'ComplexBuildCollideCheckClient' not suitable for this, due to missing context (looks into wrong varinats array); returns 'true' if collision does not block action
154 {
156 ConstructionActionData constructionActionData = player.GetConstructionActionData();
160
161 if (!part)
162 {
165 }
166 else
167 {
170 return false;
171
172 if (!construction.ConstructionDirectionCheck(player, part, EConstructionDirCheckType.INDOORS))
173 return false;
174 if (!construction.ConstructionInsiderBoxCheck(player, part))
175 return false;
176 if (player.GetInputController().CameraIsFreeLook())
177 return false;
178
179 if (baseBuilding)
180 {
181 bool boo;
183 return false;
184 }
185
186 if (player.IsPlacingLocal() || player.IsPlacingServer())
187 return false;
188
191
192 return !construction.IsCollidingEx(checkData);
193 }
194
195 return false;
196 }
void ConstructionBase(EntityAI parent)
void CollisionCheckData()
void ConstructionPart(string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array< string > required_parts)
override bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
override bool MustBeBuiltFromOutside()
ConstructionPart GetBuildPartInfoAtIndex(int idx)
void SetTarget(Object target)