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pushActionMap

Definition


-- @/lua/ge/ge_utils.lua:813

function pushActionMap (map)
  local o = scenetree[map .. "ActionMap"]
  if o then return o:push() end
  return false
end

Callers

@/lua/ge/extensions/career/modules/fuel.lua
  gasStation = _gasStation
  pushActionMap("Refueling")
  core_vehicleBridge.executeAction(getPlayerVehicle(0), 'setIgnitionLevel', 0)
@/lua/ge/extensions/ui/liveryEditor/layerEdit.lua

    pushActionMap("LiveryEditorTransform")
  else
  if isUseMouse then
    pushActionMap("LiveryEditorTransformStamp")
  else
  if api.isUseMousePos() then
    pushActionMap("LiveryEditorTransformStamp")
  end
  end
  pushActionMap("LiveryEditorTransform")
  showCursor(true)
@/lua/ge/extensions/flowgraph/nodes/activity/requestAbandon.lua
  self.reset = false
  --pushActionMap("FlowgraphControls")
end
@/lua/ge/extensions/editor/assetBrowser.lua
  if windowName == assetBrowserWindowName then
    pushActionMap("AssetBrowser")
  end
@/lua/ge/extensions/flowgraph/nodes/events/controlsAction.lua
  self.atTime = -100
  pushActionMap("FlowgraphActions")
end
@/lua/ge/extensions/gameplay/garageMode.lua

  pushActionMap("GarageMode")
@/lua/ge/extensions/campaign/exploration.lua
  local state = M.state
  pushActionMap("ExplorationGeneral")
  if state.pendingSpawningData then
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
  if enabled then
    pushActionMap('RallyModeInteract')
  else
@/lua/ge/extensions/ui/liveryEditor/editMode.lua
-- M.activate = function()
--   pushActionMap("liveryEditorEditMode")
--   M.setActive(true)
@/lua/ge/extensions/editor/sceneTree.lua
      instance.focused = true
      pushActionMap("SceneTree")
      return
@/lua/ge/extensions/flowgraph/nodes/events/controlsReset.lua
  self.reset = false
  --pushActionMap("FlowgraphControls")
end
@/lua/ge/extensions/ui/liveryEditor/controls.lua
  M.useActionMap("transformStamp")
  -- pushActionMap(ACTION_MAPS.transformStamp)
  -- toggleActionMap(ACTION_MAPS.transform, false)
    -- dump("useActionMap", actionMap)
    pushActionMap(actionMap)
  end
@/lua/ge/extensions/flowgraph/nodes/util/pushActionMap.lua
  self.mapName = self.pinIn.name.value
  pushActionMap(self.mapName)
end
@/lua/ge/extensions/editor/flowgraph/main.lua
    --[[if im.IsWindowFocused(im.FocusedFlags_ChildWindows) then
      pushActionMap("FlowgraphMain")
      table.insert(editor.additionalActionMaps, "FlowgraphMain")
@/lua/ge/extensions/freeroam/bigMapMode.lua

  pushActionMap("BigMap")