Refactor per-player shrouds & fix shellmap shroud.
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@@ -160,7 +160,8 @@ namespace OpenRA.Mods.RA.Effects
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var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
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var pos = float2.Lerp(Args.src.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
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if (Args.firedBy.World.RenderedShroud.IsVisible(((PPos) pos.ToInt2()).ToCPos()))
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var cell = ((PPos)pos.ToInt2()).ToCPos();
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if (!Args.firedBy.World.FogObscures(cell))
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{
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if (Info.High || Info.Angle > 0)
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{
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