diff Engine/Graphics/Indoor.cpp @ 2496:5abd8fc8f1c6

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Engine/Graphics/Indoor.cpp	Thu Sep 18 17:38:54 2014 +0600
@@ -0,0 +1,6446 @@
+#define _CRTDBG_MAP_ALLOC
+#include <stdlib.h>
+#include <crtdbg.h>
+
+#define _CRT_SECURE_NO_WARNINGS
+#include "ErrorHandling.h"
+#include "ZlibWrapper.h"
+
+#include "LightmapBuilder.h"
+#include "DecalBuilder.h"
+#include "stru9.h"
+#include "stru10.h"
+#include "stru367.h"
+
+#include "Outdoor.h"
+#include "SpriteObject.h"
+#include "Events.h"
+#include "Game.h"
+#include "Viewport.h"
+#include "Timer.h"
+#include "Party.h"
+#include "OurMath.h"
+#include "LOD.h"
+#include "DecorationList.h"
+#include "ObjectList.h"
+#include "Actor.h"
+#include "Chest.h"
+#include "GUIProgressBar.h"
+#include "stru123.h"
+#include "AudioPlayer.h"
+#include "Log.h"
+#include "TurnEngine.h"
+#include "PaletteManager.h"
+#include "Lights.h"
+
+#include "MM7.h"
+#include "Sprites.h"
+#include "stru6.h"
+#include "ParticleEngine.h"
+#include "texts.h"
+#include "GUIWindow.h"
+#include "Engine/Graphics/Level/Decoration.h"
+#include "Overlays.h"
+
+
+
+IndoorLocation *pIndoor = new IndoorLocation;
+BLVRenderParams *pBLVRenderParams = new BLVRenderParams;
+
+
+LEVEL_TYPE uCurrentlyLoadedLevelType = LEVEL_null;
+
+stru320 stru_F8AD28; // idb
+stru337 stru_F81018;
+BspRenderer_PortalViewportData stru_F8A590;
+BspRenderer *pBspRenderer = new BspRenderer; // idb
+stru141_actor_collision_object stru_721530;
+std::array<stru352, 480> stru_F83B80;
+
+
+
+unsigned __int16 pDoorSoundIDsByLocationID[78] =
+{
+  300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300,
+  300, 300, 300, 404, 302, 306, 308, 304, 308, 302, 400, 302, 300,
+  308, 308, 306, 308, 308, 304, 300, 404, 406, 300, 400, 406, 404,
+  306, 302, 408, 304, 300, 300, 300, 300, 300, 300, 300, 300, 300,
+  300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 404, 304,
+  400, 300, 300, 404, 304, 400, 300, 300, 404, 304, 400, 300, 300
+};
+
+
+std::array<const char *, 11> _4E6BDC_loc_names=
+    {
+    "mdt12.blv",
+    "d18.blv",
+    "mdt14.blv",
+    "d37.blv",
+    "mdk01.blv",
+    "mdt01.blv",
+    "mdr01.blv",
+    "mdt10.blv",
+    "mdt09.blv",
+    "mdt15.blv",
+    "mdt11.blv"
+    };
+
+
+//----- (0043F39E) --------------------------------------------------------
+void __fastcall PrepareDrawLists_BLV()
+{
+  int v5; // eax@4
+  unsigned int v7; // ebx@8
+  BLVSector *v8; // esi@8
+
+  pBLVRenderParams->Reset();
+  pMobileLightsStack->uNumLightsActive = 0;
+  //uNumMobileLightsApplied = 0;
+  uNumDecorationsDrawnThisFrame = 0;
+  uNumSpritesDrawnThisFrame = 0;
+  uNumBillboardsToDraw = 0;
+
+  if ( !byte_4D864C || !(pGame->uFlags & 0x1000) )  // lightspot around party
+  {
+    //v2 = pParty->flt_TorchlightColorB + 6.7553994e15;
+    //v11 = LOBYTE(v2);
+    v5 = 800;
+    if (pParty->TorchlightActive())
+      v5 *= pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower;
+    //LOBYTE(v1) = _4E94D0_light_type;
+    //v4 = pParty->flt_TorchlightColorR + 6.7553994e15;
+    //v3 = pParty->flt_TorchlightColorG + 6.7553994e15;
+    pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x,
+                                 pGame->pIndoorCameraD3D->vPartyPos.y,
+                                 pGame->pIndoorCameraD3D->vPartyPos.z,
+                                 pBLVRenderParams->uPartySectorID,
+                                 v5,
+                                 floorf(pParty->flt_TorchlightColorR + 0.5f),
+                                 floorf(pParty->flt_TorchlightColorG + 0.5f),
+                                 floorf(pParty->flt_TorchlightColorB + 0.5f),
+                                 _4E94D0_light_type);
+  }
+  PrepareBspRenderList_BLV();
+  PrepareItemsRenderList_BLV();
+  PrepareActorRenderList_BLV();
+
+  for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i)
+  {
+    v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i];
+    v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]];
+
+    for (uint j = 0; j < v8->uNumDecorations; ++j)
+      PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7);
+  }
+  FindBillboardsLightLevels_BLV();
+  pGame->PrepareBloodsplats();
+}
+
+//----- (004407D9) --------------------------------------------------------
+void BLVRenderParams::Reset()
+{
+  int v7; // eax@1
+
+  this->field_0_timer_ = pEventTimer->uTotalGameTimeElapsed;
+
+  pGame->pIndoorCameraD3D->debug_flags = 0;
+  if (viewparams->draw_sw_outlines)
+    pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_SW_OUTLINES;
+  if (viewparams->draw_d3d_outlines)
+    pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_D3D_OUTLINES;
+
+  //v2 = a2;
+  //this->field_0_timer_ = a2->field_0_timer;
+  //this->uFlags = a2->uFlags;
+  //this->vPartyPos.x = a2->vPosition.x;
+  //this->vPartyPos.y = a2->vPosition.y;
+  //this->vPartyPos.z = a2->vPosition.z;
+  //v4 = this->vPartyPos.z;
+  //v5 = this->vPartyPos.y;
+  //this->sPartyRotY = a2->sRotationY;
+  //v6 = this->vPartyPos.x;
+  //this->sPartyRotX = a2->sRotationX;
+  v7 = pIndoor->GetSector(pGame->pIndoorCameraD3D->vPartyPos.x,
+                          pGame->pIndoorCameraD3D->vPartyPos.y,
+                          pGame->pIndoorCameraD3D->vPartyPos.z);
+  this->uPartySectorID = v7;
+  if ( !v7 )
+  {
+    //__debugbreak(); // shouldnt happen, please provide savegame
+    /*v8 = this->vPartyPos.z;
+    this->vPartyPos.x = pParty->vPosition.x;
+    v9 = pParty->vPosition.y;
+    v10 = this->vPartyPos.x;
+    this->vPartyPos.y = pParty->vPosition.y;*/
+    this->uPartySectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+  }
+  //if ( pRenderer->pRenderD3D )
+  {
+    //this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
+    //this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
+    //this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX);
+    //this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX);
+    //this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125);
+    //this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125);
+    //this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125);
+    //this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125);
+    this->field_64 = pViewport->field_of_view;
+    
+    this->uViewportX = pViewport->uScreen_TL_X;
+    this->uViewportY = pViewport->uScreen_TL_Y;
+    this->uViewportZ = pViewport->uScreen_BR_X;
+    this->uViewportW = pViewport->uScreen_BR_Y;
+
+    this->uViewportWidth = uViewportZ - uViewportX + 1;
+    this->uViewportHeight = uViewportW - uViewportY + 1;
+    this->uViewportCenterX = (uViewportZ + uViewportX) / 2;
+    this->uViewportCenterY = (uViewportY + uViewportW) / 2;
+  }
+  /*else
+  {
+    __debugbreak(); // no sw
+    this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY);
+    this->sSineY = stru_5C6E00->Sin(-this->sPartyRotY);
+    this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX);
+    this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX);
+    v17 = cos((double)-this->sPartyRotY * 0.0030664064);
+    v18 = this->sPartyRotY;
+    this->fCosineY = v17;
+    v19 = sin((double)-v18 * 0.0030664064);
+    v20 = this->sPartyRotX;
+    this->fSineY = v19;
+    v21 = cos((double)-v20 * 0.0030664064);
+    v22 = this->sPartyRotX;
+    this->fCosineNegX = v21;
+    this->fSineNegX = sin((double)-v22 * 0.0030664064);
+    v23 = this->uViewportX;
+    this->field_64 = a2->field_3C;
+    v24 = this->uViewportZ;
+    this->field_70 = this->uViewportZ - v23 + 1;
+    v25 = this->uViewportW - this->uViewportY + 1;
+    this->uViewportHeight = v25;
+    v29 = v25;
+    v26 = this->field_64;
+    this->uViewportCenterX = (signed int)(v24 + v23) >> 1;
+    this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16);
+  }*/
+  //v27 = (unsigned int)(signed __int64)((double)this->uViewportWidth * 0.5
+  //                                             / tan((double)(v2->fov_deg >> 1) * 0.01745329)
+  //                                             + 0.5) << 16;
+  extern float _calc_fov(int viewport_width, int angle_degree);
+  this->fov_rad_fixpoint = fixpoint_from_int(_calc_fov(uViewportWidth, 65), 0);
+  this->fov_rad_inv_fixpoint = 0x100000000i64 / this->fov_rad_fixpoint;
+  this->pRenderTarget = pRenderer->pTargetSurface;
+  this->uTargetWidth = window->GetWidth();
+  this->uTargetHeight = window->GetHeight();
+  this->pTargetZBuffer = pRenderer->pActiveZBuffer;
+  this->field_8C = 0;
+  this->field_84 = 0;
+  this->uNumFacesRenderedThisFrame = 0;
+  this->field_88 = 0;
+  pBLVRenderParams->field_90 = 64;
+  pBLVRenderParams->field_94 = 6;
+}
+
+//----- (00440B44) --------------------------------------------------------
+void IndoorLocation::ExecDraw(bool bD3D)
+{
+  if (bD3D)
+  {
+    pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+    for (uint i = 0; i < pBspRenderer->num_faces; ++i)
+    {
+      if (pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].viewing_portal_id == -1)
+        IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, nullptr, 4, nullptr);
+      else
+        IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID,
+                pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].std__vector_0007AC, 4,
+                pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].pPortalBounding);
+    }
+  }
+  else for (uint j = 0; j < pBspRenderer->num_faces; ++j )
+  {
+    __debugbreak(); // no SW
+    //pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[j].uNodeID].PortalScreenData;
+    //IndoorLocation::ExecDraw_sw(pBspRenderer->faces[j].uFaceID);
+  }
+}
+
+
+/*
+//----- (00440BED) --------------------------------------------------------
+void __fastcall sub_440BED(IndoorLocation_drawstru *_this)
+{
+  unsigned __int16 *v1; // edi@7
+  BspRenderer_stru0 *v2; // esi@8
+  int v3; // ecx@9
+  unsigned int v4; // edx@9
+  short *v5; // eax@10
+  signed int v6; // [sp+8h] [bp-8h]@7
+  int v7; // [sp+Ch] [bp-4h]@8
+  short *v8;
+
+  PrepareDrawLists_BLV(_this);
+  if (pBLVRenderParams->uPartySectorID)
+    IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0);
+  pRenderer->DrawBillboardList_BLV();
+
+  if ( !pRenderer->pRenderD3D )
+  {
+    if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_D3D_OUTLINES)
+      pBspRenderer->DrawFaceOutlines();
+    if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES)
+    {
+      v1 = pBLVRenderParams->pRenderTarget;
+	  v7 = 0;
+	  for(int i=0; i < pBspRenderer->num_nodes; i++)
+	  {		 
+		  BspRenderer_stru0 *pNode = &pBspRenderer->nodes[i];
+		  v4 = pRenderer->uTargetSurfacePitch * pNode->PortalScreenData._viewport_space_y;
+		  if ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w )
+		  {
+			//v5 = (char *)&pBspRenderer->nodes[0].field_C.array_3D8[pNode->field_C._viewport_space_y + v7];
+			v5 = &pNode->PortalScreenData.viewport_right_side[pNode->PortalScreenData._viewport_space_y];
+			v8 = &pNode->PortalScreenData.viewport_left_side[pNode->PortalScreenData._viewport_space_y];
+			do
+			{
+				v1[v4 + *v8] = 255;
+				++pNode->PortalScreenData._viewport_space_y;
+				v1[v4 + *v5] = 255;
+				v4 += pRenderer->uTargetSurfacePitch;
+				++v5;
+				++v8;
+			}
+			while ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w );
+		  }
+	  }
+    }
+  }
+}
+*/
+
+//----- (00441BD4) --------------------------------------------------------
+void IndoorLocation::Draw()
+{
+  //int v0; // eax@1
+  //IndoorLocation_drawstru _this; // [sp+0h] [bp-4Ch]@5
+//  int v2; // [sp+44h] [bp-8h]@5
+//  int v3; // [sp+48h] [bp-4h]@5
+
+  /*_this.uFlags = 0;
+  if (viewparams->draw_sw_outlines)
+    _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES;
+  if (viewparams->draw_d3d_outlines)
+    _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES;
+  
+  _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES;
+  _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES;
+
+  _this.field_0_timer = pEventTimer->uTotalGameTimeElapsed;
+  //_this.fov_deg = 65;
+  //_this.vPosition.x = pParty->vPosition.x - fixpoint_mul(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity);
