esx:giveInventoryItem applies the tint and the components to the receiving
player before calling addWeapon. Both setWeaponTint and addWeaponComponent
start with getWeapon and only proceed when the player already owns the weapon,
and the handler returns early a few lines above if the target does own it - so
at that point the target provably does not, and both calls do nothing.
The result is that handing a weapon to another player silently strips its
attachments and its paint. The pickup path in the same file already adds the
weapon first and then restores tint and components.
The values are snapshotted from the source weapon before any of this, and
removeWeapon already ran before addWeapon, so only the position of the two
restore blocks changes.
Verified on artifact 25770 by running both orders against a loadout:
tint and component first -> both return false, weapon ends up tint 0 with no
components
addWeapon first -> both return true, weapon ends up tint 1 with the
component attached
Adds xLib.pubsub for server-driven topic multicast: a producer resource
subscribes players to a topic server-side and publishes data that is pushed
only to the subscribed players. Clients listen with xLib.pubsub.on and never
subscribe or publish themselves.
The subscription registry is a single shared instance in the esx_lib server VM,
reached cross-resource through exports; the client side is a per-VM listener
over one net event. Subscriptions are cleaned up on playerDropped, so a reused
serverId never inherits them, and on the owning resource stopping.
Also adds xLib.triggerClientEvent, which packs the payload once when sending to
many players; publish uses it so a broadcast to N subscribers serialises once.
Adds a generic xLib.cache (ped, vehicle, seat, weapon, coords) modelled on
ox_lib cache and framework agnostic, and rewires es_extended to source ped and
weapon from it which removes the per-frame ped poll. The vehicle enter/exit
state machine and every esx: event are kept unchanged through a thin glue.
Moved getPlayersInArea / getClosestPlayer / getPedsInArea / getObjectsInArea /
getVehiclesInArea / getClosestPed / getClosestObject / getClosestVehicle to
xLib; es_extended re-exposes them through server compat shims.
Flagged: getNearbyPlayers iterates ESX.Players (es_extended server state),
which is not portable across the lib boundary - the lib relies on that global
being present at call time.
Integrated fix during the move:
- spawnVehicle uses the computed isNetworked for the network-id/migrate guard,
fixing the original that branched on the raw networked argument
modSmokeEnabled preserved as-is in get/setVehicleProperties (flagged: the set
path toggles mod 20 without applying a smoke color, matching legacy behavior).
Non-portable substitution documented:
- ESX.PlayerData.ped -> PlayerPedId() (ESX.PlayerData is not available in the lib VM)
Integrated fixes during the move:
- monotonic handle counter (handleCount) instead of count+1; no handle
collision after a point is removed
- unified single proximity loop: per-frame inside() plus a 500ms enter/leave
scan, adaptive Wait(next(insidePoints) and 0 or 500), replacing the previous
two separate loops
- emptiness detected via next() instead of # on a sparse-keyed table
Non-portable substitutions documented:
- ESX.PlayerData.ped -> PlayerPedId() (ESX.PlayerData is not available in the
lib VM)
- GetGameTimer() used to gate the 500ms scan within the single loop