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add a comment describing PC specific shield handling
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@@ -4545,6 +4545,13 @@ void chrTestHit(struct prop *prop, struct shotdata *shotdata, bool isshooting, b
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if (hitpart) {
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if (hitpart) {
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if (chrGetShield(chr) > 0.0f) {
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if (chrGetShield(chr) > 0.0f) {
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#ifndef PLATFORM_N64
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#ifndef PLATFORM_N64
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/**
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* var8005efc0 > 0.0f adds a padding to bbox hit detection
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* in modelTestBboxNodeForHit() that accounts for a character's
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* surrounding shield. We skip this step on PC when checking
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* line-of-sight hits to light artifacts because lights should
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* be visible through the transparent shield.
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*/
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if (g_BgHitXluDisabled == false)
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if (g_BgHitXluDisabled == false)
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#endif
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#endif
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var8005efc0 = 10.0f / model->scale;
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var8005efc0 = 10.0f / model->scale;
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