+  //_this.vPosition.y = pParty->vPosition.y - fixpoint_mul(stru_5C6E00->Sin(pParty->sRotationY), pParty->y_rotation_granularity);
+  //_this.vPosition.z = pParty->vPosition.z + pParty->sEyelevel;
+  //_this.sRotationX = pParty->sRotationX;
+  //_this.sRotationY = pParty->sRotationY;
+  _this.pRenderTarget = pRenderer->pTargetSurface;
+  _this.uViewportX = pViewport->uScreen_TL_X;
+  _this.uViewportY = pViewport->uScreen_TL_Y;
+  _this.uViewportZ = pViewport->uScreen_BR_X;
+  _this.uViewportW = pViewport->uScreen_BR_Y;
+  _this.field_3C = pViewport->field_30;
+
+  _this.uTargetWidth = 640;
+  _this.uTargetHeight = 480;
+  _this.pTargetZ = pRenderer->pActiveZBuffer;*/
+
+  //sub_440BED(&_this); -- inlined
+  //{
+    PrepareDrawLists_BLV();
+    if (pBLVRenderParams->uPartySectorID)
+      IndoorLocation::ExecDraw(true/*pRenderer->pRenderD3D != 0*/);
+    pRenderer->DrawBillboardList_BLV();
+  //}
+
+  pParty->uFlags &= ~2;
+  pGame->DrawParticles();
+  trail_particle_generator.UpdateParticles();
+}
+
+//----- (004C0EF2) --------------------------------------------------------
+void BLVFace::FromODM(ODMFace *face)
+{
+  this->pFacePlane_old.vNormal.x = face->pFacePlane.vNormal.x;
+  this->pFacePlane_old.vNormal.y = face->pFacePlane.vNormal.y;
+  this->pFacePlane_old.vNormal.z = face->pFacePlane.vNormal.z;
+  this->pFacePlane_old.dist = face->pFacePlane.dist;
+  this->pFacePlane.vNormal.x = (double)(face->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022
+                             + (double)(face->pFacePlane.vNormal.x >> 16);
+  this->pFacePlane.vNormal.y = (double)(face->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022
+                             + (double)(face->pFacePlane.vNormal.y >> 16);
+  this->pFacePlane.vNormal.z = (double)(face->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022
+                             + (double)(face->pFacePlane.vNormal.z >> 16);
+  this->pFacePlane.dist = (double)(face->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.dist >> 16);
+  this->uAttributes = face->uAttributes;
+  this->pBounding.x1 = face->pBoundingBox.x1;
+  this->pBounding.y1 = face->pBoundingBox.y1;
+  this->pBounding.z1 = face->pBoundingBox.z1;
+  this->pBounding.x2 = face->pBoundingBox.x2;
+  this->pBounding.y2 = face->pBoundingBox.y2;
+  this->pBounding.z2 = face->pBoundingBox.z2;
+  this->zCalc1 = face->zCalc1;
+  this->zCalc2 = face->zCalc2;
+  this->zCalc3 = face->zCalc3;
+  this->pXInterceptDisplacements = face->pXInterceptDisplacements;
+  this->pYInterceptDisplacements = face->pYInterceptDisplacements;
+  this->pZInterceptDisplacements = face->pZInterceptDisplacements;
+  this->uPolygonType = (PolygonType)face->uPolygonType;
+  this->uNumVertices = face->uNumVertices;
+  this->uBitmapID = face->uTextureID;
+  this->pVertexIDs = face->pVertexIDs;
+}
+
+//----- (004B0A25) --------------------------------------------------------
+void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *pPortalBounding)
+{
+  int v17; // ebx@25
+  IDirect3DTexture2 *v27; // eax@42
+  unsigned int uNumVerticesa; // [sp+24h] [bp-4h]@17
+  int a4a; // [sp+34h] [bp+Ch]@25
+
+  if (uFaceID >= pIndoor->uNumFaces)
+    return;
+
+  static RenderVertexSoft static_vertices_F7C228[64];
+  static RenderVertexSoft static_vertices_F7B628[64];
+  static stru154 stru_F7B60C; // idb
+
+  BLVFace* pFace = &pIndoor->pFaces[uFaceID];
+  if (pFace->uNumVertices < 3)
+    return;
+
+
+  if (pFace->Invisible())
+    return;
+  
+  ++pBLVRenderParams->uNumFacesRenderedThisFrame;
+  pFace->uAttributes |= FACE_UNKNOW4;
+
+  if (!pFace->GetTexture())
+    return;
+
+  if (!pGame->pIndoorCameraD3D->IsCulled(pFace))
+  {
+    uNumVerticesa = pFace->uNumVertices;
+    for (uint i = 0; i < pFace->uNumVertices; ++i)
+    {
+      static_vertices_F7C228[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x;
+      static_vertices_F7C228[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y;
+      static_vertices_F7C228[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z;
+      static_vertices_F7C228[i].u = (signed short)pFace->pVertexUIDs[i];
+      static_vertices_F7C228[i].v = (signed short)pFace->pVertexVIDs[i];
+    }
+
+    if (!pVertices ||
+        (pGame->pStru9Instance->_498377(pPortalBounding, 4, pVertices, static_vertices_F7C228, &uNumVerticesa), uNumVerticesa) )
+    {
+      if (pGame->pIndoorCameraD3D->CalcPortalShape(static_vertices_F7C228, &uNumVerticesa,
+                     static_vertices_F7B628, pGame->pIndoorCameraD3D->std__vector_000034_prolly_frustrum, 4, false, 0) != 1 || uNumVerticesa )
+      {
+        a4a = SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel);
+        v17 = (248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) | (((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel))
+            | ((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) << 8)) << 8);
+        sub_4B0E07(uFaceID);
+        pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID);
+        pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID);
+        pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30, &stru_F8AD28);
+        pGame->pIndoorCameraD3D->Project(array_507D30, uNumVerticesa, 0);
+        pGame->pLightmapBuilder->std__vector_000004_size = 0;
+        if (stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0)
+        {
+          stru_F7B60C.face_plane.vNormal.x = pFace->pFacePlane.vNormal.x;
+          stru_F7B60C.polygonType = pFace->uPolygonType;
+          stru_F7B60C.face_plane.vNormal.y = pFace->pFacePlane.vNormal.y;
+          stru_F7B60C.face_plane.vNormal.z = pFace->pFacePlane.vNormal.z;
+          stru_F7B60C.face_plane.dist = pFace->pFacePlane.dist;
+        }
+
+        if (stru_F8AD28.uNumLightsApplied > 0 && !pFace->Indoor_sky())
+          pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0);
+
+        if (pDecalBuilder->uNumDecals > 0)//отрисовка пятен крови
+          pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID);
+
+        if (pFace->Fluid())
+        {
+          if (pFace->uBitmapID == pRenderer->hd_water_tile_id)
+            v27 = pBitmaps_LOD->pHardwareTextures[pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]];
+          else
+          {
+            //auto v24 = GetTickCount() / 4;
+            //auto v25 = v24 - stru_5C6E00->uIntegerHalfPi;
+            uint eightSeconds = GetTickCount() % 8000;
+            float angle = (eightSeconds / 8000.0f) * 2 * 3.1415f;
+
+            //animte lava back and forth
+            for (uint i = 0; i < uNumVerticesa; ++i)
+              //array_507D30[i].v += (double)(pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 & (unsigned int)(stru_5C6E00->SinCos(v25) >> 8));
+              array_507D30[i].v += pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 * cosf(angle);
+            v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID];
+          }
+        }
+        else if (pFace->uAttributes & FACE_TEXTURE_FRAME)
+          v27 = pBitmaps_LOD->pHardwareTextures[pTextureFrameTable->GetFrameTexture(pFace->uBitmapID, pBLVRenderParams->field_0_timer_)];
+        else
+        {
+          v17 = 0xFF808080;
+          v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID];
+        }
+
+        if (pFace->Indoor_sky())
+          pRenderer->DrawIndoorSky(uNumVerticesa, uFaceID);
+        else
+          pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), v17, 0);
+        return;
+      }
+    }
+  }
+}
+
+//----- (004B0E07) --------------------------------------------------------
+unsigned int __fastcall sub_4B0E07(unsigned int uFaceID)
+{
+  unsigned int result; // eax@1
+
+  stru_F8AD28.pDeltaUV[0] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaU;
+  stru_F8AD28.pDeltaUV[1] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaV;
+  result = GetTickCount() >> 3;
+  if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_DIAGONAL )
+    stru_F8AD28.pDeltaUV[1] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1;
+  else
+  {
+    if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_VERTICAL )
+      stru_F8AD28.pDeltaUV[1] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1;
+  }
+  if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_HORIZONTAL )
+    stru_F8AD28.pDeltaUV[0] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1;
+  else
+  {
+    if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_DONT_CACHE_TEXTURE )
+      stru_F8AD28.pDeltaUV[0] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1;
+  }
+  return result;
+}
+
+//----- (004B0EA8) --------------------------------------------------------
+void BspRenderer::AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID)
+{
+  unsigned __int16 pTransitionSector; // ax@11
+  int v9; // edx@15
+  char v29; // al@48
+
+  nodes[num_nodes].viewing_portal_id = -1;
+  //v39 = &pIndoor->pFaces[uFaceID];
+
+  BLVFace* pFace = &pIndoor->pFaces[uFaceID];
+
+  if (!pFace->Portal())
+  {
+    if (num_faces < 1000)
+    {
+      faces[num_faces].uFaceID = uFaceID;
+      faces[num_faces++].uNodeID = node_id;
+    }
+    return;
+  }
+
+  if (nodes[node_id].uFaceID == uFaceID)
+    return;
+  if (!node_id &&
+      pGame->pIndoorCameraD3D->vPartyPos.x >= pFace->pBounding.x1 - 16 &&  // we are probably standing at the portal plane
+      pGame->pIndoorCameraD3D->vPartyPos.x <= pFace->pBounding.x2 + 16 &&
+      pGame->pIndoorCameraD3D->vPartyPos.y >= pFace->pBounding.y1 - 16 &&
+      pGame->pIndoorCameraD3D->vPartyPos.y <= pFace->pBounding.y2 + 16 &&
+      pGame->pIndoorCameraD3D->vPartyPos.z >= pFace->pBounding.z1 - 16 &&
+      pGame->pIndoorCameraD3D->vPartyPos.z <= pFace->pBounding.z2 + 16 )
+  {
+    if ( abs(pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x
+                                        + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y
+                                        + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane
+    {
+      pTransitionSector = pFace->uSectorID;
+      if ( nodes[0].uSectorID == pTransitionSector )  // draw back sector
+        pTransitionSector = pFace->uBackSectorID;
+      nodes[num_nodes].uSectorID = pTransitionSector;
+      nodes[num_nodes].uFaceID = uFaceID;
+      nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX;
+      nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ;
+      nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY;
+      nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
+      nodes[num_nodes].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
+                                       pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
+      AddBspNodeToRenderList(++num_nodes - 1);
+      return;
+    }
+  }
+
+  v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x)
+     + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y)
+     + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z);
+  if (nodes[node_id].uSectorID != pFace->uSectorID)
+    v9 = -v9;
+  if (v9 >= 0)
+    return;
+
+  int num_vertices = GetPortalScreenCoord(uFaceID);
+  if (num_vertices < 2)
+    return;
+
+  int face_min_screenspace_x = PortalFace._screen_space_x[0],
+       face_max_screenspace_x = PortalFace._screen_space_x[0];
+  int face_min_screenspace_y = PortalFace._screen_space_y[0],
+       face_max_screenspace_y = PortalFace._screen_space_y[0];
+  for (uint i = 1; i < num_vertices; ++i)
+  {
+    if (face_min_screenspace_x > PortalFace._screen_space_x[i])
+      face_min_screenspace_x = PortalFace._screen_space_x[i];
+    if (face_max_screenspace_x < PortalFace._screen_space_x[i])
+      face_max_screenspace_x = PortalFace._screen_space_x[i];
+
+    if (face_min_screenspace_y > PortalFace._screen_space_y[i])
+      face_min_screenspace_y = PortalFace._screen_space_y[i];
+    if (face_max_screenspace_y < PortalFace._screen_space_y[i])
+      face_max_screenspace_y = PortalFace._screen_space_y[i];
+  }
+	  //_screen_space_x = 719, 568, 493
+	  //savegame: qw , 0Bh and 0x1D4h
+	  //problem here when standing near/on portal, condition is false because of face_min_screenspace_x > p->uViewportZ
