Move DrawRollover to WICW.
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@@ -204,12 +204,6 @@ namespace OpenRA.Graphics
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Game.Renderer.Flush();
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}
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public void DrawRollover(Actor unit)
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{
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if (unit.Info.HasTraitInfo<SelectableInfo>())
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new SelectionBarsRenderable(unit, true, true).Render(this);
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}
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public void RefreshPalette()
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{
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palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
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@@ -33,13 +33,20 @@ namespace OpenRA.Widgets
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this.worldRenderer = worldRenderer;
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}
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void DrawRollover(Actor unit)
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{
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// TODO: Integrate this with SelectionDecorations to unhardcode the *Renderable
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if (unit.Info.HasTraitInfo<SelectableInfo>())
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new SelectionBarsRenderable(unit, true, true).Render(worldRenderer);
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}
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public override void Draw()
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{
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if (!IsDragging)
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{
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// Render actors under the mouse pointer
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foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition))
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worldRenderer.DrawRollover(u);
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DrawRollover(u);
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return;
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}
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@@ -48,7 +55,7 @@ namespace OpenRA.Widgets
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var selbox = SelectionBox;
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Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
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foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second))
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worldRenderer.DrawRollover(u);
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DrawRollover(u);
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}
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public override bool HandleMouseInput(MouseInput mi)
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