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Punctuation only, no content changes. List items and bold labels now use a
colon, inline asides use a comma or a full stop, and the two spots where a
dash wrapped an aside use parentheses instead.
Range dashes stay as they are, the hour and minute ranges in cron.md and the
letter ranges in string.md are correct typography and not the pattern this
cleans up.
Copy file name to clipboardExpand all lines: docs/msk_core/frameworks.md
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@@ -39,7 +39,7 @@ Your framework resource must start **before** `msk_core`. If ESX/QBCore is detec
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### STANDALONE mode
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In STANDALONE no framework bridge is loaded. The generic utilities (math, string, table, vector, timeout, callbacks, cron, ace, commands, UI, webhooks, world/entity helpers, …) all work. Functions that inherently depend on a framework — player getters, jobs, society/offline bank money, inventory item checks — are **not** available. Each affected function notes this on its page.
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In STANDALONE no framework bridge is loaded. The generic utilities (math, string, table, vector, timeout, callbacks, cron, ace, commands, UI, webhooks, world/entity helpers, …) all work. Functions that inherently depend on a framework (player getters, jobs, society/offline bank money, inventory item checks) are **not** available. Each affected function notes this on its page.
Copy file name to clipboardExpand all lines: docs/msk_core/functions/client/inventory.md
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# Inventory
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Client-side inventory helper. The lookup itself runs on the server through the active inventory bridge — the client function is a callback to `msk_core:hasItem`.
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Client-side inventory helper. The lookup itself runs on the server through the active inventory bridge. The client function is a callback to `msk_core:hasItem`.
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:::info
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`MSK.HasItem` requires a framework (**ESX** / **QBCore** / **OXCore**). In `STANDALONE` mode the function logs an error and returns `nil`.
Copy file name to clipboardExpand all lines: docs/msk_core/functions/client/player.md
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The mirrored player table for the local player. Properties are resolved lazily: computed keys like `coords`, `heading` and `state` are evaluated on access, while the thread-updated keys (`ped`, `vehicle`, `seat`, `weapon`, `isDead`, …) reflect the last refresh.
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**Properties**
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**clientId** - `number` - Player Index — equal to `PlayerId()`
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**serverId** - `number` - Player Server Id — equal to `GetPlayerServerId(PlayerId())`
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**clientId** - `number` - Player Index, equal to `PlayerId()`
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**serverId** - `number` - Player Server Id, equal to `GetPlayerServerId(PlayerId())`
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**playerId** - `number` - Alias of `serverId`
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**ped** - `number` - Player Ped — equal to `PlayerPedId()`
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**ped** - `number` - Player Ped, equal to `PlayerPedId()`
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**playerPed** - `number` - Alias of `ped`
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**coords** - `vector3` - Player Coords — equal to `GetEntityCoords(ped)`
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**heading** - `float` - Player Heading — equal to `GetEntityHeading(ped)`
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**state** - `table` - The player's state bag — equal to `Player(serverId).state`
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**coords** - `vector3` - Player Coords, equal to `GetEntityCoords(ped)`
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**heading** - `float` - Player Heading, equal to `GetEntityHeading(ped)`
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**state** - `table` - The player's state bag, equal to `Player(serverId).state`
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**vehicle** - `number`\|`false` - The vehicle handle the player is in, or `false`
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**seat** - `number`\|`false` - Seat index the player is in, or `false`
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**weapon** - `number`\|`false` - Hash of the player's current weapon, or `false`
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**Parameters**
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**playerId** - `number` - The server id of the target player
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**key** - `string` - The key you want the value of (optional — omit to get the whole player table)
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**key** - `string` - The key you want the value of (optional, omit to get the whole player table)
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**Returns**
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**value** - `any` - The value of the key, or the full player table if no key was passed (`false` if the player does not exist)
Copy file name to clipboardExpand all lines: docs/msk_core/functions/client/request.md
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Helpers to request (stream in) game assets and wait until they are loaded, plus a raycast helper. The functions live under the `MSK.Request` namespace and each has a matching `exports.msk_core` export.
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The `Request` table is also callable directly —`MSK.Request(...)` forwards to `MSK.Request.Streaming(...)`.
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The `Request` table is also callable directly,`MSK.Request(...)` forwards to `MSK.Request.Streaming(...)`.
Copy file name to clipboardExpand all lines: docs/msk_core/functions/client/ui/textui.md
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# TextUI
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The TextUI module displays a small help text with a key hint in the NUI. There are two ways to show it: `Show` keeps it visible until `Hide` is called, while `ShowThread` automatically hides it shortly after it stops being called — making it ideal to call repeatedly inside a loop. The default color is taken from `Config.TextUIColor` (`#00e676`, MSK green).
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The TextUI module displays a small help text with a key hint in the NUI. There are two ways to show it: `Show` keeps it visible until `Hide` is called, while `ShowThread` automatically hides it shortly after it stops being called, making it ideal to call repeatedly inside a loop. The default color is taken from `Config.TextUIColor` (`#00e676`, MSK green).
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