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Testing a fix with QS-INV item checks
So..from what I can gather, QS-Inv doesn't seem to be updating the client cache of the players inventory correctly This is all speculation, I can't check this myself When `hasItem()` is used, its essentially reading from the client's cache. This seemingly is only updated when there is a new item in a slot, **not** when the amount of an item in that slot changes The only way to circumvent this is a workaround to the players inventory from the server side using a callback. This is painful to do because it can increase server load when checking multiples of items
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@@ -99,7 +99,8 @@ function getPlayerInv(src)
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if src then
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if src then
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grabInv = exports[QSInv]:GetInventory(src)
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grabInv = exports[QSInv]:GetInventory(src)
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else
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else
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grabInv = exports[QSInv]:getUserInventory()
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--grabInv = exports[QSInv]:getUserInventory()
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grabInv = triggerCallback(getScript().."getServerInvData", GetPlayerServerId(PlayerId()))
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end
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end
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elseif isStarted(OrigenInv) then
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elseif isStarted(OrigenInv) then
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@@ -171,6 +172,10 @@ function getPlayerInv(src)
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return grabInv, foundInv
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return grabInv, foundInv
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end
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end
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createCallback(getScript()..":getServerInvData", function(source)
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local src = source
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return getPlayerInv(src)
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end)
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function isInventoryOpen()
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function isInventoryOpen()
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if isStarted(OXInv) then
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if isStarted(OXInv) then
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