ShroudRenderer, fix, render Shroud if fog disabled.
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@@ -441,7 +441,7 @@ namespace OpenRA.Traits
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if (Disabled)
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{
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if (FogEnabled)
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if (fogEnabled)
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{
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// Shroud disabled, Fog enabled
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if (resolvedType.Contains(puv))
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@@ -457,7 +457,7 @@ namespace OpenRA.Traits
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}
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else
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{
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if (FogEnabled)
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if (fogEnabled)
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{
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// Shroud and Fog enabled
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if (resolvedType.Contains(puv))
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@@ -280,7 +280,7 @@ namespace OpenRA.Mods.Common.Traits
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var cv = cellVisibility(puv);
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// If a cell is covered by shroud, then all neigbhors are covered by shroud and fog.
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if (cv == Shroud.CellVisibility.Hidden)
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if (!cv.HasFlag(Shroud.CellVisibility.Explored))
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return notVisibleEdgesPair;
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var ncv = GetNeighborsVisbility(puv);
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@@ -288,7 +288,7 @@ namespace OpenRA.Mods.Common.Traits
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// If a cell is covered by fog, then all neigbhors are as well.
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var edgesFog = cv.HasFlag(Shroud.CellVisibility.Visible) ? GetEdges(ncv, Shroud.CellVisibility.Visible) : notVisibleEdgesPair.Item2;
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var edgesShroud = GetEdges(ncv, Shroud.CellVisibility.Explored | Shroud.CellVisibility.Visible);
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var edgesShroud = GetEdges(ncv, Shroud.CellVisibility.Explored);
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return (edgesShroud, edgesFog);
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}
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@@ -255,7 +255,7 @@ namespace OpenRA.Mods.Common.Widgets
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{
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var color = 0;
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var cv = currentPlayer.Shroud.GetVisibility(puv);
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if (cv == Shroud.CellVisibility.Hidden)
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if (!cv.HasFlag(Shroud.CellVisibility.Explored))
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color = ColorShroud;
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else if (!cv.HasFlag(Shroud.CellVisibility.Visible))
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color = ColorFog;
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