+  if (face_max_screenspace_x >= nodes[node_id].uViewportX &&
+      face_min_screenspace_x <= nodes[node_id].uViewportZ &&
+      face_max_screenspace_y >= nodes[node_id].uViewportY &&
+      face_min_screenspace_y <= nodes[node_id].uViewportW &&
+      PortalFrustrum(num_vertices, &nodes[num_nodes].PortalScreenData, &nodes[node_id].PortalScreenData, uFaceID))
+  {
+    pTransitionSector = pFace->uSectorID;
+    if (nodes[node_id].uSectorID == pTransitionSector )
+      pTransitionSector = pFace->uBackSectorID;
+    nodes[num_nodes].uSectorID = pTransitionSector;
+    nodes[num_nodes].uFaceID = uFaceID;
+    nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX;
+    nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ;
+    nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY;
+    nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
+    v29 = false;
+    if (nodes[node_id].viewing_portal_id == -1)//for first portal
+      v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
+    else//for next portals
+    {
+      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64];
+      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64];
+
+      for (uint k = 0; k < pFace->uNumVertices; ++k)
+      {
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[k]].x;
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[k]].y;
+        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[k]].z;
+      }
+
+      unsigned int pNewNumVertices = pFace->uNumVertices;
+      pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &pNewNumVertices,
+                                               static_subAddFaceToRenderList_d3d_stru_F79E08, nodes[node_id].std__vector_0007AC, 4, 0, 0);
+
+      v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &pNewNumVertices,
+                                            nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
+    }
+    if ( 1 )
+    {
+      assert(num_nodes < 150);
+
+      nodes[num_nodes].viewing_portal_id = uFaceID;
+      AddBspNodeToRenderList(++num_nodes - 1);
+    }
+    if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES)
+      pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF);
+    //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace);
+  }
+}
+
+//----- (004AE5BA) --------------------------------------------------------
+Texture *BLVFace::GetTexture()
+{
+  unsigned int v1; // ecx@2
+
+  if ( uAttributes & FACE_TEXTURE_FRAME )
+    v1 = pTextureFrameTable->GetFrameTexture(this->uBitmapID, pBLVRenderParams->field_0_timer_);
+  else
+    v1 = uBitmapID;
+  return pBitmaps_LOD->GetTexture(v1);
+}
+
+
+//----- (00498B15) --------------------------------------------------------
+void IndoorLocation::Release()
+{
+  free(this->ptr_0002B4_doors_ddata);
+  this->ptr_0002B4_doors_ddata = NULL;
+
+  free(this->ptr_0002B0_sector_rdata);
+  this->ptr_0002B0_sector_rdata = NULL;
+
+  free(this->ptr_0002B8_sector_lrdata);
+  this->ptr_0002B8_sector_lrdata = NULL;
+
+  free(this->pLFaces);
+  this->pLFaces = NULL;
+
+  free(this->pSpawnPoints);
+  this->pSpawnPoints = NULL;
+
+  this->uNumSectors = 0;
+  this->uNumFaces = 0;
+  this->uNumVertices = 0;
+  this->uNumNodes = 0;
+  this->uNumDoors = 0;
+  this->uNumLights = 0;
+
+  free(this->pVertices);
+  this->pVertices = NULL;
+
+  free(this->pFaces);
+  this->pFaces = NULL;
+
+  free(this->pFaceExtras);
+  this->pFaceExtras = NULL;
+
+  free(this->pSectors);
+  this->pSectors = NULL;
+
+  free(this->pLights);
+  this->pLights = NULL;
+
+  free(this->pDoors);
+  this->pDoors = NULL;
+
+  free(this->pNodes);
+  this->pNodes = NULL;
+
+  free(this->pMapOutlines);
+  this->pMapOutlines = NULL;
+
+  this->bLoaded = 0;
+}
+
+//----- (00498C45) --------------------------------------------------------
+bool IndoorLocation::Alloc()
+    {
+  pVertices   = (Vec3_short_ *)   malloc(15000 * sizeof(Vec3_short_));//0x15F90u
+  pFaces      = (BLVFace *)       malloc(10000 * sizeof(BLVFace));//0xEA600u
+  pFaceExtras = (BLVFaceExtra *)  malloc(5000 * sizeof(BLVFaceExtra)); //0x2BF20u
+  pSectors =    (BLVSector *)     malloc(512 * sizeof(BLVSector));//0xE800u
+  pLights =     (BLVLightMM7 *)   malloc(400 * sizeof(BLVLightMM7));//0x1900u
+  pDoors =      (BLVDoor *)       malloc(200 * sizeof(BLVDoor));//0x3E80u
+  pNodes =      (BSPNode *)       malloc(5000 * sizeof(BSPNode));//0x9C40u
+  pMapOutlines =(BLVMapOutlines *)malloc(sizeof(BLVMapOutlines));//0x14824u
+  if (pVertices && pFaces && pFaceExtras && pSectors && pLights && pDoors && pNodes && pMapOutlines )
+  {
+    memset(pVertices,  0, 15000*sizeof(Vec3_short_));
+    memset(pFaces,     0, 10000*sizeof(BLVFace));
+    memset(pFaceExtras,0,  5000*sizeof(BLVFaceExtra));
+    memset(pSectors,   0,   512*sizeof(BLVSector));
+    memset(pLights,    0,   400*sizeof(BLVLightMM7));
+    memset(pDoors,     0,   200*sizeof(BLVDoor));
+    memset(pNodes,     0,  5000*sizeof(BSPNode));
+    memset(pMapOutlines,0,  sizeof(BLVMapOutlines));
+    return true;
+  }
+  else
+    return false;
+}
+
+//----- (00444810) --------------------------------------------------------
+unsigned int IndoorLocation::GetLocationIndex(const char *Str1)
+{
+  for (uint i = 0; i < 11; ++i)
+    if (!_stricmp(Str1, _4E6BDC_loc_names[i]))
+      return i + 1;
+  return 0;
+}
+
+//----- (004488F7) --------------------------------------------------------
+void IndoorLocation::ToggleLight(signed int sLightID, unsigned int bToggle)
+{
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor && (sLightID <= pIndoor->uNumLights - 1) && (sLightID >= 0) )
+  {
+    if ( bToggle )
+      pIndoor->pLights[sLightID].uAtributes &= 0xFFFFFFF7;
+    else
+      pIndoor->pLights[sLightID].uAtributes |= 8;
+    pParty->uFlags |= 2;
+  }
+}
+
+//----- (00498E0A) --------------------------------------------------------
+bool IndoorLocation::Load(char *pFilename, int a3, size_t _i, char *pDest)
+{
+  /*unsigned int v5; // ebx@1
+  //IndoorLocation *v6; // esi@1
+  FILE *v7; // edi@3
+  bool result; // eax@3
+  char *v9; // ecx@4
+  void *v10; // eax@4
+  //unsigned __int8 v11; // zf@4
+  //unsigned __int8 v12; // sf@4
+  int v13; // eax@5
+  size_t v14; // ecx@6
+  char *v15; // ecx@6
+  int v16; // edx@6
+  size_t v17; // ecx@6
+  char *v18; // ecx@6
+  int v19; // edx@6
+  unsigned __int16 *v20; // edx@6
+  unsigned __int16 *v21; // edx@6
+  unsigned __int16 *v22; // edx@6
+  __int16 v23; // ax@10
+  char *v24; // ecx@10
+  __int16 v25; // cx@10
+  __int16 v26; // ax@11
+  char *v27; // ecx@11
+  unsigned __int16 v28; // ax@17
+  BLVFaceExtra *v29; // ecx@17
+  char *v30; // edx@17
+  int v31; // ecx@20
+  void *v32; // eax@25
+  int v33; // eax@26
+  unsigned __int16 *v34; // edx@27
+  size_t v35; // ecx@27
+  char *v36; // ecx@27
+  int v37; // edx@27
+  size_t v38; // ecx@27
+  char *v39; // ecx@27
+  int v40; // edx@27
+  unsigned __int16 *v41; // edx@27
+  unsigned __int16 *v42; // edx@27
+  unsigned __int16 *v43; // edx@27
+  unsigned __int16 *v44; // edx@27
+  size_t v45; // ecx@27
+  unsigned __int16 *v46; // edx@27
+  void *v47; // eax@28
+  BLVSector *v48; // eax@29
+  size_t v49; // ecx@29
+  unsigned __int16 *v50; // edx@31
+  void *v51; // eax@32
+  int v52; // eax@33
+  unsigned __int16 *v53; // edx@34
+  size_t v54; // ecx@34
+  char *v55; // ecx@34
+  int v56; // edx@34
+  size_t v57; // ecx@34
+  char *v58; // ecx@34
+  int v59; // edx@34
+  unsigned __int16 *v60; // edx@34
+  unsigned __int16 *v61; // edx@34
+  unsigned __int16 *v62; // edx@34
+  unsigned __int16 *v63; // edx@34
+  int v64; // ecx@34
+  BLVDoor *v65; // ecx@36
+  char *v66; // eax@37
+  int v67; // edx@38
+  int v68; // ecx@38
+  BLVFace *v69; // edx@38
+  int v70; // ecx@38
+  int v71; // edx@38
+  int v72; // eax@38
+  unsigned __int16 v73; // ax@42
+  char *v74; // ecx@42
+  SpriteObject *v75; // ecx@44
+  size_t v76; // eax@45
+  int j; // edx@46
+  unsigned __int16 v78; // ax@50
+  void *v79; // eax@52
+  void **v80; // esi@52
+  unsigned int v145; // eax@103
+  void *v146; // eax@103
+  unsigned int v147; // ecx@103
+  int v148; // ebx@103
+  unsigned int *v149; // ecx@103*/
+  //size_t v150; // eax@103
+  //unsigned int v151; // ebx@109
+  //unsigned int v152; // ecx@116
+  //unsigned int v153; // eax@117
+  //size_t v154; // ebx@126
+  //unsigned int v155; // ebx@134
+  //size_t v156; // eax@140
+  //signed int v157; // ebx@142
+  //int v158; // ebx@148
+  //BLVFace *v159; // eax@149
+//  BLVFaceExtra *v160; // ecx@149
+  //BLVFaceExtra *v161; // ecx@149
+  //signed int v162; // ebx@154
+  //unsigned int outz; // ebx@157
+  //unsigned int v164; // ebx@157
+  //unsigned int v165; // edx@158
+  //char *v166; // ecx@158
+  //unsigned __int16 v167; // ax@161
+  //__int16 v168; // ax@165
+  //unsigned int v169; // ebx@168
+  //void *v170; // eax@168
+  //size_t v171; // ebx@168
+  //int v172; // edx@168
+  //BLVDoor *v173; // ecx@169
+  //int k; // eax@169
+  //BLVDoor *v175; // ecx@172
+  //int v176; // edx@172
+  //BLVDoor *v177; // ecx@172
+  //int v178; // edx@172
+  //BLVDoor *v179; // ecx@172
+  //int v180; // edx@172
+  //BLVDoor *v181; // ecx@172
+  //int v182; // edx@172
+  //BLVDoor *v183; // ecx@172
+  //int v184; // edx@172
+  //BLVDoor *v185; // ecx@172
+  //int v186; // edx@172
+  //BLVDoor *v187; // ecx@172
+  //int v188; // edx@172
+  //unsigned __int16 *v189; // ebx@172
+  //char *v190; // edx@173
+  //BLVDoor *v191; // ecx@174
+  //BLVDoor *l; // eax@175
+  //signed int v193; // ebx@176
+  //int v194; // ecx@176
+  //BLVFaceExtra *v195; // ecx@176
+  //BLVFace *v196; // ebx@178
+  //std::string v197; // [sp-18h] [bp-680h]@66
+  //void *v198; // [sp-14h] [bp-67Ch]@72
+  //size_t v199; // [sp-10h] [bp-678h]@72
+  //size_t v200; // [sp-Ch] [bp-674h]@72
+  //const char *v201; // [sp-8h] [bp-670h]@4
+  //int v202; // [sp-4h] [bp-66Ch]@4
+  char v203[875]; // [sp+Ch] [bp-65Ch]@130
+//  char FileName[260]; // [sp+378h] [bp-2F0h]@1
+  //char DstBuf; // [sp+47Ch] [bp-1ECh]@4
+//  __int32 Offset; // [sp+480h] [bp-1E8h]@4
+//  __int32 v207; // [sp+48Ch] [bp-1DCh]@4
+//  __int32 v208; // [sp+498h] [bp-1D0h]@4
+//  __int32 v209; // [sp+4A4h] [bp-1C4h]@4
+//  __int32 v210; // [sp+4B0h] [bp-1B8h]@4
+//  __int32 v211; // [sp+4BCh] [bp-1ACh]@15
+//  __int32 v212; // [sp+4C8h] [bp-1A0h]@15
+//  __int32 v213; // [sp+4D4h] [bp-194h]@25
+//  __int32 v214; // [sp+4E0h] [bp-188h]@25
+//  __int32 v215; // [sp+4ECh] [bp-17Ch]@32
+//  __int32 v216; // [sp+4F8h] [bp-170h]@32
+//  __int32 v217; // [sp+504h] [bp-164h]@40
+//  __int32 v218; // [sp+510h] [bp-158h]@40
+//  __int32 v219; // [sp+51Ch] [bp-14Ch]@43
+//  __int32 v220; // [sp+528h] [bp-140h]@43
+//  __int32 v221; // [sp+534h] [bp-134h]@52
+//  __int32 v222; // [sp+540h] [bp-128h]@52
+//  __int32 v223; // [sp+54Ch] [bp-11Ch]@52
+//  __int32 v224; // [sp+558h] [bp-110h]@52
+//  __int32 v225; // [sp+564h] [bp-104h]@52
+//  __int32 v226; // [sp+570h] [bp-F8h]@52
+//  __int32 v227; // [sp+57Ch] [bp-ECh]@52
+//  __int32 v228; // [sp+588h] [bp-E0h]@52
+//  __int32 v229; // [sp+594h] [bp-D4h]@52
+//  __int32 v230; // [sp+5A0h] [bp-C8h]@52
+//  __int32 v231; // [sp+5ACh] [bp-BCh]@52
+//  __int32 v232; // [sp+5B8h] [bp-B0h]@52
+//  __int32 v233; // [sp+5C4h] [bp-A4h]@52
+//  __int32 v234; // [sp+5D0h] [bp-98h]@52
+  //char pName[40]; // [sp+5FCh] [bp-6Ch]@42
+  //size_t pSource; // [sp+624h] [bp-44h]@67
+  //char Dst[12]; // [sp+628h] [bp-40h]@9
+  //char *v238; // [sp+634h] [bp-34h]@38
+  ODMHeader header; // [sp+638h] [bp-30h]@61
+  //void *ptr; // [sp+648h] [bp-20h]@66
+  //size_t Count; // [sp+64Ch] [bp-1Ch]@109
+  //int uSourceLen; // [sp+653h] [bp-15h]@66
+  FILE *File; // [sp+658h] [bp-10h]@56
+  //BLVSector *v244; // [sp+65Ch] [bp-Ch]@72
+  //int v245; // [sp+660h] [bp-8h]@72
+  //BLVFace *Src; // [sp+664h] [bp-4h]@73
+//  signed int Argsa; // [sp+670h] [bp+8h]@4
+//  signed int Argsb; // [sp+670h] [bp+8h]@7
+//  signed int Argsc; // [sp+670h] [bp+8h]@15
+//  signed int Argsd; // [sp+670h] [bp+8h]@18
+//  int Argse; // [sp+670h] [bp+8h]@25
+//  int Argsf; // [sp+670h] [bp+8h]@28
+//  int Argsg; // [sp+670h] [bp+8h]@32
