Attach/detach mod

I can't add json entity to keybindings.json.
Mod add possibility to attach/detach parts with "ATTACH" flag with wrench and wheels with wrench and jack. After removing vehicle part become slot for part.
@Reaper42 said:
> No, because there is not checks part in it.

Huh? I have no idea what you mean.

Look, I know there's a language barrier here, but I really can't tell what you're trying to say. My first guess was that you meant `cant_do('t')` doesn't have any checks in it, but of course it does. Your diff shows:

```diff
@@ -383,6 +386,11 @@ task_reason veh_interact::cant_do (char mode)
...
+    case 't': // attach/detach
+        enough_morale = g->u.morale_level() >= MIN_MORALE_CRAFT;
+        valid_target = cpart >= 0;
+        has_tools = has_wrench || can_remove_wheel;
+        break;
```

That's something you wrote, so of course you're aware of it. It can't be what you were trying to tell me.

There was a second way I could parse it -- as a claim that setting `enabled[7]` doesn't make any difference. But it does:

```C++
        for (size_t i = 0; i < actions.size(); i++) {
            shortcut_print(w_mode, 0, pos[i] + spacing * i + shift,
                           enabled[i]? c_ltgray : c_dkgray, enabled[i]? c_ltgreen : c_green,
                           actions[i]);
        }
```

It's technically feasible you'd missed that `enabled[i]` is used to determine whether it shows as "active" (light gray with light green accelerator key) or "inactive" (dark gray with dark green accelerator key). On the other hand, you were looking at that code fairly recently, and you must've noticed it, so in all honesty I can't imagine that's what you were trying to tell me, either.

So, since I've clearly failed to understand what you meant, would you be willing to try rephrasing?