More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer can observe, removing the need to explicitly twiddle a dirty flag between objects. Shroud disabling is now done via RenderPlayer, so enabling the cheat or winning/losing will now give vis equivalent to an observer.
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@@ -127,7 +127,8 @@ namespace OpenRA.Graphics
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(this, world);
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shroudRenderer.Draw(this, world.RenderPlayer);
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var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
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shroudRenderer.Draw(this, renderShroud);
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Game.Renderer.DisableScissor();
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foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
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