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GetWorldItemsNear

The level’s loose item slots around a point - what each holds and whether it is taken.

Every item slot of the level’s tables export within the radius, nearest first, at most max (100, up to 1000): its key, the item class it holds, its place, and whether its item is taken now. A mode’s view of a house’s, a stall’s or a shrine’s things - to price a theft, to guard a table, to put things back. Empty when the server runs without the tables export.

GetWorldItemsNear(x, y, z, radius [, max])
Parameter Type
x number the point, metres
y number
z number
radius number metres
max number the most to list (100) (optional)

table - a list of {key=, class=, x=, y=, z=, taken=, interactable=} (interactable false while SetWorldItemInteractable has the slot switched off)

local x, y, z = GetPlayerPos(pid)
local missing = 0
for _, slot in ipairs(GetWorldItemsNear(x, y, z, 10)) do
if slot.taken then missing = missing + 1 end
end
SendClientMessage(pid, COLOR_SERVER, missing .. " thing(s) are missing from this house")

ResetWorldItem · GetWorldItem · GetNearestWorldItem · SetWorldItemInteractable · the Doors and containers group of the index