move order button hotkey logic to ingame chrome logic
removes power-down again from cnc mod as it is not wanted there
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@@ -53,6 +53,11 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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objectivesButton.IsVisible = () => world.LocalPlayer != null;
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objectivesButton.IsVisible = () => world.LocalPlayer != null;
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}
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}
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var moneybin = gameRoot.Get("INGAME_MONEY_BIN");
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moneybin.Get<OrderButtonWidget>("SELL").Key = Game.Settings.Keys.SellKey;
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moneybin.Get<OrderButtonWidget>("POWER_DOWN").Key = Game.Settings.Keys.PowerDownKey;
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moneybin.Get<OrderButtonWidget>("REPAIR").Key = Game.Settings.Keys.RepairKey;
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optionsBG.Get<ButtonWidget>("DISCONNECT").OnClick = () => LeaveGame(optionsBG, world);
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optionsBG.Get<ButtonWidget>("DISCONNECT").OnClick = () => LeaveGame(optionsBG, world);
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optionsBG.Get<ButtonWidget>("SETTINGS").OnClick = () => Ui.OpenWindow("SETTINGS_MENU");
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optionsBG.Get<ButtonWidget>("SETTINGS").OnClick = () => Ui.OpenWindow("SETTINGS_MENU");
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@@ -41,6 +41,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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{
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{
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w.Pressed = () => world.OrderGenerator is T;
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w.Pressed = () => world.OrderGenerator is T;
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w.OnMouseDown = mi => world.ToggleInputMode<T>();
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w.OnMouseDown = mi => world.ToggleInputMode<T>();
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w.OnKeyPress = ki => world.ToggleInputMode<T>();
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}
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}
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}
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}
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}
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}
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@@ -53,15 +53,6 @@ namespace OpenRA.Mods.RA.Widgets
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if (e.KeyName == Game.Settings.Keys.ToSelectionKey)
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if (e.KeyName == Game.Settings.Keys.ToSelectionKey)
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return ToSelection();
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return ToSelection();
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if (e.KeyName == Game.Settings.Keys.SellKey)
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return PerformSwitchToSellMode();
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if (e.KeyName == Game.Settings.Keys.PowerDownKey)
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return PerformSwitchToPowerDownMode();
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if (e.KeyName == Game.Settings.Keys.RepairKey)
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return PerformSwitchToRepairMode();
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if (!World.Selection.Actors.Any()) // Put all functions, that are no unit-functions, before this line!
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if (!World.Selection.Actors.Any()) // Put all functions, that are no unit-functions, before this line!
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return false;
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return false;
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@@ -196,23 +187,5 @@ namespace OpenRA.Mods.RA.Widgets
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Game.viewport.Center(World.Selection.Actors);
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Game.viewport.Center(World.Selection.Actors);
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return true;
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return true;
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}
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}
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bool PerformSwitchToSellMode()
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{
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World.ToggleInputMode<SellOrderGenerator>();
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return true;
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}
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bool PerformSwitchToPowerDownMode()
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{
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World.ToggleInputMode<PowerDownOrderGenerator>();
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return true;
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}
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bool PerformSwitchToRepairMode()
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{
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World.ToggleInputMode<RepairOrderGenerator>();
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return true;
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}
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}
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}
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}
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}
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