People were reporting issues with scripts claiming items didn't exist, I believe this was due to their servers having slot starts (eg. alot of clothes or vehicles being loaded)
I've rewritten it to fully delay loading until everything is correctly cached and let the scripts continue. Also hopefully reducing memory footprint for it too.
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Also slipped in an `experimental` function that grabs inventory config files to check their set InventoryWeight and InventorySlots to automatically apply it for other functions
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Moves Auth Token stuff to separate file because it doesn't really need to be in `itemcontrol.lua`
Helps me keep track of it better too
Also added a "cooldown" to workaround people's multicharacter scripts claiming the players loaded more than once and breaking it
I forgot that it needed to check the client side too for the change, but I set it to check for a server only export
got lucky and realised `HasItem` is an export on both client and server
If `jim_bridge` attempts to find shared files, and it returns `nil` it will print an error message stating it couldn't find them.
So..people can stop blaming me for my script not working when its an error in their vehicles.lua
I had to add a checker for if old qbinv was being used or new qbinv
This was made into a variable, but this update makes the script auto set it if it can't find an export. Automating the process
This is a tricky one to support
They handle their shops inside their script with no way to add one from the outside
They give the ability to trigger a shop from outside the script, but not create one
This just adds that trigger for now
The intention here is to try and add multiple "billing" script functions, so the user can pre-set it for scripts that use `jim_bridge`
Currently only handles `jim-payments`
Workaround function made to detect if new QB Inventory functions are available
This can be used in other situations like checking if a script is working correctly or not and the export has been registered