RegisterServerEvent('weapons:server:UpdateWeaponQuality')
AddEventHandler('weapons:server:UpdateWeaponQuality', function(data, RepeatAmount)
local src = source
local Player = ESX.GetPlayerFromId(src)
local WeaponData = ESX.SharedWeapons[GetHashKey(data.name)]
local WeaponSlot = Player.OyuncuData.items[data.slot]
local DecreaseAmount = Config.DurabilityMultiplier[data.name]
if WeaponSlot ~= nil then
if not IsWeaponBlocked(WeaponData.name) then
if WeaponSlot.info.quality ~= nil then
for i = 1, RepeatAmount, 1 do
if WeaponSlot.info.quality - DecreaseAmount > 0 then
WeaponSlot.info.quality = WeaponSlot.info.quality - DecreaseAmount
else
WeaponSlot.info.quality = 0
TriggerClientEvent('inventory:client:UseWeapon', src, data)
TriggerClientEvent('notification', src, "Silahın kırık, tekrar kullanmadan önce tamir etmelisin.", 2)
break
end
end
else
WeaponSlot.info.quality = 100
for i = 1, RepeatAmount, 1 do
if WeaponSlot.info.quality - DecreaseAmount > 0 then
WeaponSlot.info.quality = WeaponSlot.info.quality - DecreaseAmount
else
WeaponSlot.info.quality = 0
TriggerClientEvent('inventory:client:UseWeapon', src, data)
TriggerClientEvent('notification', src, "Silahın kırık, tekrar kullanmadan önce tamir etmelisin.", 2)
break
end
end
end
end
end
Player.SetInventory(Player.OyuncuData.items)
end)