Allow selecting multiple non-owned entities when control all is on.
(Not with dragging, since that would be hard to use, UX-wise.) It allows easier debugging; less switching between players. Differential revision: https://code.wildfiregames.com/D4477 Comments by: @asterix, @Silier, @Stan This was SVN commit r26327.
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@ -295,6 +295,7 @@ EntitySelection.prototype.checkRenamedEntities = function()
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*/
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EntitySelection.prototype.addList = function(ents, quiet, force = false, addFormationMembers = true)
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{
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force = force || g_SimState.players[g_ViewedPlayer]?.controlsAll;
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// If someone else's player is the sole selected unit, don't allow adding to the selection.
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const firstEntState = this.selected.size == 1 && GetEntityState(this.getFirstSelected());
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if (firstEntState && firstEntState.player != g_ViewedPlayer && !force)
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@ -317,7 +318,6 @@ EntitySelection.prototype.addList = function(ents, quiet, force = false, addForm
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let isUnowned = g_ViewedPlayer != -1 && entState.player != g_ViewedPlayer ||
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g_ViewedPlayer == -1 && entState.player == 0;
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// Don't add unowned entities to the list, unless a single entity was selected
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if (isUnowned && (ents.length > 1 || this.selected.size) && !force)
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continue;
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