# 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) (insert footer.md.html here)