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13 Commits

Author SHA1 Message Date
Jim Shield
520758b355 Version Bump
`2.0.10` - `2.0.11`
2025-05-15 20:20:47 +01:00
Jim Shield
e4e9ef0fb2 add openGrabBox event for items like murderbag 2025-05-15 20:02:39 +01:00
Jim Shield
ada724069b Revert qs-inv server inv grab
Found the real issue that was causing the scripts to not think you had items, basically reverting this change as i didn't like having it in the first place
2025-05-15 19:59:51 +01:00
Jim Shield
9198068a19 Adjust hasItem function for QS-Inv
Apparently qs-inv reports two variables on the item data for how you have
`count` and `amount`
while other inventories appear to only have one of those

I'm assuming for compatibility sake

Apparently the `count` is updated differently, and `hasItem()` was checking for this first

I've swapped round the checks and appears to work better
2025-05-15 19:55:14 +01:00
Jim Shield
263d5160aa Add delay for checking for inventory items on qb
Custom inventories apparently load items separately/later into qbshared

so the script starts thinking there is definitely 0 items but its checking too early, this forces it to wait until its available to continue
2025-05-15 15:31:41 +01:00
Jim Shield
65137207ae add fallback for hasItem if no inventory is found 2025-05-14 23:38:34 +01:00
Jim Shield
3bd9935346 Skip item for sellmenu if item isn't in shared
Adds an item check before creating the sellmenu as to avoid errors
2025-05-14 23:36:46 +01:00
Jim Shield
23e2488cd1 fix typo for qs-inv callback for inventory 2025-05-14 16:09:02 +01:00
Jim Shield
e9bbdd4ce0 Version Bump
`2.0.09` - `2.0.10`
2025-05-13 22:02:37 +01:00
Jim Shield
f5a7ec9291 fix inventory exploit trigger blocking crafting
The inventory exploit check when crafting never released crafting so you couldn't craft again until reconnecting or script restart
2025-05-13 21:57:19 +01:00
Jim Shield
d80ea38a39 Fix sell menu throwing errors on openning
It was checking the wrong table name for amounts and getting `nil`
2025-05-13 21:56:18 +01:00
Jim Shield
e64912622b 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
2025-05-13 17:57:27 +01:00
Jim Shield
04b25e2c06 create waitForSharedLoad() function
This my attempt to aid ESX loading, essentially my scripts server side now need to be locked behind `onResourceStart()` because of ESX

Loading ESX into my scripts was delaying half of it and breaking the other half

This function forcibly waits until everythings loaded and then continues

This shouldn't affect other frameworks loading ability

My tests so far have been a success with it
2025-05-12 22:59:31 +01:00
10 changed files with 90 additions and 25 deletions

View File

@@ -1,6 +1,6 @@
name "Jim_Bridge" name "Jim_Bridge"
author "Jimathy" author "Jimathy"
version "2.0.09" version "2.0.11"
description "Framework Bridge By Jimathy" description "Framework Bridge By Jimathy"
fx_version "cerulean" fx_version "cerulean"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.' rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

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@@ -50,7 +50,13 @@ function onPlayerLoaded(func, onStart)
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc) AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport onPlayerFramework = ESXExport
AddEventHandler('esx:playerLoaded', tempFunc) AddEventHandler('esx:playerLoaded', function()
if waitForSharedLoad() then
if isStarted(ESXExport) then Wait(11000) end
tempFunc()
end
end
)
elseif isStarted(OXCoreExport) then elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc) AddEventHandler('ox:playerLoaded', tempFunc)
@@ -103,7 +109,11 @@ function onResourceStart(func, thisScript)
debugPrint("^6Bridge^7: ^2Registering ^3onResourceStart^7()") debugPrint("^6Bridge^7: ^2Registering ^3onResourceStart^7()")
AddEventHandler('onResourceStart', function(resourceName) AddEventHandler('onResourceStart', function(resourceName)
if getScript() == resourceName and (thisScript or true) then if getScript() == resourceName and (thisScript or true) then
func() if waitForSharedLoad() then
print("^6Bridge^7: ^2Shared Load Detected^7.")
if isStarted(ESXExport) then Wait(10000) end
func()
end
end end
end) end)
end end
@@ -175,3 +185,25 @@ function waitForLogin()
return true return true
end end
end end
function waitForSharedLoad()
local timeout = 100000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loaded = true
while ((not Jobs or not next(Jobs)) and (not Items or not next(Items)) and (not Vehicles or not next(Vehicles))) and (GetGameTimer() - startTime) < timeout do
print((GetGameTimer() - startTime) < timeout)
Wait(1000)
debugPrint("Waiting for Jobs, Items, and Vehicles to be loaded")
if Jobs and Items and Vehicles then
print("^6Bridge^7: ^2Jobs, Items, and Vehicles Loaded^7.")
loaded = true
break
end
end
if not loaded then
print("^4Error^7: ^2Timeout reached while waiting for shared load^7.")
return false
else
return true
end
end

