Don't require a WorldRenderer to draw non-world-rendering widgets.
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@@ -20,14 +20,16 @@ namespace OpenRA.Widgets
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{
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public class WorldInteractionControllerWidget : Widget
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{
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readonly World world;
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readonly World world;
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readonly WorldRenderer worldRenderer;
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[ObjectCreator.UseCtor]
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public WorldInteractionControllerWidget( [ObjectCreator.Param] World world )
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public WorldInteractionControllerWidget([ObjectCreator.Param] World world, [ObjectCreator.Param] WorldRenderer worldRenderer)
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{
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this.world = world;
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this.world = world;
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this.worldRenderer = worldRenderer;
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}
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public override void DrawInner( WorldRenderer wr )
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public override void DrawInner()
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{
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var selbox = SelectionBox;
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if (selbox == null) return;
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@@ -40,9 +42,9 @@ namespace OpenRA.Widgets
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Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second))
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wr.DrawSelectionBox(u, Color.Yellow);
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worldRenderer.DrawSelectionBox(u, Color.Yellow);
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}
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float2 dragStart, dragEnd;
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