+//  int Argsh; // [sp+670h] [bp+8h]@35
+//  signed int Argsi; // [sp+670h] [bp+8h]@40
+//  signed int Argsj; // [sp+670h] [bp+8h]@45
+  //int Argsk; // [sp+670h] [bp+8h]@143
+  //void *Argsl; // [sp+670h] [bp+8h]@155
+  //signed int Argsm; // [sp+670h] [bp+8h]@161
+  //signed int Argsn; // [sp+670h] [bp+8h]@175
+
+  //v5 = 0;
+  //v6 = this;
+  _6807E0_num_decorations_with_sounds_6807B8 = 0;
+
+  #pragma region "loading from txt"
+  /*sprintf(FileName, "levels\\%s", pFilename);
+  if ( GetFileAttributesA(FileName) != -1 )
+  {
+    Release();
+    if ( Alloc() )
+    {
+      v7 = fopen(FileName, "rb");
+      result = 1;
+      if ( !v7 )
+        return result;
+      v9 = pDest;
+      bLoaded = 1;
+      v202 = (int)v7;
+      v201 = (const char *)1;
+      *(int *)v9 = 1;
+      fread(&DstBuf, 0x180u, (size_t)v201, (FILE *)v202);
+      fseek(v7, Offset, 0);
+      fread(&blv, 0x88u, 1u, v7);
+      fseek(v7, v207, 0);
+      fread(&uNumVertices, 1u, 4u, v7);
+      fseek(v7, v208, 0);
+      fread(pVertices, 6u, uNumVertices, v7);
+      fseek(v7, v209, 0);
+      fread(&uNumFaces, 4u, 1u, v7);
+      fseek(v7, v210, 0);
+      fread(pFaces, 0x60u, uNumFaces, v7);
+      v10 = malloc(ptr_2AC, blv.uFaces_fdata_Size, "L.FData");
+      v202 = (int)v7;
+      ptr_2AC = (unsigned __int16 *)v10;
+      fread(v10, 1u, blv.uFaces_fdata_Size, (FILE *)v202);
+      v11 = uNumFaces == 0;
+      v12 = (uNumFaces & 0x80000000u) != 0;
+      pDest = 0;
+      Argsa = 0;
+      if ( !(v12 | v11) )
+      {
+        v13 = 0;
+        do
+        {
+          pFaces[v13].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_2AC];
+          v14 = (size_t)&pFaces[v13];
+          i = v14;
+          v15 = &pDest[2 * *(char *)(v14 + 93) + 2];
+          v16 = (int)&v15[(unsigned int)ptr_2AC];
+          pDest = v15;
+          *(int *)(i + 52) = v16;
+          v17 = (size_t)&pFaces[v13];
+          i = v17;
+          v18 = &pDest[2 * *(char *)(v17 + 93) + 2];
+          v19 = (int)&v18[(unsigned int)ptr_2AC];
+          pDest = v18;
+          *(int *)(i + 56) = v19;
+          i = (size_t)&pFaces[v13];
+          v20 = ptr_2AC;
+          pDest += 2 * *(char *)(i + 93) + 2;
+          *(int *)(i + 60) = (int)(char *)v20 + (int)pDest;
+          i = (size_t)&pFaces[v13];
+          v21 = ptr_2AC;
+          pDest += 2 * *(char *)(i + 93) + 2;
+          *(int *)(i + 64) = (int)(char *)v21 + (int)pDest;
+          i = (size_t)&pFaces[v13];
+          ++v13;
+          v22 = ptr_2AC;
+          pDest += 2 * *(char *)(i + 93) + 2;
+          ++Argsa;
+          *(int *)(i + 68) = (int)(char *)v22 + (int)pDest;
+          pDest += 2 * *((char *)&pFaces[v13] - 3) + 2;
+        }
+        while ( Argsa < (signed int)uNumFaces );
+      }
+      Argsb = 0;
+      if ( (signed int)uNumFaces > 0 )
+      {
+        pDest = 0;
+        do
+        {
+          fread(Dst, 1u, 0xAu, v7);
+          if ( pDest[(unsigned int)pFaces + 45] & 0x40 )
+          {
+            v23 = pTextureFrameTable->FindTextureByName(Dst);
+            v24 = pDest;
+            *(short *)&pDest[(unsigned int)pFaces + 74] = v23;
+            v25 = *(short *)&v24[(unsigned int)pFaces + 74];
+            if ( v25 )
+            {
+              pTextureFrameTable->LoadAnimationSequenceAndPalettes(v25);
+            }
+            else
+            {
+              v26 = pBitmaps_LOD->LoadTexture(Dst);
+              v27 = pDest;
+              *(short *)&pDest[(unsigned int)pFaces + 74] = v26;
+              v27[(unsigned int)pFaces + 45] &= 0xBFu;
+            }
+          }
+          else
+          {
+            *(short *)&pDest[(unsigned int)pFaces + 74] = pBitmaps_LOD->LoadTexture(Dst);
+          }
+          ++Argsb;
+          pDest += 96;
+        }
+        while ( Argsb < (signed int)uNumFaces );
+      }
+      fseek(v7, v211, 0);
+      fread(&uNumFaceExtras, 4u, 1u, v7);
+      fseek(v7, v212, 0);
+      fread(pFaceExtras, 0x24u, uNumFaceExtras, v7);
+      Argsc = 0;
+      if ( (signed int)uNumFaceExtras > 0 )
+      {
+        pDest = 0;
+        do
+        {
+          fread(Dst, 1u, 0xAu, v7);
+          v28 = pBitmaps_LOD->LoadTexture(Dst);
+          v29 = pFaceExtras;
+          v30 = pDest;
+          ++Argsc;
+          pDest += 36;
+          *(unsigned __int16 *)((char *)&v29->uAdditionalBitmapID + (int)v30) = v28;
+        }
+        while ( Argsc < (signed int)uNumFaceExtras );
+      }
+      Argsd = 0;
+      if ( (signed int)uNumFaces > 0 )
+      {
+        pDest = 0;
+        do
+        {
+          v31 = (int)&pFaceExtras[*(short *)&pDest[(unsigned int)pFaces + 72]];
+          if ( *(short *)(v31 + 26) )
+          {
+            if ( ((BLVFaceExtra *)v31)->HasEventint() )
+              pDest[(unsigned int)pFaces + 46] |= 0x10u;
+            else
+              pDest[(unsigned int)pFaces + 46] &= 0xEFu;
+          }
+          ++Argsd;
+          pDest += 96;
+        }
+        while ( Argsd < (signed int)uNumFaces );
+      }
+      fseek(v7, v213, 0);
+      fread(&uNumSectors, 4u, 1u, v7);
+      fseek(v7, v214, 0);
+      fread(pSectors, 0x74u, uNumSectors, v7);
+      v32 = malloc(ptr_0002B0_sector_rdata, blv.uSector_rdata_Size, "L.RData");
+      v202 = (int)v7;
+      ptr_0002B0_sector_rdata = (unsigned __int16 *)v32;
+      fread(v32, 1u, blv.uSector_rdata_Size, (FILE *)v202);
+      v11 = uNumSectors == 0;
+      v12 = uNumSectors < 0;
+      pDest = 0;
+      Argse = 0;
+      if ( !(v12 | v11) )
+      {
+        v33 = 0;
+        do
+        {
+          pSectors[v33].pFloors = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B0_sector_rdata];
+          i = (size_t)&pSectors[v33];
+          v34 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(i + 4);
+          *(int *)(i + 16) = (int)(char *)v34 + (int)pDest;
+          v35 = (size_t)&pSectors[v33];
+          i = v35;
+          v36 = &pDest[2 * *(short *)(v35 + 12)];
+          v37 = (int)&v36[(unsigned int)ptr_0002B0_sector_rdata];
+          pDest = v36;
+          *(int *)(i + 24) = v37;
+          v38 = (size_t)&pSectors[v33];
+          i = v38;
+          v39 = &pDest[2 * *(short *)(v38 + 20)];
+          v40 = (int)&v39[(unsigned int)ptr_0002B0_sector_rdata];
+          pDest = v39;
+          *(int *)(i + 32) = v40;
+          i = (size_t)&pSectors[v33];
+          v41 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(i + 28);
+          *(int *)(i + 40) = (int)(char *)v41 + (int)pDest;
+          i = (size_t)&pSectors[v33];
+          v42 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(i + 36);
+          *(int *)(i + 48) = (int)(char *)v42 + (int)pDest;
+          i = (size_t)&pSectors[v33];
+          v43 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(i + 44);
+          *(int *)(i + 64) = (int)(char *)v43 + (int)pDest;
+          i = (size_t)&pSectors[v33];
+          v44 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(i + 60);
+          *(int *)(i + 72) = (int)(char *)v44 + (int)pDest;
+          v45 = (size_t)&pSectors[v33];
+          ++v33;
+          i = v45;
+          v46 = ptr_0002B0_sector_rdata;
+          pDest += 2 * *(short *)(v45 + 68);
+          ++Argse;
+          *(int *)(v45 + 80) = (int)(char *)v46 + (int)pDest;
+          pDest += 2 * *((short *)&pSectors[v33] - 20);
+        }
+        while ( Argse < uNumSectors );
+      }
+      v47 = malloc(
+              ptr_0002B8_sector_lrdata,
+              blv.uSector_lrdata_Size,
+              "L.RLData");
+      v202 = (int)v7;
+      ptr_0002B8_sector_lrdata = (unsigned __int16 *)v47;
+      fread(v47, 1u, blv.uSector_lrdata_Size, (FILE *)v202);
+      v11 = uNumSectors == 0;
+      v12 = uNumSectors < 0;
+      pDest = 0;
+      Argsf = 0;
+      if ( !(v12 | v11) )
+      {
+        v48 = pSectors;
+        v49 = 0;
+        for ( i = 0; ; v49 = i )
+        {
+          v50 = ptr_0002B8_sector_lrdata;
+          i += 116;
+          ++Argsf;
+          *(BLVLightMM7 **)((char *)&v48->pLights + v49) = (BLVLightMM7 *)((char *)v50 + (int)pDest);
+          v48 = pSectors;
+          pDest += 2 * *(__int16 *)((char *)&v48->uNumLights + v49);
+          if ( Argsf >= uNumSectors )
+            break;
+        }
+      }
+      fseek(v7, v215, 0);
+      fread(&uNumDoors, 4u, 1u, v7);
+      fseek(v7, v216, 0);
+      fread(pDoors, 0x50u, 0xC8u, v7);
+      v51 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData");
+      v202 = (int)v7;
+      ptr_0002B4_doors_ddata = (unsigned __int16 *)v51;
+      fread(v51, 1u, blv.uDoors_ddata_Size, (FILE *)v202);
+      v11 = uNumDoors == 0;
+      v12 = uNumDoors < 0;
+      pDest = 0;
+      Argsg = 0;
+      if ( !(v12 | v11) )
+      {
+        v52 = 0;
+        do
+        {
+          pDoors[v52].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B4_doors_ddata];
+          i = (size_t)&pDoors[v52];
+          v53 = ptr_0002B4_doors_ddata;
+          pDest += 2 * *(short *)(i + 68);
+          *(int *)(i + 40) = (int)(char *)v53 + (int)pDest;
+          v54 = (size_t)&pDoors[v52];
+          i = v54;
+          v55 = &pDest[2 * *(short *)(v54 + 70)];
+          v56 = (int)&v55[(unsigned int)ptr_0002B4_doors_ddata];
+          pDest = v55;
+          *(int *)(i + 44) = v56;
+          v57 = (size_t)&pDoors[v52];
+          i = v57;
+          v58 = &pDest[2 * *(short *)(v57 + 72)];
+          v59 = (int)&v58[(unsigned int)ptr_0002B4_doors_ddata];
+          pDest = v58;
+          *(int *)(i + 48) = v59;
+          i = (size_t)&pDoors[v52];
+          v60 = ptr_0002B4_doors_ddata;
+          pDest += 2 * *(short *)(i + 70);
+          *(int *)(i + 52) = (int)(char *)v60 + (int)pDest;
+          i = (size_t)&pDoors[v52];
+          v61 = ptr_0002B4_doors_ddata;
+          pDest += 2 * *(short *)(i + 70);
+          *(int *)(i + 56) = (int)(char *)v61 + (int)pDest;
+          i = (size_t)&pDoors[v52];
+          v62 = ptr_0002B4_doors_ddata;
+          pDest += 2 * *(short *)(i + 74);
+          *(int *)(i + 60) = (int)(char *)v62 + (int)pDest;
+          i = (size_t)&pDoors[v52];
+          v63 = ptr_0002B4_doors_ddata;
+          pDest += 2 * *(short *)(i + 74);
+          *(int *)(i + 64) = (int)(char *)v63 + (int)pDest;
+          ++Argsg;
+          v64 = pDoors[v52].uNumOffsets;
+          ++v52;
+          pDest += 2 * v64;
+        }
+        while ( Argsg < uNumDoors );
+      }
+      Argsh = 0;
+      if ( uNumDoors > 0 )
+      {
+        v65 = pDoors;
+        pDest = 0;
+        do
+        {
+          i = 0;
+          v66 = &pDest[(int)v65];
+          if ( *(short *)&pDest[(int)v65 + 70] > 0 )
+          {
+            do
+            {
+              v67 = *((int *)v66 + 10);
+              a3 = 2 * i;
+              v68 = *(short *)(v67 + 2 * i);
+              v69 = pFaces;
+              ++i;
+              v70 = (int)&pFaceExtras[v69[v68].uFaceExtraID];
+              v71 = *((int *)v66 + 12);
+              v72 = a3;
+              v238 = (char *)v70;
+              *(short *)(a3 + v71) = *(short *)(v70 + 20);
+              *(__int16 *)(*(char **)((char *)&pDoors->pDeltaVs + (unsigned int)pDest) + v72) = *((short *)v238 + 11);
+              v65 = pDoors;
+              v66 = &pDest[(int)v65];
+            }
+            while ( (signed int)i < *(short *)&pDest[(int)v65 + 70] );
+          }
+          ++Argsh;
+          pDest += 80;
+        }
+        while ( Argsh < uNumDoors );
+      }
+      fseek(v7, v217, 0);
+      fread(&uNumLevelDecorations, 4u, 1u, v7);
+      fseek(v7, v218, 0);
+      fread(pLevelDecorations, 0x20u, uNumLevelDecorations, v7);
+      Argsi = 0;
+      if ( (signed int)uNumLevelDecorations > 0 )
+      {
+        pDest = (char *)pLevelDecorations;
+        do
+        {
+          fread(pName, 1u, 0x20u, v7);
+          v73 = pDecorationList->GetDecorIdByName(pName);
+          v74 = pDest;
+          ++Argsi;
+          pDest += 32;
+          *(short *)v74 = v73;
+        }
+        while ( Argsi < (signed int)uNumLevelDecorations );
+      }
+      fseek(v7, v219, 0);
+      fread(&uNumSpriteObjects, 4u, 1u, v7);
