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