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port: make sun and light glares use LOS checks
this partially fixes them, but there are still problems to iron out
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@@ -13,5 +13,8 @@ u8 func0f13d3c4(u8 arg0, u8 arg1);
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Gfx *artifactsConfigureForGlares(Gfx *gdl);
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Gfx *artifactsUnconfigureForGlares(Gfx *gdl);
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Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum);
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#ifndef PLATFORM_N64
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bool artifactTestLos(struct coord *spec, struct coord *roompos);
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#endif
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#endif
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@@ -67,5 +67,6 @@ bool cd0002ded8(struct coord *arg0, struct coord *arg1, struct prop *prop);
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s32 cdTestBlockOverlapsAnyProp(struct geoblock *geo, RoomNum *rooms, u32 types);
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s32 cd0002f02c(struct geoblock *block, RoomNum *rooms, s32 types);
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bool cdIsNearlyInSight(struct coord *viewpos, RoomNum *rooms, struct coord *targetpos, f32 distance, s32 arg4);
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bool cdTestAToB(struct coord *pos, struct coord *coord2, RoomNum *rooms, u32 types, u16 geoflags, bool checkvertical, s32 arg6, f32 ymax, f32 ymin);
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#endif
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