Refactor per-player shrouds & fix shellmap shroud.
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@@ -78,12 +78,12 @@ namespace OpenRA.Mods.RA
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public void Render( WorldRenderer wr )
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{
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var cliprect = Game.viewport.WorldBounds(world);
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var localPlayer = world.LocalPlayer;
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foreach (var kv in tiles)
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{
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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continue;
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if (localPlayer != null && !world.RenderedShroud.IsExplored(kv.Key))
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if (world.ShroudObscures(kv.Key))
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continue;
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smudgeSprites[kv.Value.type- 1][kv.Value.index].DrawAt(wr, kv.Key.ToPPos().ToFloat2(), "terrain");
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