Track LocalMods as part of monolith
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Executable
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local findtarget = {}
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-- findowner
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findtarget.FindClientCharacter = function(character)
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if CLIENT then return nil end
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for key, value in pairs(Client.ClientList) do
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if value.Character == character then
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return value
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end
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end
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end
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findtarget.cursor_pos = Vector2(0, 0)
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findtarget.cursor_updated = false
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local function FindClosestItem(submarine, position)
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local closest = nil
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for key, value in pairs(submarine and submarine.GetItems(false) or Item.ItemList) do
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if value.Linkable and not value.HasTag("notlualinkable") and not value.HasTag("crate") and not value.HasTag("ammobox") and not value.HasTag("door") and not value.HasTag("smgammo") and not value.HasTag("hmgammo") and value.NonInteractable == false then
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-- check if placable or if it does not have holdable component
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local check_if_p_or_nh = false
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local holdable = value.GetComponentString("Holdable")
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if holdable == nil then
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check_if_p_or_nh = true
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else
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if holdable.attachable == true then
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check_if_p_or_nh = true
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end
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end
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if check_if_p_or_nh == true then
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if Vector2.Distance(position, value.WorldPosition) < 100 then
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if closest == nil then closest = value end
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if Vector2.Distance(position, value.WorldPosition) <
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Vector2.Distance(position, closest.WorldPosition) then
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-- this should prevent items that are inside inventories from being linkable
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if value.ParentInventory == nil then
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closest = value
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end
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end
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end
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end
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end
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end
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return closest
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end
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findtarget.findtarget = function(item)
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if CLIENT and Game.IsMultiplayer then
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-- for better accuracy
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local client_cursor_pos = (item.ParentInventory.Owner).CursorWorldPosition
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local msg = Networking.Start("lualinker.clientsidevalue")
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msg.WriteSingle(client_cursor_pos.X)
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msg.WriteSingle(client_cursor_pos.Y)
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Networking.Send(msg)
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return
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end
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-- SinglePlayer
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if not Game.IsMultiplayer then
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findtarget.cursor_pos = item.ParentInventory.Owner.CursorWorldPosition
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end
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-- fallback
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if not findtarget.cursor_updated and Game.IsMultiplayer then
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findtarget.cursor_pos = item.WorldPosition
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end
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if item.ParentInventory == nil or item.ParentInventory.Owner == nil then return end
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local target = FindClosestItem(item.Submarine, findtarget.cursor_pos)
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return target
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end
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Networking.Receive("lualinker.clientsidevalue", function(msg)
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local position = Vector2(msg.ReadSingle(), msg.ReadSingle())
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findtarget.cursor_pos = position
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findtarget.cursor_updated = true
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end)
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return findtarget
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