Force selection cursor when selection overrides input.
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@@ -68,21 +68,27 @@ namespace OpenRA.Orders
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public virtual string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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var useSelect = false;
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var target = TargetForInput(world, cell, worldPixel, mi);
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var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
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if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
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(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
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useSelect = true;
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bool useSelect;
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if (Game.Settings.Game.UseClassicMouseStyle && !InputOverridesSelection(world, worldPixel, mi))
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useSelect = target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>();
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else
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{
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var ordersWithCursor = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
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.Where(o => o != null && o.Cursor != null);
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var ordersWithCursor = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
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.Where(o => o != null && o.Cursor != null);
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var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
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if (cursorOrder != null)
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return cursorOrder.Cursor;
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var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
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useSelect = target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
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(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any());
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}
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return cursorOrder != null ? cursorOrder.Cursor : (useSelect ? "select" : "default");
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return useSelect ? "select" : "default";
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}
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public void Deactivate() { }
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