ActionAttachSeeds.c
class ActionAttachSeeds : ActionAttach
{
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
EntityAI targetEntity = EntityAI.Cast(target.GetObject());
if (targetEntity && !GardenBase.Cast(targetEntity) && item)
{
return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction();
}
return false;
}
}