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@@ -82,8 +82,9 @@ namespace OpenRA.Mods.Common.Widgets
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var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
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var multiClick = mi.MultiTapCount >= 2;
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var uog = World.OrderGenerator as UnitOrderGenerator;
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if (!(World.OrderGenerator is UnitOrderGenerator))
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if (uog == null)
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{
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ApplyOrders(World, mi);
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isDragging = false;
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@@ -101,8 +102,6 @@ namespace OpenRA.Mods.Common.Widgets
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}
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
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{
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if (World.OrderGenerator is UnitOrderGenerator)
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{
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if (useClassicMouseStyle && HasMouseFocus)
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{
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@@ -111,7 +110,6 @@ namespace OpenRA.Mods.Common.Widgets
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var selectableActor = World.ScreenMap.ActorsAtMouse(mousePos).Select(a => a.Actor).Any(x =>
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x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x)));
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var uog = (UnitOrderGenerator)World.OrderGenerator;
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if (!selectableActor || uog.InputOverridesSelection(worldRenderer, World, mousePos, mi))
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{
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// Order units instead of selecting
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@@ -157,7 +155,7 @@ namespace OpenRA.Mods.Common.Widgets
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// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
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// only by dragging an empty selection box.
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*/
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if (isDragging && (!(World.OrderGenerator is GenericSelectTarget) || IsValidDragbox))
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if (isDragging && (uog.ClearSelectionOnLeftClick || IsValidDragbox))
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{
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var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
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World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
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@@ -165,7 +163,6 @@ namespace OpenRA.Mods.Common.Widgets
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}
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World.CancelInputMode();
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}
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isDragging = false;
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YieldMouseFocus(mi);
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