+      fseek(v7, v220, 0);
+      fread(pSpriteObjects, 0x70u, uNumSpriteObjects, v7);
+      if ( (signed int)uNumSpriteObjects > 0 )
+      {
+        v75 = pSpriteObjects;
+        pDest = (char *)uNumSpriteObjects;
+        do
+        {
+          Argsj = 0;
+          v76 = 48 * v75->stru_24.uItemID;
+          v11 = pObjectList->uNumObjects == 0;
+          v12 = (pObjectList->uNumObjects & 0x80000000u) != 0;
+          LOWORD(v76) = *(unsigned __int16 *)((char *)&pItemsTable->pItems[0].uSpriteID + v76);
+          i = v76;
+          v75->uItemType = v76;
+          if ( v12 | v11 )
+          {
+LABEL_50:
+            v78 = 0;
+          }
+          else
+          {
+            for ( j = (int)&pObjectList->pObjects->uObjectID; (short)v76 != *(short *)j; j = a3 )
+            {
+              ++Argsj;
+              a3 = j + 56;
+              if ( Argsj >= (signed int)pObjectList->uNumObjects )
+                goto LABEL_50;
+              LOWORD(v76) = i;
+            }
+            v78 = Argsj;
+          }
+          v75->uObjectDescID = v78;
+          ++v75;
+          --pDest;
+        }
+        while ( pDest );
+      }
+      fseek(v7, v221, 0);
+      fread(&uNumActors, 4u, 1u, v7);
+      fseek(v7, v222, 0);
+      fread(pActors, 0x344u, uNumActors, v7);
+      fseek(v7, v228, 0);
+      fread(&uNumChests, 4u, 1u, v7);
+      fseek(v7, v229, 0);
+      fread(pChests, 0x14CCu, uNumChests, v7);
+      fseek(v7, v224, 0);
+      fread(&uNumLights, 4u, 1u, v7);
+      fseek(v7, v225, 0);
+      fread(pLights, 0x10u, uNumLights, v7);
+      fseek(v7, v226, 0);
+      fread(&uNumNodes, 4u, 1u, v7);
+      fseek(v7, v227, 0);
+      fread(pNodes, 8u, uNumNodes, v7);
+      fseek(v7, v230, 0);
+      fread(&uNumSpawnPoints, 4u, 1u, v7);
+      v79 = malloc(pSpawnPoints, 24 * uNumSpawnPoints, "Spawn");
+      v202 = 0;
+      pSpawnPoints = (SpawnPointMM7 *)v79;
+      fseek(v7, v231, v202);
+      fread(pSpawnPoints, 0x18u, uNumSpawnPoints, v7);
+      fseek(v7, v232, 0);
+      fread(&dlv, 0x28u, 1u, v7);
+      fseek(v7, v233, 0);
+      fread(&stru_5E4C90, 1u, 0xC8u, v7);
+      fseek(v7, v234, 0);
+      fread(&uLastVisitDay, 1u, 0x38u, v7);
+      fseek(v7, v223, 0);
+      v80 = (void **)&pMapOutlines;
+      fread(*v80, 4u, 1u, v7);
+      fread((char *)*v80 + 4, 0xCu, *(int *)*v80, v7);
+      fclose(v7);
+      goto LABEL_179;
+    }
+    return 4;
+  }*/
+  #pragma endregion
+
+  if (bLoaded)
+  {
+    Log::Warning(L"BLV is already loaded");
+    return 3;
+  }
+
+  if ( !pGames_LOD->DoesContainerExist(pFilename) )
+    Error("Unable to find %s in Games.LOD", pFilename);
+
+  //v238 = pFilename - 4;
+  //v81 = strlen(pFilename);
+  strcpy(this->pFilename, pFilename);
+  strcpy(&pFilename[strlen(pFilename) - 4], ".blv");
+  File = pGames_LOD->FindContainer(pFilename, 1);
+  //File = v82;
+
+  Release();
+  if ( !Alloc() )
+    return 4;
+  
+  header.uVersion = 91969;
+  header.pMagic[0] = 'm';
+  header.pMagic[1] = 'v';
+  header.pMagic[2] = 'i';
+  header.pMagic[3] = 'i';
+  header.uCompressedSize = 0;
+  header.uDecompressedSize = 0;
+  fread(&header, sizeof(ODMHeader), 1, File);
+  if (header.uVersion != 91969 ||
+      header.pMagic[0] != 'm'  ||
+      header.pMagic[1] != 'v'  ||
+      header.pMagic[2] != 'i'  ||
+      header.pMagic[3] != 'i' )
+  {
+    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:792", 0);
+  }
+  //v83 = header.uCompressedSize;
+  //pSource = header.uDecompressedSize;
+  //v84 = malloc(header.uDecompressedSize);
+  //v85 = v84;
+  //ptr = v84;
+  void* pRawBLV = malloc(header.uDecompressedSize);
+  memset(pRawBLV, 0, header.uDecompressedSize);
+
+  if (header.uCompressedSize == header.uDecompressedSize)
+    fread(pRawBLV, header.uDecompressedSize, 1, File);
+  else if (header.uCompressedSize < header.uDecompressedSize)
+  {
+    void* pTmpMem = malloc(header.uCompressedSize);
+    {
+      fread(pTmpMem, header.uCompressedSize, 1, File);
+
+      uint uDecompressedSize = header.uDecompressedSize;
+      zlib::MemUnzip(pRawBLV, &uDecompressedSize, pTmpMem, header.uCompressedSize);
+
+      if (uDecompressedSize != header.uDecompressedSize)
+        Log::Warning(L"uDecompressedSize != header.uDecompressedSize in BLV");
+    }
+    free(pTmpMem);
+  }
+  else
+  {
+    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:803", 0);
+    return 0;
+  }
+  
+  bLoaded = true;
+
+  char* pData = (char *)pRawBLV;
+  
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&blv, pData, 136);
+  memcpy(&uNumVertices, pData += 136, 4);
+  memcpy(pVertices, pData += 4, uNumVertices * sizeof(Vec3_short_));
+  
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumFaces, pData += uNumVertices * sizeof(Vec3_short_), 4);
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(pFaces, pData += 4, uNumFaces * sizeof (BLVFace));
+  pLFaces = (unsigned __int16 *)malloc(blv.uFaces_fdata_Size);
+
+  memcpy(pLFaces, pData += uNumFaces * sizeof (BLVFace), blv.uFaces_fdata_Size);
+
+  for (uint i = 0, j = 0; i < uNumFaces; ++i)
+  {
+    BLVFace* pFace = &pFaces[i];
+
+    pFace->pVertexIDs = &pLFaces[j];
+    
+    j += pFace->uNumVertices + 1;
+    pFace->pXInterceptDisplacements = (short *)(&pLFaces[j]);
+
+    j += pFace->uNumVertices + 1;
+    pFace->pYInterceptDisplacements = (short *)(&pLFaces[j]);
+
+    j += pFace->uNumVertices + 1;
+    pFace->pZInterceptDisplacements = (short *)(&pLFaces[j]);
+
+    j += pFace->uNumVertices + 1;
+    pFace->pVertexUIDs = (__int16 *)(&pLFaces[j]);
+
+    j += pFace->uNumVertices + 1;
+    pFace->pVertexVIDs = (__int16 *)(&pLFaces[j]);
+
+    j += pFace->uNumVertices + 1;
+      /*v93 = &pFaces[v92];
+      Src = v93;
+      v94 = (BLVSector *)((char *)v244 + 2 * v93->uNumVertices + 2);
+      v95 = (unsigned __int16 *)((char *)v94 + (unsigned int)ptr_2AC);
+      v244 = v94;
+      Src->pXInterceptDisplacements = v95;
+      v96 = (int)&pFaces[v92];
+      Src = (BLVFace *)v96;
+      v97 = (BLVSector *)((char *)v244 + 2 * *(char *)(v96 + 93) + 2);
+      v98 = (unsigned __int16 *)((char *)v97 + (unsigned int)ptr_2AC);
+      v244 = v97;
+      Src->pYInterceptDisplacements = v98;
+      Src = &pFaces[v92];
+      v99 = ptr_2AC;
+      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
+      Src->pZInterceptDisplacements = (unsigned __int16 *)((char *)v99 + (int)v244);
+      Src = &pFaces[v92];
+      v100 = ptr_2AC;
+      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
+      Src->pVertexUIDs = (unsigned __int16 *)((char *)v100 + (int)v244);
+      Src = &pFaces[v92];
+      ++v92;
+      v101 = ptr_2AC;
+      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
+      ++v245;
+      Src->pVertexVIDs = (unsigned __int16 *)((char *)v101 + (int)v244);
+      v244 = (BLVSector *)((char *)v244 + 2 * *((char *)&pFaces[v92] - 3) + 2);*/
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  pData += blv.uFaces_fdata_Size;
+
+  for (uint i = 0; i < uNumFaces; ++i)
+  {
+    BLVFace* pFace = &pFaces[i];
+
+    char pTexName[16];
+    strncpy(pTexName, pData, 10);
+    pData += 10;
+
+    if (pFace->uAttributes & FACE_TEXTURE_FRAME)
+    {
+      pFace->uBitmapID = pTextureFrameTable->FindTextureByName(pTexName);
+      if (pFace->uBitmapID)
+        pTextureFrameTable->LoadAnimationSequenceAndPalettes(pFace->uBitmapID);
+      else
+      {
+        pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
+        pFace->uAttributes &= ~FACE_TEXTURE_FRAME;
+      }
+    }
+    else
+      pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumFaceExtras, pData, 4);
+  memcpy(pFaceExtras, pData += 4, uNumFaceExtras * sizeof(BLVFaceExtra));
+  pData += uNumFaceExtras * sizeof(BLVFaceExtra);
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  //v108 = (char *)v107 + 36 * uNumFaceExtras;
+  //v245 = 0;
+  //*(int *)((char *)&uSourceLen + 1) = 0;
+  for (uint i = 0; i < uNumFaceExtras; ++i)
+  {
+    char pTexName[32];
+    strncpy(pTexName, pData, 10);
+    pData += 10;
+
+    if (!strcmp(pTexName, ""))
+      pFaceExtras[i].uAdditionalBitmapID = -1;
+    else
+      pFaceExtras[i].uAdditionalBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
+  }
+
+
+  for (uint i = 0; i < uNumFaces; ++i)
+  {
+    BLVFace* pFace = &pFaces[i];
+    BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];
+
+    if (pFaceExtra->uEventID)
+    {
+      if (pFaceExtra->HasEventint())
+        pFace->uAttributes |= FACE_HAS_EVENT;
+      else
+        pFace->uAttributes &= ~FACE_HAS_EVENT;
+    }
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumSectors, pData, 4);
+  memcpy(pSectors, pData + 4, uNumSectors * sizeof(BLVSector));
+  pData += 4 + uNumSectors * sizeof(BLVSector);
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  ptr_0002B0_sector_rdata = (unsigned short *)malloc(blv.uSector_rdata_Size);//, "L.RData");
+  memcpy(ptr_0002B0_sector_rdata, pData, blv.uSector_rdata_Size);
+  pData += blv.uSector_rdata_Size;
+
+  for (uint i = 0, j = 0; i < uNumSectors; ++i)
+  {
+    BLVSector* pSector = &pSectors[i];
+
+    pSector->pFloors = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumFloors;
+
+    pSector->pWalls = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumWalls;
+
+    pSector->pCeilings = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumCeilings;
+
+    pSector->pFluids = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumFluids;
+
+    pSector->pPortals = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumPortals;
+
+    pSector->pFaceIDs = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumFaces;
+
+    pSector->pCogs = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumCogs;
+
+    pSector->pDecorationIDs = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumDecorations;
+
+    pSector->pMarkers = &ptr_0002B0_sector_rdata[j];
+    j += pSector->uNumMarkers;
+
+
+    //do
+    //{
+      /*pSectors[v118].pFloors = (unsigned __int16 *)((char *)Src + (unsigned int)ptr_0002B0_sector_rdata);
+      v244 = &pSectors[v118];
+      v119 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * v244->field_4);
+      v244->pWalls = (unsigned __int16 *)((char *)v119 + (int)Src);
+      v120 = (int)&pSectors[v118];
+      v244 = (BLVSector *)v120;
+      v121 = (BLVFace *)((char *)Src + 2 * *(short *)(v120 + 12));
+      v122 = (unsigned __int16 *)((char *)v121 + (unsigned int)ptr_0002B0_sector_rdata);
+      Src = v121;
+      v244->pCeilings = v122;
+      v123 = (int)&pSectors[v118];
+      v244 = (BLVSector *)v123;
+      v124 = (BLVFace *)((char *)Src + 2 * *(short *)(v123 + 20));
+      v125 = (unsigned __int16 *)((char *)v124 + (unsigned int)ptr_0002B0_sector_rdata);
+      Src = v124;
+      v244->pFluids = v125;
+      v244 = &pSectors[v118];
+      v126 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * v244->field_1C);
+      v244->pPortals = (unsigned __int16 *)((char *)v126 + (int)Src);
+      v244 = &pSectors[v118];
+      v127 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * v244->uNumPortals);
+      v244->pFaceIDs = (unsigned __int16 *)((char *)v127 + (int)Src);
+      v244 = &pSectors[v118];
+      v128 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * v244->field_2C);
+      v244->pCogs = (unsigned __int16 *)((char *)v128 + (int)Src);
+      v244 = &pSectors[v118];
+      v129 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * v244->field_3C);
+      v244->pDecorationIDs = (unsigned __int16 *)((char *)v129 + (int)Src);
+      v130 = (int)&pSectors[v118];
+      ++v118;
+      v244 = (BLVSector *)v130;
+      v131 = ptr_0002B0_sector_rdata;
+      Src = (BLVFace *)((char *)Src + 2 * *(short *)(v130 + 68));
+      ++v245;
+      *(int *)(v130 + 80) = (int)(char *)v131 + (int)Src;
+      Src = (BLVFace *)((char *)Src + 2 * *((short *)&pSectors[v118] - 20));*/
+    //}
+    //while ( v245 < uNumSectors );
+  }
+
+  ptr_0002B8_sector_lrdata = (unsigned __int16 *)malloc(blv.uSector_lrdata_Size);//, "L.RLData");
+  memcpy(ptr_0002B8_sector_lrdata, pData, blv.uSector_lrdata_Size);
+  pData += blv.uSector_lrdata_Size;
