NetworkService.EventListener('heartbeat', function(eventType, data) local plyPed = PlayerPedId() if Config.Inventories == Inventories.QS then -- ?? Should be handled by inventory, but for some unk reasons its not. GiveWeaponToPed(plyPed, `WEAPON_UNARMED`, 0, false, true) SetCurrentPedWeapon(plyPed, `WEAPON_UNARMED`, true) RemoveAllPedWeapons(plyPed, true) elseif Config.Inventories == Inventories.ESX then GiveWeaponToPed(plyPed, `WEAPON_UNARMED`, 0, false, true) SetCurrentPedWeapon(plyPed, `WEAPON_UNARMED`, true) RemoveAllPedWeapons(plyPed, true) elseif Config.Inventories == Inventories.CORE then GiveWeaponToPed(plyPed, `WEAPON_UNARMED`, 0, false, true) SetCurrentPedWeapon(plyPed, `WEAPON_UNARMED`, true) RemoveAllPedWeapons(plyPed, true) elseif Config.Framework == Framework.NONE then GiveWeaponToPed(plyPed, `WEAPON_UNARMED`, 0, false, true) SetCurrentPedWeapon(plyPed, `WEAPON_UNARMED`, true) RemoveAllPedWeapons(plyPed, true) elseif Config.Inventories == Inventories.QB then TriggerEvent('qb-weapons:ResetHolster') SetCurrentPedWeapon(plyPed, `WEAPON_UNARMED`, true) RemoveAllPedWeapons(plyPed, true) end end) function HandleInventoryBusyState(state) if not type(state) ~= "boolean" then return end local plyState = LocalPlayer.state if isResourcePresentProvideless(Inventories.OX) then plyState:set('invBusy', state, true) elseif Config.Framework == Framework.QBCore then plyState:set('inv_busy', state, true) end dbg.debug('Setting inventory busy state: %s', state) end