//dummy action. Unfold 'looped action' canceled from elswhere class ActionFoldMap: ActionBase { void ActionFoldMap() { m_Text = "#fold_map"; } override bool IsInstant() { return true; } override void CreateConditionComponents() { m_ConditionItem = new CCINonRuined; m_ConditionTarget = new CCTNone; } override bool HasTarget() { return false; } override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) { if (player.m_hac && player.IsMapOpen()) { return true; } return false; } override int GetActionCategory() { return AC_SINGLE_USE; } };