Fix shroud hash updating. Fixes #6308.
This ensures that multiple Invalidations() in one tick will each update the shroud rendering.
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@@ -71,7 +71,12 @@ namespace OpenRA.Traits
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void Invalidate()
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{
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var oldHash = Hash;
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Hash = Sync.hash_player(self.Owner) + self.World.WorldTick * 3;
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// Invalidate may be called multiple times in one world tick, which is decoupled from rendering.
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if (oldHash == Hash)
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Hash += 1;
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}
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static IEnumerable<CPos> FindVisibleTiles(World world, CPos position, WRange radius)
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