Fix players being able to manually attack invisible structures
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@@ -29,7 +29,7 @@ namespace OpenRA.Orders
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else
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else
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{
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
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.WithHighestSelectionPriority();
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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}
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@@ -73,7 +73,7 @@ namespace OpenRA.Orders
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else
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else
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{
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
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.WithHighestSelectionPriority();
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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}
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