Refactor per-player shrouds & fix shellmap shroud.
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@@ -93,8 +93,8 @@ namespace OpenRA.Mods.RA
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var conPos = WPos.Average(positions[i], positions[i-1], positions[i-2], positions[i-3]);
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var nextPos = WPos.Average(positions[i-1], positions[i-2], positions[i-3], positions[i-4]);
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if (self.World.RenderedShroud.IsVisible(new CPos(conPos)) ||
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self.World.RenderedShroud.IsVisible(new CPos(nextPos)))
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if (!self.World.FogObscures(new CPos(conPos)) &&
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!self.World.FogObscures(new CPos(nextPos)))
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{
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Game.Renderer.WorldLineRenderer.DrawLine(wr.ScreenPosition(conPos), wr.ScreenPosition(nextPos), trailStart, trailEnd);
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