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  for (uint i = 0, j = 0; i < uNumSectors; ++i)
+  {
+    pSectors[i].pLights = ptr_0002B8_sector_lrdata + j;
+    j += pSectors[i].uNumLights;
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumDoors, pData, 4);
+  pData += 4;
+
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+  
+  memcpy(&uNumLevelDecorations, pData, 4);
+  memcpy(pLevelDecorations.data(), pData + 4, uNumLevelDecorations * sizeof(LevelDecoration));
+  pData += 4 + uNumLevelDecorations * sizeof(LevelDecoration);
+
+  for (uint i = 0; i < uNumLevelDecorations; ++i)
+  {
+    pLevelDecorations[i].uDecorationDescID = pDecorationList->GetDecorIdByName(pData);
+
+    pData += 32;
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumLights, pData, 4);
+  memcpy(pLights, pData + 4, uNumLights * sizeof(BLVLightMM7));
+  pData += 4 + uNumLights * sizeof(BLVLightMM7);
+
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumNodes, pData, 4);
+  memcpy(pNodes, pData + 4, uNumNodes * sizeof(BSPNode));
+  pData += 4 + uNumNodes * sizeof(BSPNode);
+  
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumSpawnPoints, pData, 4);
+  pSpawnPoints = (SpawnPointMM7 *)malloc(uNumSpawnPoints * sizeof(SpawnPointMM7));
+  memcpy(pSpawnPoints, pData + 4, uNumSpawnPoints * sizeof(SpawnPointMM7));
+  pData += 4 + uNumSpawnPoints * sizeof(SpawnPointMM7);
+  
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+
+  //v201 = (const char *)v148;
+  //v200 = (size_t)pMapOutlines;
+  memcpy(&pMapOutlines->uNumOutlines, pData, 4);
+  memcpy(pMapOutlines->pOutlines, pData + 4, pMapOutlines->uNumOutlines * sizeof(BLVMapOutline));
+  //v149 = pMapOutlines;
+  //v199 = 12 * *v149;
+  //memcpy(v149 + 1, (const void *)(v148 + 4), v199);
+  free(pRawBLV);
+  pRawBLV = nullptr;
+
+  void *pRawDLV = nullptr;
+  strcpy(&pFilename[strlen(pFilename) - 4], ".dlv");
+  File = pNew_LOD->FindContainer(pFilename, 1);//error on D28.dlv
+  fread(&header, 0x10, 1, File);//(FILE *)v245);
+  bool _v244 = false;
+  if (header.uVersion != 91969 ||
+      header.pMagic[0] != 'm'  ||
+      header.pMagic[1] != 'v'  ||
+      header.pMagic[2] != 'i'  ||
+      header.pMagic[3] != 'i' )
+  {
+    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1090", 0);
+    _v244 = true;
+  }
+  else
+  {
+    pRawDLV = malloc(header.uDecompressedSize);
+    if (header.uCompressedSize == header.uDecompressedSize)
+      fread(pRawDLV, 1, header.uCompressedSize, File);
+    else if (header.uCompressedSize < header.uDecompressedSize)
+    {
+      void* pTmpMem = malloc(header.uCompressedSize);
+      {
+        fread(pTmpMem, header.uCompressedSize, 1, File);
+
+        uint uDecompressedSize = header.uDecompressedSize;
+        zlib::MemUnzip(pRawDLV, &uDecompressedSize, pTmpMem, header.uCompressedSize);
+
+        if (uDecompressedSize != header.uDecompressedSize)
+          Log::Warning(L"uDecompressedSize != header.uDecompressedSize in DLV");
+      }
+      free(pTmpMem);
+    }
+    else
+      MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1108", 0);
+
+    pData = (char *)pRawDLV;
+  }
+  
+  memcpy(&dlv, pData, 40);
+  pData += 40;
+
+  //v152 = dlv.uNumFacesInBModels;
+  if (dlv.uNumFacesInBModels)
+  {
+    //v153 = dlv.uNumDecorations;
+    if (dlv.uNumDecorations)
+    {
+      if (dlv.uNumFacesInBModels != uNumFaces ||
+          dlv.uNumDecorations != uNumLevelDecorations)
+        _v244 = true;
+    }
+  }
+
+  if (dword_6BE364_game_settings_1 & GAME_SETTINGS_2000 )
+    _i = 0x1BAF800;
+  bool _a = false;
+  if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") )
+    _a = true;
+
+  //v154 = 875;
+  if (_v244 || (_a || !dlv.uLastRepawnDay))
+  {
+	  if (_v244)
+	  {
+		  memset(v203, 0, 0x36B);
+	  }
+	  else if (_a || !dlv.uLastRepawnDay)
+	  {
+		  memcpy(v203, pData, 0x36B);
+	  }
+
+		  free(pRawDLV);
+		  dlv.uLastRepawnDay = a3;
+		  if (_v244)
+			  ++dlv.uNumRespawns;
+		  //v201 = pFilename;
+		  *(int *)pDest = 1;
+		  File = pGames_LOD->FindContainer(pFilename, 0);
+		  fread(&header, 0x10u, 1, File);
+		  uint v155 = header.uCompressedSize;
+		  uint Count = header.uDecompressedSize;
+		  BLVFace* Src = (BLVFace *)malloc(header.uDecompressedSize);
+		  pRawDLV = Src;
+		  if (v155 <= Count)
+		  {
+			  if (v155 == Count)
+				  fread(Src, 1, Count, File);
+			  else
+			  {
+				  void* _uSourceLen = malloc(v155);
+				  fread(_uSourceLen, v155, 1, File);
+				  zlib::MemUnzip(Src, &Count, _uSourceLen, v155);
+				  free(_uSourceLen);
+			  }
+		  }
+		  else
+			  MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1195", 0);
+		  pData = ((char *)Src + 40);
+		  //v154 = 875;
+  }
+  else
+  {
+	  *(int *)pDest = 0;
+  }
+  
+
+//LABEL_140:
+  //v202 = (int)".blv";
+  //v156 = strlen(pFilename);
+  strcpy(&pFilename[strlen(pFilename) - 4], ".blv");
+  memcpy(_visible_outlines, pData, 875);
+  pData += 875;
+
+  if ( *(int *)pDest )
+    memcpy(_visible_outlines, v203, 875);
+
+  for (uint i = 0; i < pMapOutlines->uNumOutlines; ++i)
+  {
+    BLVMapOutline* pVertex = &pMapOutlines->pOutlines[i];
+    if ((unsigned __int8)(1 << (7 - i % 8)) & _visible_outlines[i / 8])
+      pVertex->uFlags |= 1;
+  }
+
+
+  for (uint i = 0; i < uNumFaces; ++i)
+  {
+    BLVFace* pFace = &pFaces[i];
+    BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];
+
+    memcpy(&pFace->uAttributes, pData, 4);
+    pData += 4;
+
+    if (pFaceExtra->uEventID)
+    {
+      if (pFaceExtra->HasEventint())
+        pFace->uAttributes |= FACE_HAS_EVENT;
+      else
+        pFace->uAttributes &= ~FACE_HAS_EVENT;
+    }
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  for (uint i = 0; i < uNumLevelDecorations; ++i)
+  {
+    memcpy(&pLevelDecorations[i].uFlags, pData, 2);
+    pData += 2;
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumActors, pData, 4);
+  memcpy(&pActors, pData + 4, uNumActors * sizeof(Actor));
+  pData += 4 + uNumActors * sizeof(Actor);
+
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumSpriteObjects, pData, 4);
+  memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject));
+  pData += 4 + uNumSpriteObjects * sizeof(SpriteObject);
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  for ( uint i = 0; i < uNumSpriteObjects; ++i )
+  {
+    if (pSpriteObjects[i].stru_24.uItemID && !(pSpriteObjects[i].uAttributes & 0x0100))
+    {
+      pSpriteObjects[i].uType = pItemsTable->pItems[pSpriteObjects[i].stru_24.uItemID].uSpriteID;
+
+      //uint uObjectID = 0;
+      for ( uint j = 0; j < pObjectList->uNumObjects; ++j )
+        if ( pSpriteObjects[i].uType == pObjectList->pObjects[j].uObjectID )
+        {
+          pSpriteObjects[i].uObjectDescID = j;
+          break;
+        }
+    }
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&uNumChests, pData, 4);
+  memcpy(pChests.data(), pData + 4, uNumChests * sizeof(Chest));
+  pData += 4 + uNumChests * sizeof(Chest);
+
+  pGameLoadingUI_ProgressBar->Progress();
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(pDoors, pData, 0x3E80);
+  pData += 0x3E80;
+
+  //v201 = (const char *)blv.uDoors_ddata_Size;
+  //v200 = (size_t)ptr_0002B4_doors_ddata;
+  //v170 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData");
+  //v171 = blv.uDoors_ddata_Size;
+  ptr_0002B4_doors_ddata = (unsigned __int16 *)malloc(blv.uDoors_ddata_Size);//, "L.DData");
+  memcpy(ptr_0002B4_doors_ddata, pData, blv.uDoors_ddata_Size);
+  pData += blv.uDoors_ddata_Size;
+
+  //Src = (BLVFace *)((char *)Src + v171);
+  //v172 = 0;
+  //v245 = 0;
+  //if (uNumDoors > 0)
+  for (uint i = 0, j = 0; i < uNumDoors; ++i)
+  {
+    BLVDoor* pDoor = &pDoors[i];
+
+    pDoor->pVertexIDs = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->uNumVertices;
+
+    pDoor->pFaceIDs = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->uNumFaces;
+
+    pDoor->pSectorIDs = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->field_48;
+
+    pDoor->pDeltaUs = (short *)(&ptr_0002B4_doors_ddata[j]);
+    j += pDoor->uNumFaces;
+
+    pDoor->pDeltaVs = (short *)(&ptr_0002B4_doors_ddata[j]);
+    j += pDoor->uNumFaces;
+
+    pDoor->pXOffsets = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->uNumOffsets;
+
+    pDoor->pYOffsets = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->uNumOffsets;
+
+    pDoor->pZOffsets = &ptr_0002B4_doors_ddata[j];
+    j += pDoor->uNumOffsets;
+    /*v173 = pDoors;
+    for ( k = 0; ; v172 = v188 + 2 * *((short *)&v173[k] - 3) )
+    {
+      v173[k].pVertexIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v172);
+      v175 = &pDoors[k];
+      v176 = v172 + 2 * v175->uNumVertices;
+      v175->pFaceIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v176);
+      v177 = &pDoors[k];
+      v178 = v176 + 2 * v177->uNumFaces;
+      v177->pSectorIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v178);
+      v179 = &pDoors[k];
+      v180 = v178 + 2 * v179->field_48;
+      v179->pDeltaUs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v180);
+      v181 = &pDoors[k];
+      v182 = v180 + 2 * v181->uNumFaces;
+      v181->pDeltaVs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v182);
+      v183 = &pDoors[k];
+      v184 = v182 + 2 * v183->uNumFaces;
+      v183->pXOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v184);
+      v185 = &pDoors[k];
+      v186 = v184 + 2 * v185->uNumOffsets;
+      v185->pYOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v186);
+      v187 = &pDoors[k];
+      ++k;
+      v188 = v186 + 2 * v187->uNumOffsets;
+      v189 = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v188);
+      ++v245;
+      v187->pZOffsets = v189;
+      v173 = pDoors;
+      if ( v245 >= uNumDoors )
+        break;
+    }*/
+  }
+  //v190 = 0;
+  //v245 = 0;
+  for (uint i = 0; i < uNumDoors; ++i)
+  {
+    BLVDoor* pDoor = &pDoors[i];
+
+    for (uint j = 0; j < pDoor->uNumFaces; ++j)
+    {
+      BLVFace* pFace = &pFaces[pDoor->pFaceIDs[j]];
+      BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];
+
+      pDoor->pDeltaUs[j] = pFaceExtra->sTextureDeltaU;
+      pDoor->pDeltaVs[j] = pFaceExtra->sTextureDeltaV;
+    }
+    //v191 = pDoors;
+    //pDest = 0;
+    //do
+   // {
+      /*Argsn = 0;
+      for ( l = (BLVDoor *)&v190[(int)v191];
+            Argsn < *(short *)&v190[(int)v191 + 70];
+            l = (BLVDoor *)&v190[(int)v191] )
+      {
+        v193 = Argsn;
+        v194 = l->pFaceIDs[Argsn++];
+        v195 = &pFaceExtras[pFaces[v194].uFaceExtraID];
+        l->pDeltaUs[v193] = v195->sTextureDeltaU;
+        v190 = pDest;
+        *(short *)(v193 * 2 + *(int *)&pDest[(unsigned int)pDoors + 52]) = v195->sTextureDeltaV;
+        v191 = pDoors;
+      }
+      ++v245;
+      v190 += 80;
+      pDest = v190;*/
+    //}
+    //while ( v245 < uNumDoors );
+  }
+
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&stru_5E4C90_MapPersistVars, pData, 0xC8);
+  pData += 0xC8;
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  memcpy(&stru1, pData, 0x38u);
+  pData += 0x38;
+
+  free(pRawDLV);
+  //v5 = 0;
+
+  pSoundList->LoadSound(64, 0);
+  pSoundList->LoadSound(103, 0);
+  pSoundList->LoadSound(63, 0);
+  pSoundList->LoadSound(102, 0);
+  pSoundList->LoadSound(50, 0);
+  pSoundList->LoadSound(89, 0);
+
+  return 0;
+}
+
+
+//----- (0049AC17) --------------------------------------------------------
+int IndoorLocation::GetSector(int sX, int sY, int sZ)
+{
+  int v4; // esi@1
+  signed int v25; // edx@21
+  int v26; // ebx@23
+  int v37; // edi@38
+  int pSectorID; // ebx@40
+  int v39; // eax@41
+  int v43[50]; // [sp+Ch] [bp-108h]@1
+  bool v50; // [sp+ECh] [bp-28h]@19
+  int v51; // [sp+F0h] [bp-24h]@9
+  int v53; // [sp+F8h] [bp-1Ch]@10
+  int v54; // [sp+FCh] [bp-18h]@16
+  int v55; // [sp+100h] [bp-14h]@1
+  int v59; // [sp+110h] [bp-4h]@16
+
+  v4 = 0;
+  v43[0] = 0;
+
+  v55 = 0;
+
+  if (uNumSectors < 2)
+    return 0;
+
+  for (uint i = 1; i < uNumSectors; ++i)
+  {
+    BLVSector* pSector = &pSectors[i];
+
+    if (pSector->pBounding.x1 > sX || pSector->pBounding.x2 < sX ||
+        pSector->pBounding.y1 > sY || pSector->pBounding.y2 < sY ||
