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# How It Works

Technical overview of the drop flow and security.

## Drop interception

The script registers an ox\_inventory `swapItems` hook. When a player drags an item to the ground, the hook cancels the default bag drop and tells the client to hold the item instead. The item **stays in the inventory** until it is thrown or placed.

## Server-side validation

On every action the server checks that:

* the player still has the item in the same slot (no duplication),
* the distance is valid (throw origin, place position, pickup, hand-over),
* the target player has inventory space,
* cooldowns and the global drop limit are respected.

Item metadata (weapon serials, ammo, durability, custom labels) is preserved.

## Sync

Ground items are stored on the server and sent to players in the same routing bucket. Each client spawns them as **local objects** only within the render distance, so they do not create networked entities. Thrown items are simulated locally for everyone nearby, then replaced with the final position reported by the thrower.

## Persistence

With `Config.Persist = true`, ground items are saved to the resource KVP and restored after a restart. Expired items are removed automatically.


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