Refactor per-player shrouds & fix shellmap shroud.
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@@ -19,15 +19,15 @@ namespace OpenRA.Mods.RA
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class FrozenUnderFog : IRenderModifier, IVisibilityModifier
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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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return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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Renderable[] cache = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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{
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if (IsVisible(self.World.RenderedShroud, self))
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if (IsVisible(self, self.World.RenderPlayer))
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cache = r.ToArray();
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return cache;
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}
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@@ -19,15 +19,15 @@ namespace OpenRA.Mods.RA
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class HiddenUnderFog : IRenderModifier, IVisibilityModifier
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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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return Shroud.GetVisOrigins(self).Any(o => s.IsVisible(o));
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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static Renderable[] Nothing = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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{
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return IsVisible(self.World.RenderedShroud, self) ? r : Nothing;
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return IsVisible(self, self.World.RenderPlayer) ? r : Nothing;
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}
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}
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}
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