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# Selection reference


## GetCursorObjSel

Returns the closest object to the specified screen position or to the current position of the cursor.

The objects which are tested are from the specified list.


object **GetCursorObjSel**(point screen_pos, table objects, [bool test_walkables])
point screen_pos
: Screen position. Game cursor by default.

table objects
: list of objects to be tested

bool test_walkables
: test objects walkable surfaces (false by default)

_returns_ object
: the object on the specified screen position


## GetPreciseCursorObj

Get the solid and transparent objects with efSelectable enum flag below the cursor. Parent objects are returned when the objects are attached.


object, object **GetPreciseCursorObj**()
_returns_ object, object
: the first object is the solid object below the cursor, the second object is a transparent object (dome glass) or the first object.


## GetTerrainCursor

Returns the point on the terrain where the cursor points currently.


point **GetTerrainCursor**([int border])
int border
: shrink terrain bounds (0 by default)

_returns_ point
: the terrain point where the cursor points currently clamped in the shrinked bounds.


## GetTerrainCursorObj

Get the closest object to the specified screen position or current position of the cursor.


object **GetTerrainCursorObj**([point screen_pos])
point screen_pos
: Screen position. Game cursor by default.

_returns_ object
: the object on the specified screen position


## GetTerrainCursorObjSel

Get the closest object with efSelectable enum flag to the specified screen position or current position of the cursor.


object **GetTerrainCursorObjSel**([point screen_pos])
point screen_pos
: Screen position. Game cursor by default.

_returns_ object
: the object on the specified screen position


## GetTerrainCursorXY

Returns the point on the terrain on the specified screen position.


point **GetTerrainCursorXY**(point screen_pos, [int border])
point screen_pos
: screen position

int border
: shrink terrain bounds (0 by default)

_returns_ point
: point on the terrain on the specified screen position clamped in the shrinked bounds.


## GetTerrainGamepadCursor

Returns the point on the terrain where the gamepad cursor points currently.


point **GetTerrainGamepadCursor**([int border])
int border
: shrink terrain bounds (0 by default).

_returns_ point
: the terrain point where the gamepad cursor points currently clamped in the shrinked bounds.




## SelectObj

Select object in the game. Clear the current selection if no object is passed.


void **SelectObj**(object obj)

## SelectionGamepadObj

Gets the object that would be selected on the current gamepad position by default.

Also returns the original selected object without selection propagation.


object, object **SelectionGamepadObj**()

## SelectionMouseObj

Gets the object that would be selected on the current mouse cursor position by default.

Also returns the original selected object without selection propagation.


object, object **SelectionMouseObj**()

## SelectionPropagate

Gets the parent or another associated selectable object or the object itself


object **SelectionPropagate**(object obj)

## ViewAndSelectObject

Select object in the game and points the camera towards it.


void **ViewAndSelectObject**(object obj)




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