17 {
19 {
20 if (!CfgGameplayHandler.GetUse3DMap())
21 {
22 g_Game.GetMission().RemoveActiveInputExcludes({
"map"},
false);
23 }
24 else
25 {
26 g_Game.GetMission().RemoveActiveInputExcludes({
"loopedactions"},
false);
27 }
28 g_Game.GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
29 }
30
32 return;
33
34 ItemMap chernomap = ItemMap.Cast(
m_ActionData.m_Player.GetItemInHands());
36 {
38 }
39 }