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@@ -87,6 +87,12 @@ elseif isStarted(QBExport) then
itemResource = QBExport itemResource = QBExport
Core = Core or exports[QBExport]:GetCoreObject() Core = Core or exports[QBExport]:GetCoreObject()
Items = Core and Core.Shared.Items or nil Items = Core and Core.Shared.Items or nil
CreateThread(function()
while not Items or not next(Items) do
Items = exports[QBExport]:GetCoreObject().Shared.Items
Wait(1000)
end
end)
if isStarted(QBExport) and not isStarted(QBXExport) then if isStarted(QBExport) and not isStarted(QBXExport) then
RegisterNetEvent('QBCore:Client:UpdateObject', function() RegisterNetEvent('QBCore:Client:UpdateObject', function()
Core = Core or exports[QBExport]:GetCoreObject() Core = Core or exports[QBExport]:GetCoreObject()

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@@ -353,8 +353,8 @@ function makeItem(data)
Wait(200) Wait(200)
end end
if isInventoryOpen() then if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things") --print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false crafted, crafting, CraftLock = false, false, false
return return
end end
if crafted then if crafted then
@@ -368,8 +368,9 @@ function makeItem(data)
PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0) PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0)
end end
if isInventoryOpen() then if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things") --print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false crafted, crafting = false, false
crafted, crafting, CraftLock = false, false, false
return return
end end
if crafting and progressBar({ if crafting and progressBar({

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@@ -262,7 +262,7 @@ end
--- ``` --- ```
function countTable(tbl) function countTable(tbl)
local i = 0 local i = 0
for _ in pairs(tbl) do i = i + 1 end for _ in pairs(tbl) do i += 1 end
return i return i
end end

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@@ -50,8 +50,9 @@ function hasItem(items, amount, src)
local count = 0 local count = 0
for _, itemData in pairs(grabInv) do for _, itemData in pairs(grabInv) do
jsonPrint(itemData)
if itemData and itemData.name == item then if itemData and itemData.name == item then
count += (itemData.count or itemData.amount or 1) count += (itemData.amount or itemData.count or 1)
end end
end end
foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6") foundInv = foundInv:gsub("%-", "^7-^6"):gsub("%_", "^7_^6")
@@ -67,6 +68,9 @@ function hasItem(items, amount, src)
end end
return true, hasTable return true, hasTable
end end
-- if can't find inventory, return false
print("^1Error^7: ^1Can't find players inventory for some reason")
return false, {}
end end
--- Retrieves a player's inventory based on the active inventory system. --- Retrieves a player's inventory based on the active inventory system.
@@ -171,7 +175,6 @@ function getPlayerInv(src)
return grabInv, foundInv return grabInv, foundInv
end end
function isInventoryOpen() function isInventoryOpen()
if isStarted(OXInv) then if isStarted(OXInv) then
return LocalPlayer.state.invBusy return LocalPlayer.state.invBusy

