> For the complete documentation index, see [llms.txt](https://oph3zdev.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://oph3zdev.gitbook.io/docs/paid-scripts/inventory/events/client.md).

# Client

### searchPlayer

Opens a player's inventory - the rob rules from `Config.Rob` still apply.

```lua
TriggerEvent("oph3z-inventory:client:searchPlayer", serverId)
```

### openStash

Opens a stash.

```lua
TriggerEvent("oph3z-inventory:client:openStash", "evidence_locker")
```

### closeInventory

Closes the inventory if it is open.

```lua
TriggerEvent("oph3z-inventory:client:closeInventory")
```

### holsterWeapon

Holsters the weapon in the player's hand and saves its data - ammo and durability are reported to the server exactly like a manual holster.

```lua
TriggerEvent("oph3z-inventory:client:holsterWeapon")
```

### setCurrentWeapon

Gives the ped a weapon that does **not** exist in their inventory - job gear, a fire extinguisher, a training range gun. The weapon is temporary: it is never saved, can never enter the inventory, and is removed automatically when a real inventory weapon is drawn. Fire the event with `nil` to remove it yourself. The optional second argument sets the ammo (default 250).

```lua
TriggerEvent("oph3z-inventory:client:setCurrentWeapon", "weapon_fireextinguisher")
TriggerEvent("oph3z-inventory:client:setCurrentWeapon", "weapon_pistol", 50)
TriggerEvent("oph3z-inventory:client:setCurrentWeapon", nil)
```

### resetClothing

Trigger this after applying a full skin so the inventory re-dresses the ped with the worn items - used by appearance scripts, see the clothing bridge page.

```lua
TriggerEvent("oph3z-inventory:resetClothing")
```

### equipChanged

Fired on the owning player whenever one of their equipment slots changes - and once per worn slot when they join, so your script can restore state after a reconnect. The client side of the parachute/radio pattern above.

```lua
RegisterNetEvent("oph3z-inventory:client:equipChanged", function(slot, entry)
    -- entry = { name, amount, metadata }, or nil when taken off
end)
```

### portionConsumed

Fired on the player who took a bite or sip, with the same data as the server event - for client-side effects like screen wobble per sip of alcohol.

```lua
RegisterNetEvent("oph3z-inventory:client:portionConsumed", function(name, data) end)
```

### craftNodeUnlocked

Fired on the player who bought a skill tree node - for client-side perk effects and notifications.

```lua
RegisterNetEvent("oph3z-inventory:client:craftNodeUnlocked", function(stationId, nodeId, data) end)
```
