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render_fov.c, viewmodel_fov.c and viewmodel_visibility.c are one unit, port/linux/game/view_fov.c, with a header comment as the others have, real for float, _pi for its own pi, the rasterizer's target by name, and no isfinite shim in math.h (the angles' range test already refuses NaN). The game code's hooks are marked "port:", their include at the end of each block, and rasterizer_lights.c's loops declare before they act (C89). The first-person weapon's lens flares are not culled by the world's frustum (main's new off-screen cull): they are drawn at the weapon's own projection, which display.viewmodel_fov can make wider than the world's. HALO_VIEWMODEL_VIS is HALO_VIEWMODEL_VISIBLE; the settings' descriptions and help lines say "stock" view and fit their boxes; Video Setup's XML is written again by ce_menus.py; the README's field of view text is a section of its own.