Refactor per-player shrouds & fix shellmap shroud.
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@@ -139,7 +139,7 @@ namespace OpenRA.Graphics
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foreach (var t in world.ActorsWithTrait<IRadarSignature>())
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{
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if (!world.RenderedShroud.IsVisible(t.Actor))
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if (world.ShroudObscures(t.Actor))
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continue;
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var color = t.Trait.RadarSignatureColor(t.Actor);
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@@ -158,7 +158,7 @@ namespace OpenRA.Graphics
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var map = world.Map;
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var size = Exts.NextPowerOf2(Math.Max(map.Bounds.Width, map.Bounds.Height));
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var bitmap = new Bitmap(size, size);
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if (world.RenderedShroud.Disabled)
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if (world.RenderPlayer == null)
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return bitmap;
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var bitmapData = bitmap.LockBits(bitmap.Bounds(),
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@@ -174,11 +174,10 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Bounds.Width; x++)
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for (var y = 0; y < map.Bounds.Height; y++)
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{
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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if (!world.RenderedShroud.IsExplored(mapX, mapY))
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var p = new CPos(x + map.Bounds.Left, y + map.Bounds.Top);
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if (world.ShroudObscures(p))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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else if (!world.RenderedShroud.IsVisible(mapX,mapY))
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else if (world.FogObscures(p))
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*(c + (y * bitmapData.Stride >> 2) + x) = fog;
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}
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}
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