Draw order generator renderables above the shroud.
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@@ -181,7 +181,7 @@ namespace OpenRA.Mods.RA.Traits
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CPos lastMousePos;
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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public IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world)
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{
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if (!minelayers.Any())
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yield break;
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@@ -194,7 +194,7 @@ namespace OpenRA.Mods.RA.Traits
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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foreach (var c in minefield)
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{
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var tile = movement.CanEnterCell(c, null, false) ? tileOk : tileBlocked;
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var tile = movement.CanEnterCell(c, null, false) && !world.ShroudObscures(c) ? tileOk : tileBlocked;
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yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c),
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WVec.Zero, -511, pal, 1f, true);
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}
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