fixed up some chronoshift consistency crap
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@@ -17,7 +17,7 @@ namespace OpenRa.Orders
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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{
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if (mi.Button == MouseButton.Left)
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if (mi.Button == MouseButton.Right)
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{
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{
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Game.controller.CancelInputMode();
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Game.controller.CancelInputMode();
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yield break;
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yield break;
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@@ -20,7 +20,7 @@ namespace OpenRa.Orders
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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{
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if (mi.Button == MouseButton.Left)
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if (mi.Button == MouseButton.Right)
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{
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{
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var loc = mi.Location + Game.viewport.Location;
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = world.FindUnits(loc, loc)
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var underCursor = world.FindUnits(loc, loc)
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@@ -40,9 +40,8 @@ namespace OpenRa.Orders
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var hasChronosphere = world.Actors
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var hasChronosphere = world.Actors
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.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
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.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
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// HACK: re-enable this
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if (!hasChronosphere)
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//if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// Game.controller.CancelInputMode();
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}
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}
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public void Render( World world ) { }
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public void Render( World world ) { }
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@@ -28,10 +28,7 @@ namespace OpenRa.Traits
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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{
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{
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if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
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if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
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{
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(order.TargetActor);
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(order.TargetActor);
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Sound.Play("slcttgt1.aud");
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}
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if (order.OrderString == "ChronosphereFinish")
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if (order.OrderString == "ChronosphereFinish")
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{
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{
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