Creating Items
To register a new item with xInventory, you can use the xInventory.RegisterItem(id, name, cat, model, nodrop, usefunc, dropfunc) function, with the following arguments:
ID: Unique identifier of the item. For weapons/entities this should be set to the class name
Name: Display name for the item
Category: Name of the category for the item (categories in sh_config.lua) - set this to nil or false to use "Other"
Model: Item model override (if no model is provided, the entity/weapon model will be used in the menu)
NoDrop: Set to true to prevent users from dropping this item
UseFunc: Function for "using" the item - this does not need to be set for weapons or entities that should simply be "dropped"
DropFunc: Override drop function