In an attempt to tackle exploiters, I reworked a lot of the code to server side
This will be tied to the new `jim_bridge` release but should function as normal now
Not sure what is going on, they are server synced
but Its possible its not loading the correctly because of the spawn location
I've changed it to make the props at the players location in hopes this fixes the issue
Realised I made a mistake, and the server function wasn't working fully on ESX
moved it to use the jim_bridge `setNeed` trigger and made the function smarter
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
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