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
55
57 {
59 }
61
62 if ( attachment && player.GetInventory().CanAddEntityIntoHands( attachment ) && attachment.GetHierarchyRootPlayer() != player )
63 {
64 return true;
65 }
66 }
67
68 return false;
69 }
override bool IsPlayerInside(PlayerBase player, string selection)
EntityAI GetActualAttachmentToDetach()
void RefreshAttachmentsToDetach(EntityAI target, string main_part_name)
proto native CGame GetGame()