diff --git a/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs b/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs index e82c351a71..c9849d9934 100644 --- a/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs +++ b/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs @@ -250,12 +250,12 @@ namespace OpenRA.Mods.Common.Widgets // Check if selecting actors on the screen has selected new units if (ownUnitsOnScreen.Count > World.Selection.Actors.Count()) - Game.Debug("Selected across screen"); + Game.AddChatLine(Color.White, "Battlefield Control", "Selected across screen"); else { // Select actors in the world that have highest selection priority ownUnitsOnScreen = SelectActorsInWorld(World, null, player).SubsetWithHighestSelectionPriority().ToList(); - Game.Debug("Selected across map"); + Game.AddChatLine(Color.White, "Battlefield Control", "Selected across map"); } World.Selection.Combine(World, ownUnitsOnScreen, false, false); @@ -276,12 +276,12 @@ namespace OpenRA.Mods.Common.Widgets // Check if selecting actors on the screen has selected new units if (newSelection.Count > World.Selection.Actors.Count()) - Game.Debug("Selected across screen"); + Game.AddChatLine(Color.White, "Battlefield Control", "Selected across screen"); else { // Select actors in the world that have the same selection class as one of the already selected actors newSelection = SelectActorsInWorld(World, selectedClasses, player).ToList(); - Game.Debug("Selected across map"); + Game.AddChatLine(Color.White, "Battlefield Control", "Selected across map"); } World.Selection.Combine(World, newSelection, true, false);