only use Self for internal self references
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@@ -41,7 +41,7 @@ namespace OpenRA.Orders
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.Where(o => o != null)
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.ToArray();
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var actorsInvolved = orders.Select(o => o.Self).Distinct();
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var actorsInvolved = orders.Select(o => o.Actor).Distinct();
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if (actorsInvolved.Any())
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yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false)
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{
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@@ -49,7 +49,7 @@ namespace OpenRA.Orders
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};
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foreach (var o in orders)
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yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Self, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift)));
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yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Actor, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift)));
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}
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public void Tick(World world) { }
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@@ -137,15 +137,15 @@ namespace OpenRA.Orders
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class UnitOrderResult
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{
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public readonly Actor Self;
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public readonly Actor Actor;
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public readonly IOrderTargeter Order;
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public readonly IIssueOrder Trait;
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public readonly string Cursor;
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public readonly Target Target;
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public UnitOrderResult(Actor self, IOrderTargeter order, IIssueOrder trait, string cursor, Target target)
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public UnitOrderResult(Actor actor, IOrderTargeter order, IIssueOrder trait, string cursor, Target target)
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{
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this.Self = self;
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this.Actor = actor;
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this.Order = order;
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this.Trait = trait;
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this.Cursor = cursor;
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