Inventory
function InventoryBridge:GetPlayerInventory(xPlayer)
local playerId = xPlayer.source
local success, inventory = pcall(function()
return exports['qs-inventory']:GetInventory(playerId)
end)
local formattedItems = {}
if success and inventory then
for slot, item in pairs(inventory) do
if item and item.amount and item.amount > 0 then
table.insert(formattedItems, {
name = item.name,
label = item.label or item.name,
count = item.amount,
metadata = item.info or {}
})
end
end
end
return formattedItems
end
function InventoryBridge:AddItem(xPlayer, itemName, count)
local playerId = xPlayer.source
return exports['qs-inventory']:AddItem(playerId, itemName, count)
end
function InventoryBridge:RemoveItem(xPlayer, itemName, count)
local playerId = xPlayer.source
return exports['qs-inventory']:RemoveItem(playerId, itemName, count)
end
function InventoryBridge:GetItemCount(xPlayer, itemName)
local playerId = xPlayer.source
local success, inventory = pcall(function()
return exports['qs-inventory']:GetInventory(playerId)
end)
if success and inventory then
for slot, item in pairs(inventory) do
if item and item.name == itemName then
return item.amount or 0
end
end
end
return 0
endLast updated