Move MapVisibility to MapPreview.
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@@ -104,7 +104,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var hasCampaign = Game.ModData.Manifest.Missions.Any();
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var hasMissions = Game.ModData.MapCache
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.Any(p => p.Status == MapStatus.Available && p.Map.Visibility.HasFlag(MapVisibility.MissionSelector));
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.Any(p => p.Status == MapStatus.Available && p.Visibility.HasFlag(MapVisibility.MissionSelector));
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missionsButton.Disabled = !hasCampaign && !hasMissions;
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@@ -143,7 +143,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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void RefreshMaps(MapClassification tab, MapVisibility filter)
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{
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tabMaps[tab] = Game.ModData.MapCache.Where(m => m.Status == MapStatus.Available &&
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m.Class == tab && (m.Map.Visibility & filter) != 0).ToArray();
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m.Class == tab && (m.Visibility & filter) != 0).ToArray();
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}
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void SetupMapTab(MapClassification tab, MapVisibility filter, string tabButtonName, string tabContainerName, ScrollItemWidget itemTemplate)
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@@ -114,7 +114,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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// Add an additional group for loose missions
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var looseMissions = modData.MapCache
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.Where(p => p.Status == MapStatus.Available && p.Map.Visibility.HasFlag(MapVisibility.MissionSelector) && !allMaps.Contains(p.Map))
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.Where(p => p.Status == MapStatus.Available && p.Visibility.HasFlag(MapVisibility.MissionSelector) && !allMaps.Contains(p.Map))
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.Select(p => p.Map);
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if (looseMissions.Any())
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