priority-based selection
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@@ -65,13 +65,9 @@ namespace OpenRa.Game
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{
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if (!(orderGenerator is PlaceBuilding))
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{
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if (dragStart != xy)
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orderGenerator = new UnitOrderGenerator(
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Game.SelectUnitsInBox(Game.CellSize * dragStart, Game.CellSize * xy));
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else
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orderGenerator = new UnitOrderGenerator(
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Game.SelectUnitOrBuilding(Game.CellSize * xy));
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orderGenerator = new UnitOrderGenerator(
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Game.SelectActorsInBox(Game.CellSize * dragStart, Game.CellSize * xy));
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var voicedUnit = ((UnitOrderGenerator)orderGenerator).selection
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.Select(a => a.traits.GetOrDefault<Mobile>())
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.Where(m => m != null && m.self.Owner == Game.LocalPlayer)
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@@ -114,7 +110,7 @@ namespace OpenRa.Game
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.Select(a => CursorForOrderString( a.OrderString, a.Subject, a.TargetLocation ))
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.FirstOrDefault(a => a != null) : null;
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return c ?? (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any() ? Cursor.Select : Cursor.Default);
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return c ?? (Game.SelectActorsInBox(Game.CellSize * dragEnd, Game.CellSize * dragEnd).Any() ? Cursor.Select : Cursor.Default);
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}
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Cursor CursorForOrderString( string s, Actor a, int2 location )
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