fix retarded crash in WorldUtils.IsVisible
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@@ -154,7 +154,7 @@ namespace OpenRA
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return true;
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return true;
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var shroud = a.World.WorldActor.traits.Get<Shroud>();
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var shroud = a.World.WorldActor.traits.Get<Shroud>();
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if (!Shroud.GetVisOrigins(a).Any(o => shroud.exploredCells[o.X, o.Y])) // covered by shroud
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if (!Shroud.GetVisOrigins(a).Any(o => a.World.Map.IsInMap(o) && shroud.exploredCells[o.X, o.Y])) // covered by shroud
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return false;
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return false;
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var huf = a.traits.GetOrDefault<HiddenUnderFog>(); // hidden under fog
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var huf = a.traits.GetOrDefault<HiddenUnderFog>(); // hidden under fog
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