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refactor(overrides/oxinventory): format code
This commit is contained in:
@@ -1,223 +1,223 @@
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local Inventory
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if Config.OxInventory then
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AddEventHandler('ox_inventory:loadInventory', function(module)
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Inventory = module
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end)
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AddEventHandler('ox_inventory:loadInventory', function(module)
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Inventory = module
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end)
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end
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Core.PlayerFunctionOverrides.OxInventory = {
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getInventory = function(self)
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return function(minimal)
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if minimal then
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local minimalInventory = {}
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getInventory = function(self)
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return function(minimal)
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if minimal then
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local minimalInventory = {}
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for k, v in pairs(self.inventory) do
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if v.count and v.count > 0 then
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local metadata = v.metadata
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for k, v in pairs(self.inventory) do
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if v.count and v.count > 0 then
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local metadata = v.metadata
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if v.metadata and next(v.metadata) == nil then
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metadata = nil
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end
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if v.metadata and next(v.metadata) == nil then
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metadata = nil
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end
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minimalInventory[#minimalInventory+1] = {
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name = v.name,
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count = v.count,
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slot = k,
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metadata = metadata
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}
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end
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end
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minimalInventory[#minimalInventory+1] = {
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name = v.name,
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count = v.count,
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slot = k,
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metadata = metadata
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}
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end
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end
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return minimalInventory
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end
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return minimalInventory
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end
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return self.inventory
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end
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end,
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return self.inventory
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end
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end,
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getLoadout = function(self)
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return function()
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return {}
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end
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end,
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getLoadout = function(self)
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return function()
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return {}
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end
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end,
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setAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money >= 0 then
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local account = self.getAccount(accountName)
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setAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money >= 0 then
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local account = self.getAccount(accountName)
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if account then
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money = account.round and ESX.Math.Round(money) or money
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self.accounts[account.index].money = money
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if account then
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money = account.round and ESX.Math.Round(money) or money
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self.accounts[account.index].money = money
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:setAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.SetItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:setAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.SetItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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addAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money > 0 then
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local account = self.getAccount(accountName)
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addAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money > 0 then
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local account = self.getAccount(accountName)
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if account then
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if account then
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money = account.round and ESX.Math.Round(money) or money
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self.accounts[account.index].money = self.accounts[account.index].money + money
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:addAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.AddItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:addAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.AddItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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removeAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money > 0 then
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local account = self.getAccount(accountName)
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removeAccountMoney = function(self)
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return function(accountName,money, reason)
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reason = reason or 'unknown'
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if money > 0 then
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local account = self.getAccount(accountName)
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if account then
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money = account.round and ESX.Math.Round(money) or money
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self.accounts[account.index].money = self.accounts[account.index].mone - money
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:removeAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.RemoveItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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if account then
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money = account.round and ESX.Math.Round(money) or money
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self.accounts[account.index].money = self.accounts[account.index].mone - money
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:removeAccountMoney', self.source, accountName, money, reason)
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if Inventory.accounts[accountName] then
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Inventory.RemoveItem(self.source, accountName, money)
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end
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end
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end
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end
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end,
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getInventoryItem = function(self)
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return function(name,metadata)
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return Inventory.GetItem(self.source, name, metadata)
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end
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end,
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getInventoryItem = function(self)
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return function(name,metadata)
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return Inventory.GetItem(self.source, name, metadata)
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end
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end,
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addInventoryItem = function(self)
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return function(name,count,metadata,slot)
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return Inventory.AddItem(self.source, name, count or 1, metadata, slot)
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end
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end,
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addInventoryItem = function(self)
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return function(name,count,metadata,slot)
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return Inventory.AddItem(self.source, name, count or 1, metadata, slot)
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end
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end,
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removeInventoryItem = function(self)
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return function(name,count,metadata,slot)
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return Inventory.RemoveItem(self.source, name, count or 1, metadata, slot)
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end
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end,
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removeInventoryItem = function(self)
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return function(name,count,metadata,slot)
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return Inventory.RemoveItem(self.source, name, count or 1, metadata, slot)
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end
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end,
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setInventoryItem = function(self)
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return function(name,count,metadata)
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return Inventory.SetItem(self.source, name, count, metadata)
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end
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end,
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setInventoryItem = function(self)
