Invalidate shroud when enabling/disabled the shroud.
This ensures when shroud is toggled during a replay, the shroud renderer and radar update correctly.
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@@ -242,12 +242,12 @@ namespace OpenRA.Mods.Common.Traits
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shroud.CellsChanged += DirtyCells;
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// Needs the anonymous function to ensure the correct overload is chosen
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if (shroud != null && shroud.ShroudEnabled)
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if (shroud != null)
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visibleUnderShroud = puv => currentShroud.IsExplored(puv);
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else
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visibleUnderShroud = puv => map.Contains(puv);
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if (shroud != null && shroud.FogEnabled)
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if (shroud != null)
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visibleUnderFog = puv => currentShroud.IsVisible(puv);
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else
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visibleUnderFog = puv => map.Contains(puv);
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