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playershot widescreen fix
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@ -1237,8 +1237,8 @@ void PlayerShot_DrawShot(PlayerShot* shot) {
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Matrix_MultVec3f(gGfxMatrix, &sp11C, &sShotViewPos);
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if ((sShotViewPos.z < 0.0f) && (sShotViewPos.z > -10000.0f)) {
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var_fv1 = fabsf(sShotViewPos.x); // probably fake. The use of temps was likely different
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if (var_fv1 < (fabsf(sShotViewPos.z * /* 0.5f */ 1.0f) + 500.0f)) {
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if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * /* 0.5f */ 1.0f) + 500.0f)) {
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if (var_fv1 < (fabsf(sShotViewPos.z * /* 0.5f */ 1.5f) + 500.0f)) {
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if (fabsf(sShotViewPos.y) < (fabsf(sShotViewPos.z * 0.5f) + 500.0f)) {
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isDrawn = true;
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}
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}
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