forked from Simnation/Main
Update open.lua
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1 changed files with 47 additions and 52 deletions
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@ -55,60 +55,55 @@ if not Config.UseOldSlingScript then
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end
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-- INVENTORY HAS ITEM CHECK
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function CheckHasWeapon(Weapon)
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if GetResourceState("qs-inventory") == 'started' then
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local count = exports['qs-inventory']:Search(Weapon)
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if count > 0 then
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return true
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else
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return false
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end
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elseif GetResourceState("qb-inventory") == 'started' then
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return exports['qb-inventory']:HasItem(Weapon)
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elseif GetResourceState("ps-inventory") == 'started' then
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return exports['ps-inventory']:HasItem(Weapon)
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elseif GetResourceState("ox_inventory") == 'started' then
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local count = exports.ox_inventory:GetItemCount(Weapon)
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if count > 0 then
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return true
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else
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return false
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end
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elseif GetResourceState("tgiann-inventory") == 'started' then
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local count = exports["tgiann-inventory"]:Items(Weapon)
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print("Miho output... \n Weapon: "..Weapon)
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if count then
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return true
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else
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return false
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end
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elseif GetResourceState("core_inventory") == 'started' then
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if Framework == "QBCore" then
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local citizenid = FWork.Functions.GetPlayerData().citizenid
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local Primary = exports['core_inventory']:getItems('primary-' .. citizenid, Weapon)
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local Secondry = exports['core_inventory']:getItems('secondry-' .. citizenid, Weapon)
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if Primary > 0 or Secondry > 0 then
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return true
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else
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return false
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end
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else
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return false
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end
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elseif Framework == "QBCore" then
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local FinalValue = false
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local items = FWork.Functions.GetPlayerData().items
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for _, v in pairs(items) do
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if v.name ~= nil then
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if tostring(v.name) == tostring(Weapon) then
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FinalValue = true
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end
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end
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end
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return FinalValue
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function CheckHasWeapon(Weapon)
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if GetResourceState("qs-inventory") == 'started' then
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local count = exports['qs-inventory']:Search(Weapon)
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if count > 0 then
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return true
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else
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return false
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end
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elseif GetResourceState("qb-inventory") == 'started' then
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return exports['qb-inventory']:HasItem(Weapon)
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elseif GetResourceState("ps-inventory") == 'started' then
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return exports['ps-inventory']:HasItem(Weapon)
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elseif GetResourceState("ox_inventory") == 'started' then
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local count = exports.ox_inventory:GetItemCount(Weapon)
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if count > 0 then
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return true
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else
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return false
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end
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elseif GetResourceState("tgiann-inventory") == 'started' then
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-- Fixed implementation for tgiann-inventory
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return exports["tgiann-inventory"]:HasItem(Weapon, 1)
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elseif GetResourceState("core_inventory") == 'started' then
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if Framework == "QBCore" then
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local citizenid = FWork.Functions.GetPlayerData().citizenid
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local Primary = exports['core_inventory']:getItems('primary-' .. citizenid, Weapon)
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local Secondry = exports['core_inventory']:getItems('secondry-' .. citizenid, Weapon)
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if Primary > 0 or Secondry > 0 then
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return true
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else
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return false
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end
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else
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return false
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end
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elseif Framework == "QBCore" then
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local FinalValue = false
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local items = FWork.Functions.GetPlayerData().items
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for _, v in pairs(items) do
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if v.name ~= nil then
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if tostring(v.name) == tostring(Weapon) then
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FinalValue = true
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end
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end
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end
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return FinalValue
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end
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end
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local function CheckJobVerified()
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local PlayerJob = Config.FrameworkFunctions.GetPlayer().PlayerData.job.name
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