Refactor per-player shrouds & fix shellmap shroud.
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.Effects
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public IEnumerable<Renderable> Render(WorldRenderer wr)
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{
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if (Args.firedBy.World.RenderedShroud.IsVisible(PxPosition.ToCPos()))
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if (!Args.firedBy.World.FogObscures(PxPosition.ToCPos()))
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yield return new Renderable(anim.Image, PxPosition.ToFloat2() - 0.5f * anim.Image.size - new float2(0, Altitude),
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wr.Palette(Args.weapon.Underwater ? "shadow" : "effect"), PxPosition.Y);
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