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2 changed files with 4 additions and 9 deletions
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@ -1,5 +1,5 @@
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local moduleType = "stash" -- Module category
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local moduleType = "stash" -- Module category
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local moduleName = "tgiann-inventory" -- Updated module name to match your inventory resource
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local moduleName = "qb-inventory" -- THIS module name
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-- Don't touch, required to appear in in-game settings
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-- Don't touch, required to appear in in-game settings
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Integrations.modules = Integrations.modules or {}
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Integrations.modules = Integrations.modules or {}
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@ -11,7 +11,5 @@ table.insert(Integrations.modules[moduleType], moduleName)
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--[[ You can edit below here ]]
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--[[ You can edit below here ]]
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Integrations[moduleType][moduleName].open = function(type, markerId)
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Integrations[moduleType][moduleName].open = function(type, markerId)
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local id = type .. "_" .. markerId
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local id = type .. "_" .. markerId
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-- Keep the same event name for compatibility with your server-side code
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TriggerServerEvent(Utils.eventsPrefix .. ":qb-inventory:server:stashNew", id)
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TriggerServerEvent(Utils.eventsPrefix .. ":qb-inventory:server:stashNew", id)
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end
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end
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@ -1,4 +1,3 @@
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local info = {
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local info = {
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maxweight = 1000000,
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maxweight = 1000000,
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slots = 50,
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slots = 50,
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@ -8,8 +7,6 @@ local info = {
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-- New qb-inventory requirement for stash
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-- New qb-inventory requirement for stash
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RegisterNetEvent(Utils.eventsPrefix .. ":qb-inventory:server:stashNew", function(stashId)
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RegisterNetEvent(Utils.eventsPrefix .. ":qb-inventory:server:stashNew", function(stashId)
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local playerId = source
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local playerId = source
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local scriptName = "tgiann-inventory" -- Use the direct name instead of Utils.getScriptName
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local scriptName = Utils.getScriptName("qb-inventory") -- DO NOT EDIT! If you want to edit the name, you can do it in-game
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exports[scriptName]:OpenInventory(playerId, stashId, info)
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-- Use the correct parameter order and include "stash" as the second parameter
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end)
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exports[scriptName]:OpenInventory(playerId, "stash", stashId, info)
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end)
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