Disable the attack-move and guard cursor for units which can't auto-target
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@@ -100,7 +100,7 @@ namespace OpenRA.Mods.Common.Widgets
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bool PerformAttackMove()
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bool PerformAttackMove()
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{
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{
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var actors = world.Selection.Actors
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var actors = world.Selection.Actors
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.Where(a => a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<AttackMoveInfo>())
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.Where(a => a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>())
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.ToArray();
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.ToArray();
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if (actors.Any())
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if (actors.Any())
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@@ -183,7 +183,7 @@ namespace OpenRA.Mods.Common.Widgets
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bool PerformGuard()
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bool PerformGuard()
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{
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{
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var actors = world.Selection.Actors
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var actors = world.Selection.Actors
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.Where(a => !a.Disposed && a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<GuardInfo>());
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.Where(a => !a.Disposed && a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>());
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if (actors.Any())
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if (actors.Any())
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world.OrderGenerator = new GuardOrderGenerator(actors,
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world.OrderGenerator = new GuardOrderGenerator(actors,
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