn't loaded
-- and they're incapable of debugging, and I can't repro on a fresh install
if not client.interval then return end
if invOpen then
invOpen = nil
SetNuiFocus(false, false)
SetNuiFocusKeepInput(false)
TriggerScreenblurFadeOut(0)
closeTrunk()
SendNUIMessage({ action = 'closeInventory' })
SetInterval(client.interval, 200)
Wait(200)
if invOpen ~= nil then return end
if not server and currentInventory then
TriggerServerEvent('ox_inventory:closeInventory')
end
currentInventory = nil
plyState.invOpen = false
defaultInventory.coords = nil
end
end
RegisterNetEvent('ox_inventory:closeInventory', client.closeInventory)
exports('closeInventory', client.closeInventory)
---@param data updateSlot[]
---@param weight number
local function updateInventory(data, weight)
local changes = {}
---@type table<string, number>
local itemCount = {}
for i = 1, #data do
local v = data[i]
if not v.inventory or v.inventory == cache.serverId then
v.inventory = 'player'
local item = v.item
if currentWeapon?.slot == item?.slot then
if item.metadata then
currentWeapon.metadata = item.metadata
TriggerEvent('ox_inventory:currentWeapon', currentWeapon)
else
currentWeapon = Weapon.Disarm(currentWeapon, true)
end
end
local curItem = PlayerData.inventory[item.slot]
if curItem and curItem.name then
itemCount[curItem.name] = (itemCount[curItem.name] or 0) - curItem.count
end
if item.count then
itemCount[item.name] = (itemCount[item.name] or 0) + item.count
end
changes[item.slot] = item.count and item or false
if not item.count then item.name = nil end
PlayerData.inventory[item.slot] = item.name and item or nil
end
end
SendNUIMessage({ action = 'refreshSlots', data = { items = data, itemCount = itemCount} })
if weight ~= PlayerData.weight then client.setPlayerData('weight', weight) end
for itemName, count in pairs(itemCount) do
local item = Items(itemName)
if item then
item.count += count
TriggerEvent('ox_inventory:itemCount', item.name, item.count)
if count < 0 then
if shared.framework == 'esx' then
TriggerEvent('esx:removeInventoryItem', item.name, item.count)
end
if item.client?.remove then
item.client.remove(item.count)
end
elseif count > 0 then
if shared.framework == 'esx' then
TriggerEvent('esx:addInventoryItem', item.name, item.count)
end
if item.client?.add then
item.client.add(item.count)
end
end
end
end
client.setPlayerData('inventory', PlayerData.inventory)
TriggerEvent('ox_inventory:updateInventory', changes)
end
RegisterNetEvent('ox_inventory:updateSlots', function(items, weights)
if source ~= '' and next(items) then updateInventory(items, weights) end
end)
RegisterNetEvent('ox_inventory:inventoryReturned', function(data)
if source == '' then return end
if currentWeapon then currentWeapon = Weapon.Disarm(currentWeapon) end
lib.notify({ description = locale('items_returned') })
client.closeInventory()
local num, items = 0, {}
for _, slotData in pairs(data[1]) do
num += 1
items[num] = { item = slotData, inventory = cache.serverId }
end
updateInventory(items, data[3])
end)
RegisterNetEvent('ox_inventory:inventoryConfiscated', function(message)
if source == '' then return end
if message then lib.notify({ description = locale('items_confiscated') }) end
if currentWeapon then currentWeapon = Weapon.Disarm(currentWeapon) end
client.closeInventory()
local num, items = 0, {}