5 m_Text =
"#switch_to_next_material";
8 override void CreateConditionComponents()
14 override bool IsInstant()
19 override bool RemoveForceTargetAfterUse()
24 override bool UseAcknowledgment()
29 override typename GetInputType()
37 if ( target_entity && target_entity.CanUseConstruction() )
40 if(!base_building.IsPlayerInside(player,
""))
45 string main_part_name = target_entity.GetActionComponentName( target.GetComponentIndex() );
46 construction_action_data.RefreshAttachmentsToDetach( target_entity, main_part_name );
48 if ( construction_action_data.GetAttachmentsToDetachCount() > 1 )
59 super.Start( action_data );
63 construction_action_data.SetNextAttachmentIndex();