44 {
46 if ( target_entity && target_entity.CanUseConstruction() )
47 {
50 return false;
51
52 ConstructionActionData construction_action_data = player.GetConstructionActionData();
53 string main_part_name = target_entity.GetActionComponentName( target.GetComponentIndex() );
54
56 {
58 }
60
61 if ( attachment && player.GetInventory().CanAddEntityIntoHands( attachment ) && attachment.GetHierarchyRootPlayer() != player )
62 {
63 return true;
64 }
65 }
66
67 return false;
68 }
override bool IsPlayerInside(PlayerBase player, string selection)
EntityAI GetActualAttachmentToDetach()
void RefreshAttachmentsToDetach(EntityAI target, string main_part_name)