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return function(name,count,metadata)
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return Inventory.SetItem(self.source, name, count, metadata)
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end
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end,
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canCarryItem = function(self)
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return function(name,count,metadata)
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return Inventory.CanCarryItem(self.source, name, count, metadata)
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end
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end,
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canCarryItem = function(self)
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return function(name,count,metadata)
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return Inventory.CanCarryItem(self.source, name, count, metadata)
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end
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end,
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canSwapItem = function(self)
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return function(firstItem, firstItemCount, testItem, testItemCount)
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return Inventory.CanSwapItem(self.source, firstItem, firstItemCount, testItem, testItemCount)
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end
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end,
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canSwapItem = function(self)
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return function(firstItem, firstItemCount, testItem, testItemCount)
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return Inventory.CanSwapItem(self.source, firstItem, firstItemCount, testItem, testItemCount)
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end
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end,
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setMaxWeight = function(self)
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return function(newWeight)
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self.maxWeight = newWeight
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self.triggerEvent('esx:setMaxWeight', self.maxWeight)
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return Inventory.Set(self.source, 'maxWeight', newWeight)
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end
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end,
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setMaxWeight = function(self)
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return function(newWeight)
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self.maxWeight = newWeight
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self.triggerEvent('esx:setMaxWeight', self.maxWeight)
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return Inventory.Set(self.source, 'maxWeight', newWeight)
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end
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end,
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addWeapon = function(self)
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return function() end
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end,
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addWeapon = function(self)
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return function() end
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end,
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addWeaponComponent = function(self)
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return function() end
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end,
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addWeaponComponent = function(self)
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return function() end
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end,
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addWeaponAmmo = function(self)
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return function() end
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end,
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addWeaponAmmo = function(self)
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return function() end
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end,
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updateWeaponAmmo = function(self)
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return function() end
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end,
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updateWeaponAmmo = function(self)
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return function() end
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end,
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setWeaponTint = function(self)
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return function() end
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end,
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setWeaponTint = function(self)
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return function() end
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end,
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getWeaponTint = function(self)
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return function() end
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end,
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getWeaponTint = function(self)
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return function() end
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end,
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removeWeapon = function(self)
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return function() end
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end,
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removeWeapon = function(self)
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return function() end
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end,
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removeWeaponComponent = function(self)
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return function() end
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end,
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removeWeaponComponent = function(self)
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return function() end
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end,
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removeWeaponAmmo = function(self)
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return function() end
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end,
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removeWeaponAmmo = function(self)
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return function() end
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end,
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hasWeaponComponent = function(self)
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return function()
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return false
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end
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end,
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hasWeaponComponent = function(self)
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return function()
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return false
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end
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end,
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hasWeapon = function(self)
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return function()
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return false
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end
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end,
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hasWeapon = function(self)
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return function()
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return false
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end
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end,
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hasItem = function(self)
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return function(name,metadata)
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return Inventory.GetItem(self.source, name, metadata)
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end
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end,
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hasItem = function(self)
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return function(name,metadata)
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return Inventory.GetItem(self.source, name, metadata)
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end
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end,
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getWeapon = function(self)
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return function() end
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end,
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getWeapon = function(self)
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return function() end
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end,
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syncInventory = function(self)
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return function(weight, maxWeight, items, money)
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self.weight, self.maxWeight = weight, maxWeight
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self.inventory = items
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syncInventory = function(self)
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return function(weight, maxWeight, items, money)
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self.weight, self.maxWeight = weight, maxWeight
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self.inventory = items
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if money then
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for accountName, amount in pairs(money) do
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local account = self.getAccount(accountName)
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if money then
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for accountName, amount in pairs(money) do
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local account = self.getAccount(accountName)
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if account and ESX.Math.Round(account.money) ~= amount then
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account.money = amount
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:setAccountMoney', self.source, accountName, amount, 'Sync account with item')
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end
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end
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end
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end
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end
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if account and ESX.Math.Round(account.money) ~= amount then
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account.money = amount
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self.triggerEvent('esx:setAccountMoney', account)
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TriggerEvent('esx:setAccountMoney', self.source, accountName, amount, 'Sync account with item')
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end
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end
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end
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end
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end
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}
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