CompletePlayerConsumableUse

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Revision as of 14:06, 8 September 2026 by QCherry (talk | contribs) (Clarify GothicRP consumable persistence ownership)
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completePlayerConsumableUse

AVAILABLE FROM UPDATE 0.1.2
This function is available in G1R:MP 0.1.2 and later. The contract below includes the compatibility guarantees introduced in that update.

Completes or rejects a pending authoritative consumable inventory commit after the resource has persisted its result.

Syntax

bool completePlayerConsumableUse(int playerId, int sequence, string commitKey, bool committed)

Parameters

Name Type Required Description
playerId int yes The connected player identifier.
sequence int yes The positive consumable-use sequence received by the resource.
commitKey string yes The non-empty commit key supplied for the same pending operation; maximum 96 bytes.
committed bool yes True after the inventory mutation was committed, or false after it was rejected or rolled back.

Returns

Returns true only when the matching pending completion is accepted; otherwise returns false.

Examples

Acknowledge a successfully persisted consumable use:

if not completePlayerConsumableUse(playerId, sequence, commitKey, true) then
    outputDebugString("Consumable commit acknowledgement was rejected", 1)
end

Notes

  • Available only in server-side resource scripts.
  • This is an internal transaction-completion capability for the bundled gothic_rp persistence workflow, not a general gameplay function.
  • The runtime accepts this call only when the calling resource is named exactly gothic_rp; every other resource receives false.
  • The player, sequence and commit key must match the pending server operation. Reusing values from a different operation is rejected.
  • Call it exactly once after the corresponding persistence result is known; do not use it to start a consumable animation or grant an effect.