Remove WorldRenderer argument from InputOverridesSelection.
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@@ -63,7 +63,7 @@ namespace OpenRA.Orders
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return world.Map.Contains(cell) ? Cursor : "generic-blocked";
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return world.Map.Contains(cell) ? Cursor : "generic-blocked";
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}
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}
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public override bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
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public override bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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{
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// Custom order generators always override selection
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// Custom order generators always override selection
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return true;
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return true;
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@@ -90,7 +90,7 @@ namespace OpenRA.Orders
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bool IOrderGenerator.HandleKeyPress(KeyInput e) { return false; }
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bool IOrderGenerator.HandleKeyPress(KeyInput e) { return false; }
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// Used for classic mouse orders, determines whether or not action at xy is move or select
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// Used for classic mouse orders, determines whether or not action at xy is move or select
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public virtual bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
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public virtual bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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{
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var actor = world.ScreenMap.ActorsAtMouse(xy)
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var actor = world.ScreenMap.ActorsAtMouse(xy)
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.Where(a => !a.Actor.IsDead)
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.Where(a => !a.Actor.IsDead)
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@@ -142,7 +142,7 @@ namespace OpenRA.Mods.Common.Traits
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return prefix + "-blocked";
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return prefix + "-blocked";
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}
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}
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public override bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
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public override bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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{
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// Custom order generators always override selection
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// Custom order generators always override selection
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return true;
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return true;
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@@ -110,7 +110,7 @@ namespace OpenRA.Mods.Common.Widgets
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var selectableActor = World.ScreenMap.ActorsAtMouse(mousePos).Select(a => a.Actor).Any(x =>
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var selectableActor = World.ScreenMap.ActorsAtMouse(mousePos).Select(a => a.Actor).Any(x =>
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x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x)));
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x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x)));
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if (!selectableActor || uog.InputOverridesSelection(worldRenderer, World, mousePos, mi))
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if (!selectableActor || uog.InputOverridesSelection(World, mousePos, mi))
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{
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{
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// Order units instead of selecting
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// Order units instead of selecting
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ApplyOrders(World, mi);
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ApplyOrders(World, mi);
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