Always render actor selection boxes.
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@@ -107,6 +107,11 @@ namespace OpenRA.Graphics
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foreach (var t in a.TraitsImplementing<IPostRender>())
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t.RenderAfterWorld(this, a);
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld(this, a);
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(this, world);
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@@ -77,15 +77,7 @@ namespace OpenRA.Orders
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Game.Renderer.Flush();
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}
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld(wr, a);
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Game.Renderer.Flush();
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}
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public void RenderAfterWorld(WorldRenderer wr, World world) {}
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public string GetCursor(World world, int2 xy, MouseInput mi) { return world.Map.IsInMap(xy) ? cursor : "generic-blocked"; }
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}
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@@ -90,12 +90,7 @@ namespace OpenRA.Orders
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custom.RenderAfterWorld(wr, world);
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return;
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}
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld( wr, a );
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Game.Renderer.Flush();
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}
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