Fix depth-enabled shroud rendering.
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var uv in w.Map.AllCells.MapCoords)
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{
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var pos = w.Map.CenterOfCell(uv.ToCPos(map));
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var screen = wr.ScreenPosition(pos - new WVec(0, 0, pos.Z));
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var screen = wr.Screen3DPosition(pos - new WVec(0, 0, pos.Z));
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var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
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tileInfos[uv] = new TileInfo(screen, variant);
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}
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@@ -274,6 +274,7 @@ resources:
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Length: 12
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ShadowStart: 12
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Offset: 0, -12
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ZRamp: 1
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tib01: tib01
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tib02: tib02
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tib03: tib03
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@@ -302,6 +303,7 @@ resources:
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shroud:
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Defaults:
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Offset: 0, -1
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ZRamp: 1
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shroud:
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Length: *
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fog: fog
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