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https://github.com/jimathy/jim_bridge.git
synced 2026-08-18 14:26:03 +01:00
crafting exploit fixes
This has several changes When crafting, it now checks if the inventory is open and stops crafting dead and warns the player with a print. Multicraft now checks if you have space in your inventory for the items and limits the max amount craftable Also fixes the "title" of the qb-input box when crafting Also changed the anim flag for the "placing items" to hopefully keep you in place
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@@ -15,6 +15,7 @@
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function lockInv(toggle)
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FreezeEntityPosition(PlayerPedId(), toggle)
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LocalPlayer.state:set("inv_busy", toggle, true)
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LocalPlayer.state:set("invBusy", toggle, true)
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TriggerEvent('inventory:client:busy:status', toggle)
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TriggerEvent('canUseInventoryAndHotbar:toggle', not toggle)
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end
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@@ -168,4 +169,39 @@ function getPlayerInv(src)
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print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
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end
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return grabInv, foundInv
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end
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function isInventoryOpen()
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if isStarted(OXInv) then
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return LocalPlayer.state.invBusy
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elseif isStarted(QSInv) then
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return exports[QSInv]:inInventory()
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elseif isStarted(OrigenInv) then
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return exports[OrigenInv]:IsInventoryOpen()
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elseif isStarted(CoreInv) then
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return exports[CoreInv]:isInventoryOpen()
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elseif isStarted(CodeMInv) then
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return false -- CodeM doesn't have a function to check if the inventory is open
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elseif isStarted(TgiannInv) then
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return exports["tgiann-inventory"]:IsInventoryActive()
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elseif isStarted(QBInv) then
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return LocalPlayer.state.inv_busy
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elseif isStarted(PSInv) then
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return LocalPlayer.state.inv_busy
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elseif ESX and isStarted(ESXExport) then
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return false
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elseif isStarted(RSGInv) then
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return LocalPlayer.state.inv_busy
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end
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end
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