Refactor per-player shrouds & fix shellmap shroud.
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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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