Refactor per-player shrouds & fix shellmap shroud.
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.RA.Buildings
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public void RenderBeforeWorld(WorldRenderer wr, Actor self)
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return;
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wr.DrawRangeCircleWithContrast(
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA.Buildings
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public float GetValue()
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{
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// Visible to player and allies
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if (self.World.RenderedPlayer != null && self.Owner.Stances[self.World.RenderedPlayer] != Stance.Ally)
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0f;
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// Ready or delay disabled
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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continue;
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if (!world.RenderedShroud.IsExplored(kv.Key))
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if (world.ShroudObscures(kv.Key))
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continue;
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bibSprites[kv.Value.type - 1][kv.Value.index].DrawAt(wr, kv.Key.ToPPos().ToFloat2(), "terrain");
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