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Currency refactor - #10
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Port Currencies from the gamemode to the Framework, built on the component inventories. - Currencies feature: CurrencyService (balance, give, take with change, exact bills), PaymentService and PendingPayment for /pay and /acceptpay, cash HUD updates on OnPlayerCashUpdate and OnCharacterSelected. Payments are cancelled when a player disconnects. - /givemoney (Admin): takes a currency code, gives to the target player and reports when the bills can't make up the amount. - Inventories: fix GetItemInventory (wallet contents were never found), AddItem always returning false (duplicated items on Transfer), inverted stacking and amount checks in FindItem, and ItemAdditionalData.Equals comparing one side only. Add wallet and skin helpers, and implement "Set As Default" and "Wear" in the dialog. - Character.GetWallet falls back to the first wallet, then the inventory. - BaseManager/ItemManager: compare sync times in UTC so database changes are loaded again, skip self-created rows, reload components in place without losing unsaved changes or child items, and log errors. - Permissions: /givepermissiongroup reloads the target's permissions instead of clearing them. - /inventory no longer crashes while the inventory isn't loaded.
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Port Currencies from the gamemode to the Framework, built on the component inventories.