neues consum script
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# Auto detect text files and perform LF normalization
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* text=auto
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# MR Consumables
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Hello, This is a read me file designed to help you understand everything you need to know about the script
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## Installation
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Put the script somewhere in your resource folder
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Go to the config in config/sh_config.lua and to config/cl_config.lua and config the script according to your server (Make sure the inventory and core names you wrote in the config are matching the inventory and core your have)
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(IF YOU ARE USING THE SOUNDS)
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Make sure you have xSound installed, if not. Go to this link and install it https://github.com/Xogy/xsound/releases/tag/1.4.3 (You can also use your own if you have coding knowlage but xSound is the most recommended right now)
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Put the sounds in the sounds folder in xsound/html/sounds for them to work
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(IF YOU WANT TO USE OUR DEFAULT ITEMS)
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Make sure to put images in your inventories image folder
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Add the items to your inventory/core
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#### ox_inventory
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["ecola"] = {
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label = "eCola",
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weight = 500,
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stack = false,
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close = true,
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description = "For all the thirsty out there",
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},
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["sprunk"] = {
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label = "Sprunk",
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weight = 500,
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stack = false,
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close = true,
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description = "For all the thirsty out there",
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},
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["burger"] = {
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label = "Burger",
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weight = 500,
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stack = false,
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close = true,
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description = "For all the hungry out there",
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},
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["sandwich"] = {
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label = "Sandwich",
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weight = 500,
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stack = false,
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close = true,
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description = "For all the hungry out there",
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},
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#### qb-inventory
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['ecola'] = { name = 'ecola', label = 'eCola', weight = 500, type = 'item', image = 'ecola.png', unique = true, useable = true, shouldClose = true, combinable = nil, description = 'For all the thirsty out there' },
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['sprunk'] = { name = 'sprunk', label = 'Sprunk', weight = 500, type = 'item', image = 'sprunk.png', unique = true, useable = true, shouldClose = true, combinable = nil, description = 'For all the thirsty out there' },
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['sandwich'] = { name = 'sandwich', label = 'Sandwich', weight = 500, type = 'item', image = 'sandwich.png', unique = true, useable = true, shouldClose = true, combinable = nil, description = 'For all the hungry out there' },
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['burger'] = { name = 'burger', label = 'Burger', weight = 500, type = 'item', image = 'burger.png', unique = true, useable = true, shouldClose = true, combinable = nil, description = 'For all the hungry out there' },
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## IMPORTANT
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If you want to add your own items, duplicate one of our default items in the config and change what you want according to your needs
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## Make sure your item cannot be stacked (turn off stacked in ox_inventory or unique in qb-inventory) because the item is using metadata to count the amount of consumes remaining
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And if you want to attach items to the animations specified in our config, Turn on debug in the config (Config.Debug = true) and use the command "consumes:debug" to trigger the animations, stop them and etc
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The system does not have prop attachment tools (yet) but there are ones i recommened
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Attach Prop to Player Editor By "PERPGamer" https://forum.cfx.re/t/dev-tool-attach-prop-to-player-editor/4864072
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TGIANN Attach Prop to Player By "TGIANN" https://forum.cfx.re/t/dev-tool-tgiann-attach-prop-to-player/5107789
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And of course make sure to enable it in your server cfg
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"ensure mr-consumables"
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## IF YOU NEED ANY EXTRA HELP FEEL FREE TO OPEN A TICKET IN OUR DISCORD
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CLConfig = {
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UI = {
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TextUI = "ox_lib" -- The Type Of Text UI You Want To Use (gta, ox_lib or custom)
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},
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Keybinds = {
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Use = "E", -- The Keybind To Use The Item
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Drop = "G", -- The Keybind To Drop The Item
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StopDebug = "X" -- The Keybind To Stop Debugging
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}
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}
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fx_version 'cerulean'
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games { 'gta5' }
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shared_scripts {
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'open/shared/*.lua',
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'Locale.lua',
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"@ox_lib/init.lua",
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"config/sh_config.lua",
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'langs/*.lua',
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}
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client_scripts {
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'config/cl_config.lua',
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'client/*.lua',
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'open/client/*.lua',
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}
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server_scripts {
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-- 'config/sv_config.lua',
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'server/*.lua',
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'open/server/*.lua',
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}
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ui_page 'ui/dist/index.html'
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files {
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'ui/dist/index.html',
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'ui/dist/assets/*.js',
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'ui/dist/assets/*.css',
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}
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escrow_ignore {
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'open/shared/*.lua',
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'open/client/*.lua',
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'open/server/*.lua',
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'config/*.lua',
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'langs/*.lua',
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}
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lua54 'yes'
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dependency '/assetpacks'
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dependency '/assetpacks'
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Translations["DE"] = {
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["use"] = "{button} - Benutzen",
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["put_back"] = "{button} - Zurücklegen",