+        pSector->pBounding.z1 - 64 > sZ || pSector->pBounding.z2 + 64 < sZ)
+      continue;
+
+          //Log::Warning(L"Sector[%u]", i);
+    v51 = pSector->uNumFloors + pSector->uNumPortals;
+    if (!v51)
+      continue;
+
+
+    for (uint j = 0; j < v51; ++j)
+    {
+      uint uFaceID;
+      if (j < pSector->uNumFloors)
+        uFaceID = pSector->pFloors[j];
+      else
+        uFaceID = pSector->pPortals[j - pSector->uNumFloors];
+
+      BLVFace* pFace = &pFaces[uFaceID];
+      if (pFace->uPolygonType != POLYGON_Floor &&
+          pFace->uPolygonType != POLYGON_InBetweenFloorAndWall)
+        continue;
+
+      v54 = 0;
+      v50 = pVertices[pFace->pVertexIDs[0]].y >= sY;
+
+      for (uint k = 1; k <= pFace->uNumVertices; k++)
+      {
+        v59 = v50;
+
+        if (v54 >= 2)
+          break;
+
+        Vec3<int16_t>* v2 = &pVertices[pFace->pVertexIDs[k]];
+        v50 = v2->y >= sY;
+
+        if (v59 == v50)
+          continue;
+
+        Vec3<int16_t>* v1 = &pVertices[pFace->pVertexIDs[k - 1]];
+        v25 = v2->x >= sX ? 0 : 2;
+        v26 = v25 | (v1->x < sX);
+
+        if (v26 == 3)
+          continue;
+
+        if (!v26)
+          ++v54;
+        else
+        {
+          if (v1->x >= v2->x)
+          {
+                        /*int _a58;
+                        int _a59;
+
+                        v32 = v1->x - v2->x;
+                        LODWORD(v33) = v32 << 16;
+                        HIDWORD(v33) = v32 >> 16;*/
+                        //fixpoint_div(v1->x - v2->x, v1->y - v2->y);
+                        //_a58 = v33 / (v1->y - v2->y);
+                        //_a59 = fixpoint_mul(_a58, sY - v2->y);
+            long long x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y);
+            long long res = fixpoint_mul(x_div_y, sY - v2->y);  // a / b * c  - looks like projection 
+            if (res + v2->x > sX)
+              ++v54;
+          }
+          else
+          {
+            long long x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y);
+            long long res = fixpoint_mul(x_div_y, sY - v1->y);
+
+            if (res + v1->x > sX)
+              ++v54;
+
+                        /*int _a58;
+                        int _a59;
+                        auto v32 = v2->x - v1->x;
+                        LODWORD(v33) = v32 << 16;
+                        HIDWORD(v33) = v32 >> 16;
+                        _a58 = v33 / (v2->y - v1->y);
+                        _a59 = fixpoint_mul(_a58, sY - v1->y);
+
+                        if (_a59 + pVertices[k].x > sX)
+                          ++v54;*/
+          }
+        }
+      }
+
+      if (pFace->uNumVertices && v54 == 1)
+        v43[v55++] = uFaceID;
+    }
+  }
+
+  v4 = v43[0];
+  if ( v55 == 1 )
+    return this->pFaces[v4].uSectorID;
+  if ( !v55 )
+    return 0;
+  pSectorID = 0;
+  v53 = 0xFFFFFFu;
+  if ( v55 > 0 )
+  {
+    v39 = sY;
+    for ( v37 = 0; v37 < v55; ++v37 )
+    {
+      if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_Floor )
+        v39 = sZ - this->pVertices[*this->pFaces[v43[v37]].pVertexIDs].z;
+      if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_InBetweenFloorAndWall )
+      {
+        v39 = sZ - ((fixpoint_mul(this->pFaces[v43[v37]].zCalc1, (sX << 16))
+                   + fixpoint_mul(this->pFaces[v43[v37]].zCalc2, (sY << 16))
+                   + this->pFaces[v43[v37]].zCalc3
+                   + 0x8000) >> 16);
+      }
+      if ( v39 >= 0 )
+      {
+        if ( v39 < v53 )
+        {
+          pSectorID = this->pFaces[v43[v37]].uSectorID;
+          v53 = v39;
+        }
+      }
+    }
+  }
+  return pSectorID;
+}
+// 49AC17: using guessed type int var_108[50];
+
+
+//----- (00498A41) --------------------------------------------------------
+void BLVFace::_get_normals(Vec3_int_ *a2, Vec3_int_ *a3)
+{
+  Vec3_float_ a1; // [sp+Ch] [bp-Ch]@8
+
+  if ( this->uPolygonType == POLYGON_VerticalWall )
+  {
+    a2->x = -this->pFacePlane_old.vNormal.y;
+    a2->y = this->pFacePlane_old.vNormal.x;
+    a2->z = 0;
+
+    a3->x = 0;
+    a3->y = 0;
+    a3->z = 0xFFFF0000u;
+
+  }
+  else if ( this->uPolygonType == POLYGON_Floor || this->uPolygonType == POLYGON_Ceiling )
+  {
+    a2->x = 0x10000u;
+    a2->y = 0;
+    a2->z = 0;
+
+    a3->x = 0;
+    a3->y = 0xFFFF0000u;
+    a3->z = 0;
+
+  }
+  else if ( this->uPolygonType == POLYGON_InBetweenFloorAndWall || this->uPolygonType == POLYGON_InBetweenCeilingAndWall )
+  {
+    if ( abs(this->pFacePlane_old.vNormal.z) < 46441 )
+    {
+      a1.x = (double)-this->pFacePlane_old.vNormal.y;
+      a1.y = (double)this->pFacePlane_old.vNormal.x;
+      a1.z = 0.0;
+      a1.Normalize();
+
+      a2->x = (signed __int64)(a1.x * 65536.0);
+      a2->y = (signed __int64)(a1.y * 65536.0);
+      a2->z = 0;
+
+      a3->y = 0;
+      a3->z = 0xFFFF0000u;
+      a3->x = 0;
+
+    }
+	else
+	{
+		a2->x = 0x10000u;
+		a2->y = 0;
+		a2->z = 0;
+
+		a3->x = 0;
+		a3->y = 0xFFFF0000u;
+		a3->z = 0;
+	}
+
+  }
+//LABEL_12:
+  if ( this->uAttributes & FACE_UNKNOW3 )
+  {
+    a2->x = -a2->x;
+    a2->y = -a2->y;
+    a2->z = -a2->z;
+  }
+  if ( this->uAttributes & FACE_UNKNOW4 )
+  {
+    a3->x = -a3->x;
+    a3->y = -a3->y;
+    a3->z = -a3->z;
+  }
+  return;
+}
+
+//----- (0044C23B) --------------------------------------------------------
+bool BLVFaceExtra::HasEventint()
+{
+   signed int event_index; // eax@1
+  _evt_raw* start_evt;
+  _evt_raw* end_evt;
+
+  event_index = 0;
+  if ( (uLevelEVT_NumEvents - 1) <= 0 )
+    return false;
+  while ( pLevelEVT_Index[event_index].uEventID != this->uEventID )
+  {
+    ++event_index;
+    if ( event_index >= (signed int)(uLevelEVT_NumEvents - 1) )
+      return false;
+  }
+  end_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index+1].uEventOffsetInEVT];
+  start_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index].uEventOffsetInEVT];
+  if ( (end_evt->_e_type != EVENT_Exit) || (start_evt->_e_type!= EVENT_MouseOver) )
+    return false;
+  else
+    return true;
+}
+
+//----- (0046F228) --------------------------------------------------------
+void  BLV_UpdateDoors()
+{
+  BLVFace *face; // ebx@24
+  Vec3_short_ *v17; // esi@24
+  int v18; // eax@24
+  int v19; // edx@24
+  signed int v20; // eax@24
+  int v24; // esi@25
+  int v25; // eax@25
+  signed __int64 v27; // qtt@27
+  BLVFaceExtra *v28; // esi@32
+  int v32; // eax@34
+  Vec3_short_ *v34; // eax@35
+  int v35; // ecx@35
+  int v36; // edx@35
+  signed int v37; // eax@35
+  signed int v38; // edx@35
+  int v39; // eax@35
+  int v40; // edx@35
+  Vec3_short_ *v43; // edi@36
+  int v57; // eax@58
+  Vec3_int_ v67;
+  Vec3_int_ v70;
+  int v73; // [sp+20h] [bp-44h]@24
+  int v75; // [sp+28h] [bp-3Ch]@36
+  int v76; // [sp+2Ch] [bp-38h]@36
+  int v77; // [sp+30h] [bp-34h]@36
+  int v82; // [sp+44h] [bp-20h]@35
+  int v83; // [sp+48h] [bp-1Ch]@34
+  int v84; // [sp+4Ch] [bp-18h]@34
+  SoundID eDoorSoundID; // [sp+54h] [bp-10h]@1
+  int v88; // [sp+5Ch] [bp-8h]@18
+  int v89; // [sp+60h] [bp-4h]@6
+
+  eDoorSoundID = (SoundID)pDoorSoundIDsByLocationID[dword_6BE13C_uCurrentlyLoadedLocationID];
+  for (uint i = 0; i < pIndoor->uNumDoors; ++i)
+  {
+    BLVDoor* door = &pIndoor->pDoors[i];
+    if (door->uState == BLVDoor::Closed || door->uState == BLVDoor::Open)
+    {
+      door->uAttributes &= 0xFFFFFFFDu;//~0x2
+      continue;
+    }
+    door->uTimeSinceTriggered += pEventTimer->uTimeElapsed;
+    if (door->uState == BLVDoor::Opening)
+    {
+      v89 = (signed int)(door->uTimeSinceTriggered * door->uCloseSpeed) / 128;
+      if ( v89 >= door->uMoveLength )
+      {
+        v89 = door->uMoveLength;
+        door->uState = BLVDoor::Open;
+        if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0)
+          pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0);
+        //goto LABEL_18;
+      }
+	  else if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices)
+		  pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0);
+    }
+    else
+    {
+      signed int v5 = (signed int)(door->uTimeSinceTriggered * door->uOpenSpeed) / 128;
+      if ( v5 >= door->uMoveLength)
+      {
+        v89 = 0;
+        door->uState = BLVDoor::Closed;
+        if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0)
+          pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0);
+        //goto LABEL_18;
+      }
+	  else
+	  {
+		  v89 = door->uMoveLength - v5;
+		  if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices)
+			  pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0);
+	  }
+    }
+
+//LABEL_18:
+    for (uint j = 0; j < door->uNumVertices; ++j)
+    {
+      pIndoor->pVertices[door->pVertexIDs[j]].x = fixpoint_mul(door->vDirection.x, v89) + door->pXOffsets[j];
+      pIndoor->pVertices[door->pVertexIDs[j]].y = fixpoint_mul(door->vDirection.y, v89) + door->pYOffsets[j];
+      pIndoor->pVertices[door->pVertexIDs[j]].z = fixpoint_mul(door->vDirection.z, v89) + door->pZOffsets[j];
+    }
+    for ( v88 = 0; v88 < door->uNumFaces; ++v88 )
+    {
+      face = &pIndoor->pFaces[door->pFaceIDs[v88]];
+      v17 = &pIndoor->pVertices[face->pVertexIDs[0]];
+      v18 = face->pFacePlane_old.vNormal.y;
+      v73 = *(int *)&v17->x;
+      v19 = face->pFacePlane_old.vNormal.z;
+      v20 = -(v19 * (int)v17->z + (signed __int16)v73 * face->pFacePlane_old.vNormal.x + SHIWORD(v73) * v18);
+      face->pFacePlane_old.dist = v20;
+      face->pFacePlane.dist = -((double)v17->z * face->pFacePlane.vNormal.z
+                             + (double)v17->y * face->pFacePlane.vNormal.y
+                             + (double)v17->x * face->pFacePlane.vNormal.x);
+      if ( v19 )
+      {
+        v24 = abs(v20 >> 15);
+        v25 = abs(face->pFacePlane_old.vNormal.z);
+        if ( v24 > v25 )
+          Error("Door Error\ndoor id: %i\nfacet no: %i\n\nOverflow dividing facet->d [%i] by facet->nz [%i]",
+            door->uDoorID, door->pFaceIDs[v88], face->pFacePlane_old.dist, face->pFacePlane_old.vNormal.z);
+        LODWORD(v27) = face->pFacePlane_old.dist << 16;
+        HIDWORD(v27) = face->pFacePlane_old.dist >> 16;
+        face->zCalc3 = -v27 / face->pFacePlane_old.vNormal.z;
+      }
+      //if ( face->uAttributes & FACE_TEXTURE_FLOW || pRenderer->pRenderD3D )
+        face->_get_normals(&v70, &v67);
+      v28 = &pIndoor->pFaceExtras[face->uFaceExtraID];
+      /*if ( !pRenderer->pRenderD3D )
+      {
+        if ( !(face->uAttributes & FACE_TEXTURE_FLOW) )
+          continue;
+        v83 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16;
+        v85 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16;
+        v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16;
+        v29 = v89;
+        v28->sTextureDeltaU = -((v83 + v85 + v84) * (signed __int64)v89) >> 16;
+        v85 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16;
+        v83 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16;
+        v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16;
+        v31 = (v85 + v83 + v84) * (signed __int64)v29;
+        v32 = v31 >> 16;
+        v57 = -v32;
+        v28->sTextureDeltaV = v57;
+        v28->sTextureDeltaU += door->pDeltaUs[v88];
+        v28->sTextureDeltaV = v57 + door->pDeltaVs[v88];
+        continue;
+      }*/
+      v28->sTextureDeltaU = 0;
+      v28->sTextureDeltaV = 0;
+      v34 = &pIndoor->pVertices[face->pVertexIDs[0]];
+      v35 = v34->z;
+      v36 = v34->y;
+      v82 = v34->x;
+      v37 = v70.x * v82 + v70.y * v36 + v70.z * v35;
+      v38 = v67.x * v82 + v67.y * v36 + v67.z * v35;
+      v39 = v37 >> 16;
+      *face->pVertexUIDs = v39;
+      v40 = v38 >> 16;
+      *face->pVertexVIDs = v40;
+      v84 = v39;
+      v82 = v40;
+      for (uint j = 1; j < face->uNumVertices; ++j)
+      {
+        v43 = &pIndoor->pVertices[face->pVertexIDs[j]];
+        v76 = ((__int64)v70.z * v43->z + (__int64)v70.x * v43->x + (__int64)v70.y * v43->y) >> 16;
+        v77 = ((__int64)v67.x * v43->x + (__int64)v67.y * v43->y + (__int64)v43->z * v67.z) >> 16;
+        if ( v76 < v39 )
+          v39 = v76;
+        if ( v77 < v40 )