View File

@@ -252,6 +252,7 @@ RegisterNetEvent(getScript()..":server:toggleItem", function(give, item, amount,
else else
local amountToAdd = amount or 1 local amountToAdd = amount or 1
if isStarted(OXInv) then invName = OXInv if isStarted(OXInv) then invName = OXInv
jsonPrint(info)
exports[OXInv]:AddItem(src, item, amountToAdd, info, slot) exports[OXInv]:AddItem(src, item, amountToAdd, info, slot)
elseif isStarted(QSInv) then invName = QSInv elseif isStarted(QSInv) then invName = QSInv

View File

@@ -30,15 +30,17 @@ function sellMenu(data)
for k, v in pairs(data.sellTable.Items) do itemList[k] = 1 end for k, v in pairs(data.sellTable.Items) do itemList[k] = 1 end
local _, hasTable = hasItem(itemList) local _, hasTable = hasItem(itemList)
for k, v in pairsByKeys(data.sellTable.Items) do for k, v in pairsByKeys(data.sellTable.Items) do
Menu[#Menu + 1] = { if Items[k] then
isMenuHeader = not hasTable[k].hasItem, Menu[#Menu + 1] = {
icon = invImg(k), isMenuHeader = not hasTable[k].hasItem,
header = Items[k].label..(hasTable[k].hasItem and "💰 (x"..hasTable[k].count..")" or ""), icon = invImg(k),
txt = Loc[Config.Lan].info["sell_all"]..v.." "..Loc[Config.Lan].info["sell_each"], header = Items[k].label..(hasTable[k].hasItem and "💰 (x"..hasTable[k].count..")" or ""),
onSelect = function() txt = Loc[Config.Lan].info["sell_all"]..v.." "..Loc[Config.Lan].info["sell_each"],
sellAnim({ item = k, price = v, ped = data.ped, onBack = function() sellMenu(data) end }) onSelect = function()
end, sellAnim({ item = k, price = v, ped = data.ped, onBack = function() sellMenu(data) end })
} end,
}
end
end end
else else
for k, v in pairsByKeys(data.sellTable) do for k, v in pairsByKeys(data.sellTable) do
@@ -48,7 +50,9 @@ function sellMenu(data)
header = k, header = k,
txt = "Amount of items: "..countTable(v.Items), txt = "Amount of items: "..countTable(v.Items),
onSelect = function() onSelect = function()
v.onBack = function() sellMenu(origData) end v.onBack = function()
sellMenu(origData)
end
v.sellTable = data.sellTable[k] v.sellTable = data.sellTable[k]
sellMenu(v) sellMenu(v)
end, end,
@@ -57,8 +61,8 @@ function sellMenu(data)
end end
end end
openMenu(Menu, { openMenu(Menu, {
header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items), header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items) or "", headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
canClose = true, canClose = true,
onBack = data.onBack, onBack = data.onBack,
}) })
@@ -105,12 +109,14 @@ function sellAnim(data)
TriggerServerEvent(getScript().."Sellitems", data) TriggerServerEvent(getScript().."Sellitems", data)
lookEnt(data.ped) lookEnt(data.ped)
local dict = "mp_common" local dict = "mp_common"
playAnim(dict, "givetake2_a", 0.3, 2) playAnim(dict, "givetake2_a", 0.3, 48)
playAnim(dict, "givetake2_b", 0.3, 2, data.ped) playAnim(dict, "givetake2_b", 0.3, 48, data.ped)
Wait(2000) Wait(2000)
StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5) StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5)
StopAnimTask(data.ped, dict, "givetake2_b", 0.5) StopAnimTask(data.ped, dict, "givetake2_b", 0.5)
if data.onBack then data.onBack() end if data.onBack then
data.onBack()
end
end end
--- Server event handler for processing item sales. --- Server event handler for processing item sales.

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@@ -565,3 +565,19 @@ if isServer() then
registerStash(name, label, slots, weight, owner, coords) registerStash(name, label, slots, weight, owner, coords)
end) end)
end end
RegisterNetEvent(getScript()..":openGrabBox", function(data)
if isStarted(OXInv) then
return
end
local id = ""
if data.metadata then
id = data.metadata.id
elseif data.info then
id = data.info.id
end
openStash({
stash = id,
coords = GetEntityCoords(PlayerPedId())
})
end)

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@@ -1 +1 @@
2.0.09 2.0.11