Merge pull request #11637 from abcdefg30/noMove

Fix the attack-move cursor appearing for units which can't attack-move
This commit is contained in:
Paul Chote
2016-09-04 11:06:58 +01:00
committed by GitHub

View File

@@ -103,7 +103,7 @@ namespace OpenRA.Mods.Common.Widgets
.Where(a => a.Owner == world.LocalPlayer)
.ToArray();
if (actors.Any())
if (actors.Any(a => a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
world.OrderGenerator = new GenericSelectTarget(actors,
"AttackMove", "attackmove", Game.Settings.Game.MouseButtonPreference.Action);
@@ -183,9 +183,9 @@ namespace OpenRA.Mods.Common.Widgets
bool PerformGuard()
{
var actors = world.Selection.Actors
.Where(a => !a.Disposed && a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<GuardInfo>());
.Where(a => !a.Disposed && a.Owner == world.LocalPlayer);
if (actors.Any())
if (actors.Any(a => a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
world.OrderGenerator = new GuardOrderGenerator(actors,
"Guard", "guard", Game.Settings.Game.MouseButtonPreference.Action);