I believe, the imported consumables from other scripts were fighting with each other in the `createUsableItem` event
In theory, when syncing them (at least at the moment) the restaurant would try to make them usable, and also this script would try. Possibly cancelling each other out?
This removes the `createUsableItem` event from the sync add item event
When consumables are added from outside the script, it uses global statebags to ensure data is received successfully. This syncs live and for players who have just connected
This removes the callbacks in the script to help optimization
If `jim-consumables:Consume` was triggered by an item with no information it would error and possibly break the script
This a check to instantly `return` when no consumable information is found
The file contained a lot of files from a server I worked on, I've removed these and added the files back from the previous file
But kept the examples of "boxes" being used and a explanation of how to make them
It was originally using `drawText` to use framework ui to display `[BACKSPACE] Stop Consuming`
Changed to display an instructional native ui popup on the bottom right of the screen
The `stats` table was being overridden by the function to calculate random times for certain settings replacing the table with only `hunger` and `thirst`
Separated them now things like screen effects work again
Also refactored some sections to reduce amount of `if` statements
I was hoping this wouldn't affect notification systems but it did
I left in code for a automated notification type, this was used on a server I worked on, forgot it was there and had a couple reports of it breaking qb-core nui
Refactor
Support for ox_progressbar
Sorted out the fucking default emotes
Item/Emote System update, works better and syncs better
Update Readme to reflect the chagnes