Refactor per-player shrouds & fix shellmap shroud.
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
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if (remainingTime > 0)
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return r;
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if (Cloaked && IsVisible(self.World.RenderedShroud, self))
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if (Cloaked && IsVisible(self, self.World.RenderPlayer))
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if (string.IsNullOrEmpty(info.Palette))
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return r;
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else
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@@ -97,17 +97,12 @@ namespace OpenRA.Mods.RA
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}
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}
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public bool IsVisible(Shroud s, Actor self)
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (!Cloaked)
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if (!Cloaked || self.Owner.IsAlliedWith(byPlayer))
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return true;
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if (s.Observing)
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return true;
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if (s.Owner != null)
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if (self.Owner == s.Owner || self.Owner.Stances[s.Owner] == Stance.Ally)
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return true;
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// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
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a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
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(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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