Make attack moving and guarding use a grouped order
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@@ -117,8 +117,7 @@ namespace OpenRA.Mods.Common.Traits
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// Cells outside the playable area should be clamped to the edge for consistency with move orders
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cell = world.Map.Clamp(cell);
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foreach (var s in subjects)
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yield return new Order(orderName, s.Actor, Target.FromCell(world, cell), queued);
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yield return new Order(orderName, null, Target.FromCell(world, cell), queued, null, subjects.Select(s => s.Actor).ToArray());
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}
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}
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