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Remove em-dashes from the msk_core docs
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.
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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.
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## Inventory bridge
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docs/msk_core/functions/client/commands.md

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**Returns**
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**command** - `table` - The internal command entry that was registered.
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**Description `properties`**
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**Description: `properties`**
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- **showSuggestion** - `boolean` - Show / hide the chat suggestion. Optional, default: `true`
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- **help** - `string` - Chat suggestion description
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A `hotkey` cannot be combined with `params`. If both are set, the hotkey is skipped and a warning is logged.
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:::
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**Description `params`**
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**Description: `params`**
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- **name** - `string` - Name of the argument (becomes the key in `args`)
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- **type** - `string` - One of `number`, `string`, `playerId`, `player`, `any`
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- **help** - `string` - Chat suggestion of the argument
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- **optional** - `boolean` - Mark the argument optional (must be the last one). Optional, default: `false`
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**Description `hotkey`**
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**Description: `hotkey`**
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- **key** - `string` - The default key
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- **text** - `string` - Description shown in the FiveM keybind settings

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`.

docs/msk_core/functions/client/notify.md

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The backend for each function is selected in `config.lua`:
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- `Config.Notification` (`msk` / `native` / `custom` / `okok` / `qb-core` / `bulletin`) backend for `MSK.Notification`.
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- `Config.AdvancedNotification` (`native` / `custom` / `bulletin`) backend for `MSK.AdvancedNotification`.
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- `Config.HelpNotification` (`msk` / `native` / `custom`) backend for `MSK.HelpNotification`.
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- `Config.NotifyTypes` defines the icon and color for each notify type when the `msk` backend is used.
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- `Config.Notification` (`msk` / `native` / `custom` / `okok` / `qb-core` / `bulletin`): backend for `MSK.Notification`.
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- `Config.AdvancedNotification` (`native` / `custom` / `bulletin`): backend for `MSK.AdvancedNotification`.
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- `Config.HelpNotification` (`msk` / `native` / `custom`): backend for `MSK.HelpNotification`.
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- `Config.NotifyTypes`: defines the icon and color for each notify type when the `msk` backend is used.
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When using the `msk` (or `native`) backend you can embed GTA color codes such as `~g~` (green), `~r~` (red) or `~b~` (blue) directly in your text.
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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)

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(...)`.
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## MSK.Request.Streaming
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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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## MSK.TextUI.Show
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docs/msk_core/functions/server/ban-system.md

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**time** - `string` - The time until the player gets unbanned
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**reason** - `string` - The reason why the player gets banned
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**Description `time` format:**
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**Description, `time` format:**
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- `1M` = 1 Minute
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- `1H` = 1 Hour

docs/msk_core/functions/server/commands.md

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**Returns**
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**command** - `table` - The internal command entry that was registered.
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**Description `properties`**
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**Description: `properties`**
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- **allowConsole** - `boolean` - Allow execution from the server console (`source == 0`). Optional, default: `true`
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- **showSuggestion** - `boolean` - Show / hide the chat suggestion. Optional, default: `true`
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- **help** - `string` - Chat suggestion description
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- **params** - `table` - Typed argument definitions (see below)
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**Description `params`**
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**Description: `params`**
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- **name** - `string` - Name of the argument (becomes the key in `args`)
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- **type** - `string` - One of `number`, `string`, `playerId`, `player`, `any`

docs/msk_core/functions/server/cron.md

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There are two scheduling modes, chosen automatically by the keys you pass:
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- **Interval mode** (`w`, `d`, `h`, `m`) fires once after the given offset from now, then re-schedules itself by the same offset.
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- **At mode** (`atD`, `atH`, `atM`) fires at a fixed wall-clock time and repeats every day (or only on the given weekday).
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- **Interval mode** (`w`, `d`, `h`, `m`): fires once after the given offset from now, then re-schedules itself by the same offset.
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- **At mode** (`atD`, `atH`, `atM`): fires at a fixed wall-clock time and repeats every day (or only on the given weekday).
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## MSK.Cron.Create
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Creates a cron job and returns nothing — keep the `uniqueId` passed to your callback if you want to delete it later.
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Creates a cron job and returns nothing. Keep the `uniqueId` passed to your callback if you want to delete it later.
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**Parameters**
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In **At mode** `atH` must not be greater than `23` and `atM` not greater than `59` otherwise the job is rejected with a console error.
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In **At mode** `atH` must not be greater than `23` and `atM` not greater than `59`, otherwise the job is rejected with a console error.
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## MSK.Cron.Delete

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