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["ate_item"] = "Du hast das gesamte %s gegessen", -- %s ist der vom Skript veränderte Gegenstandsname
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["drank_item"] = "Du hast das gesamte %s getrunken", -- %s ist der vom Skript veränderte Gegenstandsname
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["exit_debug"] = "{button} - Debug verlassen"
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}
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Translations["EN"] = {
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["use"] = "{button} - Use",
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["put_back"] = "{button} - Put Back",
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["ate_item"] = "You Ate The Entire %s", -- %s Is The Item Name Changed By The Script
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["drank_item"] = "You Drank The Entire %s", -- %s Is The Item Name Changed By The Script
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["exit_debug"] = "{button} - Exit Debug"
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}
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function ShowTextUI(text) -- You Can Use This Function To Show Text UI
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if CLConfig.UI.TextUI == "gta" then
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AddTextEntry("textUIEntry", text)
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BeginTextCommandDisplayHelp("textUIEntry")
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EndTextCommandDisplayHelp(0, true, true, -1)
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elseif CLConfig.UI.TextUI == "ox_lib" then
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lib.showTextUI(text)
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end
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end
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function HideTextUI() -- You Can Use This Function To Hide Text UI
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if CLConfig.UI.TextUI == "gta" then
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ClearAllHelpMessages()
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elseif CLConfig.UI.TextUI == "ox_lib" then
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lib.hideTextUI()
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end
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end
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function Notify(text, type) -- You Can Put Your Own Notification System Here
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Core.Functions.Notify(text, type)
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end
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while not Core do
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Wait(100)
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end
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local arguments = {
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{ name = 'item_name', help = 'The Item You Want To Test (Make Sure It Exists In Config)' },
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{ name = 'action', help = 'The Action You Want To Test For The Item' },
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{ name = 'with_prop', help = 'Attach Prop To The Player (1 = Yes, 0 = No)' },
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{ name = 'freeze_anim', help = 'Freeze The Animation (1 = Yes, 0 = No)' }
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}
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local argsRequired = true -- if this is true the command won't work without args entered
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Core.Commands.Add('consumes:debug', 'Test Action Animations For Attaching Props', arguments, argsRequired,
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function(source, args)
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if not Config.Debug then
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Notify(source, 'This Command Is Disabled Because Debug Mode Is Off', 'error')
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return
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end
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TriggerClientEvent("mr-consumables:debug:testAnim", source, args[1], args[2], tonumber(args[3]),
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tonumber(args[4]))
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end, 'god')
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function Notify(src, text, type) -- You Can Put Your Own Notification System Here
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TriggerClientEvent("QBCore:Notify", src, text, type)
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end
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function OnMetadataSet(src, ItemName, Metadata, NewValue) -- You Can Use This Function To Trigger Anything You Want When An Item Has Been Used Like Buffs
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if Metadata == "hunger" or Metadata == "thirst" then -- Make Sure This Function Stays Here If You Want Your HUD to Update Once It Changed
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local Player = Core.Functions.GetPlayer(src)
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if Player then
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TriggerClientEvent("hud:client:UpdateNeeds", src, Player.PlayerData.metadata['hunger'],
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Player.PlayerData.metadata['thirst'])
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end
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end
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end
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function BanCheater(src) -- Add Ban If You Want, The Function This Triggered By Will Get Returned Anyway If This Function Will Trigger
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print("BAN CHEATER")
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end
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local PlayerSounds = {} -- DON'T REMOVE THIS IF YOU ARE USING SOUNDS
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function PlaySound(src, sound)
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if not Config.Sounds.Enabled then return end
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if GetResourceState(Config.Sounds.Resource) ~= "started" then
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DebugPrint("ERROR", "The Sound Resource Does Not Exists Therefore Sounds Are Not Enabled")
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return
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end
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if PlayerSounds[src] then
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exports.xsound:Destroy(src, PlayerSounds[src])
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end
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PlayerSounds[src] = string.format("consumables_%s", src)
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exports.xsound:PlayUrlPos(src, PlayerSounds[src], sound, Config.Sounds.Volume, GetEntityCoords(GetPlayerPed(src)))
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Wait(100)
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exports.xsound:Distance(PlayerSounds[src], Config.Sounds.Distance)
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end
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function StopSound(src)
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if not Config.Sounds.Enabled then return end
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if PlayerSounds[src] then
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exports.xsound:Destroy(src, PlayerSounds[src])
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PlayerSounds[src] = nil
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end
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end
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function GetCoreObject()
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return exports[Config.Framework.Resource]:GetCoreObject()
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end
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function DebugPrint(level, text)
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print(string.format("[%s]: %s ERROR: %s", GetCurrentResourceName(), level, text))
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end
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function GetCoreItems()
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if Config.Inventory.Name == "qs" then
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return exports[Config.Inventory.Resource]:Items()
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elseif Config.Inventory.Name == "qb" then
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return Core.Shared.Items -- The Var "Core" Is Getting Initiated When The Script Is Loaded
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end
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end
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<script type="module" crossorigin src="assets/index-D_LefMp9.js"></script>
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<link rel="stylesheet" crossorigin href="assets/index-EUJbTM7x.css" />
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</head>
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<body>
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<div id="root"></div>
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</body>
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</html>
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