Closed 69Gamerss closed 1 year ago
found a fix, the script was comparing hashes with name,
here is a fix
RegisterNetEvent('weapons:client:AddAmmo', function(type, amount, itemData)
local ped = PlayerPedId()
local weaponHash = GetSelectedPedWeapon(ped)
local weaponName = nil
for key, value in pairs(QBCore.Shared.Weapons) do
local convertedHash = GetHashKey(key)
if convertedHash == weaponHash then
weaponName = key
break
end
end
if weaponName then
if QBCore.Shared.Weapons[weaponName]["name"] ~= "weapon_unarmed" and QBCore.Shared.Weapons[weaponName]["ammotype"] == type:upper() then
local total = GetAmmoInPedWeapon(ped, weaponHash)
local _, maxAmmo = GetMaxAmmo(ped, weaponHash)
if total < maxAmmo then
QBCore.Functions.Progressbar("taking_bullets", Lang:t('info.loading_bullets'), Config.ReloadTime, false, true, {
disableMovement = false,
disableCarMovement = false,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function() -- Done
if QBCore.Shared.Weapons[weaponName] then
AddAmmoToPed(ped,weaponName,amount)
TaskReloadWeapon(ped)
print(CurrentWeaponData,total,amount)
TriggerServerEvent("weapons:server:UpdateWeaponAmmo", CurrentWeaponData, total + amount)
TriggerServerEvent('weapons:server:removeWeaponAmmoItem', itemData)
TriggerEvent('inventory:client:ItemBox', QBCore.Shared.Items[itemData.name], "remove")
TriggerEvent('QBCore:Notify', Lang:t('success.reloaded'), "success")
end
end, function()
QBCore.Functions.Notify(Lang:t('error.canceled'), "error")
end)
else
QBCore.Functions.Notify(Lang:t('error.max_ammo'), "error")
end
else
QBCore.Functions.Notify(Lang:t('error.no_weapon'), "error")
end
else
QBCore.Functions.Notify(Lang:t('error.no_weapon'), "error")
end
end)
Describe the bug when i try to reload it shows bullets used but nothing happens
To Reproduce Steps to reproduce the behavior: get a gun get bullets use the bullets
Expected behavior reload the gun and remove the bullets
Screenshots
Questions (please complete the following information):
qb-
to something custom? no