+          v40 = v77;
+        if ( v76 > v84 )
+          v84 = v76;
+        if ( v77 > v82 )
+          v82 = v77;
+        face->pVertexUIDs[j] = v76;
+        face->pVertexVIDs[j] = v77;
+      }
+      if ( face->uAttributes & 0x00001000 )
+        v28->sTextureDeltaU -= v39;
+      else
+      {
+        if ( SBYTE1(face->uAttributes) < 0 )
+        {
+          if ( face->uBitmapID != -1 )
+            v28->sTextureDeltaU -= v84 + pBitmaps_LOD->pTextures[face->uBitmapID].uTextureWidth;
+        }
+      }
+      if ( face->uAttributes & FACE_UNKNOW6 )
+        v28->sTextureDeltaV -= v40;
+      else
+      {
+        if ( face->uAttributes & FACE_INDOOR_DOOR )
+        {
+          if ( face->uBitmapID != -1 )
+            v28->sTextureDeltaV -= v82 + pBitmaps_LOD->GetTexture(face->uBitmapID)->uTextureHeight;
+        }
+      }
+      if ( face->uAttributes & FACE_TEXTURE_FLOW )
+      {
+        v84 = fixpoint_mul(door->vDirection.x, v70.x);
+        v82 = fixpoint_mul(door->vDirection.y, v70.y);
+        v83 = fixpoint_mul(door->vDirection.z, v70.z);
+        v75 = v84 + v82 + v83;
+        v82 = fixpoint_mul(v75, v89);
+        v28->sTextureDeltaU = -v82;
+        v84 = fixpoint_mul(door->vDirection.x, v67.x);
+        v82 = fixpoint_mul(door->vDirection.y, v67.y);
+        v83 = fixpoint_mul(door->vDirection.z, v67.z);
+        v75 = v84 + v82 + v83;
+        v32 = fixpoint_mul(v75, v89);
+        v57 = -v32;
+        v28->sTextureDeltaV = v57;
+        v28->sTextureDeltaU += door->pDeltaUs[v88];
+        v28->sTextureDeltaV = v57 + door->pDeltaVs[v88];
+      }
+    }
+  }
+}
+// 6BE13C: using guessed type int dword_6BE13C_uCurrentlyLoadedLocationID;
+
+//----- (0046F90C) --------------------------------------------------------
+void  UpdateActors_BLV()
+{
+  int v2; // edi@6
+  int v3; // eax@6
+  int v4; // eax@8
+  __int16 v5; // ax@11
+  signed int v6; // ebx@14
+  signed __int64 v10; // qax@18
+  int v22; // edi@46
+  unsigned int v24; // eax@51
+  int v27; // ST08_4@54
+  int v28; // edi@54
+  int v29; // eax@54
+  int v30; // ecx@62
+  int v31; // ebx@62
+  int v32; // eax@62
+  int v33; // eax@64
+  signed int v37; // ebx@85
+  int v44; // ecx@96
+  int v45; // edi@101
+  AIDirection v52; // [sp+0h] [bp-60h]@75
+  AIDirection v53; // [sp+1Ch] [bp-44h]@116
+  unsigned int uSectorID; // [sp+3Ch] [bp-24h]@6
+  int v56; // [sp+40h] [bp-20h]@6
+  unsigned int _this; // [sp+44h] [bp-1Ch]@51
+  int v58; // [sp+48h] [bp-18h]@51
+  int v59; // [sp+4Ch] [bp-14h]@8
+  unsigned int uFaceID; // [sp+50h] [bp-10h]@6
+  int v61; // [sp+54h] [bp-Ch]@14
+  int v62; // [sp+58h] [bp-8h]@6
+  unsigned int actor_id; // [sp+5Ch] [bp-4h]@1
+
+  for ( actor_id = 0; actor_id < uNumActors; actor_id++ )
+  {
+    if ( pActors[actor_id].uAIState == Removed || pActors[actor_id].uAIState == Disabled
+      || pActors[actor_id].uAIState == Summoned || !pActors[actor_id].uMovementSpeed )
+      continue;
+    uSectorID = pActors[actor_id].uSectorID;
+    v2 = collide_against_floor(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, &uSectorID, &uFaceID);
+    pActors[actor_id].uSectorID = uSectorID;
+    v3 = pActors[actor_id].pMonsterInfo.uFlying;
+    v56 = v2;
+    v62 = v3;
+    if ( !pActors[actor_id].CanAct() )
+      v62 = 0;
+    v4 = pActors[actor_id].vPosition.z;
+    v59 = 0;
+    if ( pActors[actor_id].vPosition.z > v2 + 1 )
+      v59 = 1;
+    if ( v2 <= -30000 )
+    {
+      v5 = pIndoor->GetSector(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, v4);
+      pActors[actor_id].uSectorID = v5;
+      v56 = BLV_GetFloorLevel(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, v5, &uFaceID);
+      if ( !v5 || v56 == -30000 )
+        continue;
+    }
+    if ( pActors[actor_id].uCurrentActionAnimation == ANIM_Walking)//монстр двигается
+    {
+      v6 = pActors[actor_id].uMovementSpeed;
+      if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 )
+      {
+        if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower )
+          LODWORD(v10) = pActors[actor_id].uMovementSpeed / (unsigned __int16)pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower;
+        else
+          v10 = (signed __int64)((double)pActors[actor_id].uMovementSpeed * 0.5);
+        v6 = v10;
+      }
+      if ( pActors[actor_id].uAIState == Pursuing || pActors[actor_id].uAIState == Fleeing )
+        v6 *= 2;
+      if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_WAIT )
+        v6 = (signed __int64)((double)v6 * flt_6BE3AC_debug_recmod1_x_1_6);
+      if ( v6 > 1000 )
+        v6 = 1000;
+      pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(pActors[actor_id].uYawAngle), v6);
+      pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uYawAngle), v6);
+      if ( v62 )
+        pActors[actor_id].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uPitchAngle), v6);
+    }
+    else//actor is not moving(актор не двигается)
+    {
+      pActors[actor_id].vVelocity.x = fixpoint_mul(55000, pActors[actor_id].vVelocity.x);
+      pActors[actor_id].vVelocity.y = fixpoint_mul(55000, pActors[actor_id].vVelocity.y);
+      if ( v62 )
+        pActors[actor_id].vVelocity.z = fixpoint_mul(55000, pActors[actor_id].vVelocity.z);
+    }
+    if ( pActors[actor_id].vPosition.z <= v56 )
+    {
+      pActors[actor_id].vPosition.z = v56 + 1;
+      if ( pIndoor->pFaces[uFaceID].uPolygonType == 3 )
+      {
+        if ( pActors[actor_id].vVelocity.z < 0 )
+          pActors[actor_id].vVelocity.z = 0;
+      }
+      else
+      {
+        if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 45000 )
+          pActors[actor_id].vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
+      }
+    }
+    else
+    {
+      if ( v59 && !v62 )
+        pActors[actor_id].vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
+    }
+    if ( pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x
+       + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y
+       + pActors[actor_id].vVelocity.z * pActors[actor_id].vVelocity.z >= 400 )
+    {
+      stru_721530.field_84 = -1; 
+      stru_721530.field_70 = 0;
+      stru_721530.field_0 = 1;
+      stru_721530.field_8_radius = pActors[actor_id].uActorRadius;
+      stru_721530.prolly_normal_d = pActors[actor_id].uActorRadius;
+      stru_721530.height = pActors[actor_id].uActorHeight;
+      v22 = 0;
+      for ( uSectorID = 0; uSectorID < 100; uSectorID++ )
+      {
+        stru_721530.position.x = pActors[actor_id].vPosition.x;
+        stru_721530.normal.x = stru_721530.position.x;
+        stru_721530.position.y = pActors[actor_id].vPosition.y;
+        stru_721530.normal.y = stru_721530.position.y;
+        stru_721530.normal.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1;
+        stru_721530.position.z = pActors[actor_id].vPosition.z - pActors[actor_id].uActorRadius + stru_721530.height - 1;
+        if ( stru_721530.position.z < stru_721530.normal.z )
+        stru_721530.position.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1;
+        stru_721530.velocity.x = pActors[actor_id].vVelocity.x;
+        stru_721530.velocity.y = pActors[actor_id].vVelocity.y;
+        stru_721530.velocity.z = pActors[actor_id].vVelocity.z;
+        stru_721530.uSectorID = pActors[actor_id].uSectorID;
+        if ( !stru_721530._47050A(v22) )
+        {
+          v58 = 0;
+          v24 = 8 * actor_id;
+          LOBYTE(v24) = PID(OBJECT_Actor,actor_id);
+          for ( v61 = 0; v61 < 100; ++v61 )
+          {
+            _46E44E_collide_against_faces_and_portals(1);
+            _46E0B2_collide_against_decorations();
+            _46EF01_collision_chech_player(0);
+            _46ED8A_collide_against_sprite_objects(v24);
+            for ( uint j = 0; j < ai_arrays_size; j++ )
+            {
+              if ( ai_near_actors_ids[j] != actor_id )
+              {
+                v27 = abs(pActors[ai_near_actors_ids[j]].vPosition.z - pActors[actor_id].vPosition.z);
+                v28 = abs(pActors[ai_near_actors_ids[j]].vPosition.y - pActors[actor_id].vPosition.y);
+                v29 = abs(pActors[ai_near_actors_ids[j]].vPosition.x - pActors[actor_id].vPosition.x);
+                if ( int_get_vector_length(v29, v28, v27) >= pActors[actor_id].uActorRadius + (signed int)pActors[ai_near_actors_ids[j]].uActorRadius
+                  && Actor::_46DF1A_collide_against_actor(ai_near_actors_ids[j], 40) )
+                  ++v58;
+              }
+            }
+            if ( _46F04E_collide_against_portals() )
+              break;
+          }
+          v56 = v58 > 1;
+          if ( stru_721530.field_7C >= stru_721530.field_6C )
+          {
+            v30 = stru_721530.normal2.x;
+            v31 = stru_721530.normal2.y;
+            v32 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
+          }
+          else
+          {
+            v30 = pActors[actor_id].vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
+            v31 = pActors[actor_id].vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
+            v32 = pActors[actor_id].vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
+          }
+          v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID);
+          if (pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY && pActors[actor_id].uAIState == Dead)
+          {
+            pActors[actor_id].uAIState = Removed;
+            continue;
+          }
+          if ( v59 || v62 || !(pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY) )
+          {
+            if ( v33 == -30000 )
+              continue;
+            if ( pActors[actor_id].uCurrentActionAnimation != 1 || v33 >= pActors[actor_id].vPosition.z - 100 || v59 || v62 )
+            {
+              if ( stru_721530.field_7C < stru_721530.field_6C )
+              {
+				  pActors[actor_id].vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
+				  pActors[actor_id].vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
+				  pActors[actor_id].vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
+				  pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID);
+				  stru_721530.field_70 += stru_721530.field_7C;
+				  v37 = PID_ID(stru_721530.uFaceID);
+				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)
+				  {
+					  if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT))
+					  {
+						  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+						  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+						  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+						  v22 = 0;
+						  continue;
+					  }
+					  if (pActors[actor_id].pMonsterInfo.uHostilityType)
+					  {
+						  if (!v56)
+						  {
+							  Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
+							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+							  v22 = 0;
+							  continue;
+						  }
+					  }
+					  else
+					  {
+						  if (!v56)
+						  {
+							  if (!pActors[v37].pMonsterInfo.uHostilityType)
+							  {
+								  Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
+								  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+								  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+								  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+								  v22 = 0;
+								  continue;
+							  }
+							  Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
+							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+							  v22 = 0;
+							  continue;
+						  }
+					  }
+					  Actor::AI_StandOrBored(actor_id, 4, v22, &v53);
+					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+					  v22 = 0;
+					  continue;
+				  }
+				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Player)
+				  {
+					  if (pActors[actor_id].GetActorsRelation(0))
+					  {
+						  //v51 = __OFSUB__(HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime), v22);
+						  //v49 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) == v22;
+						  //v50 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) - v22 < 0;
+						  pActors[actor_id].vVelocity.y = v22;
+						  pActors[actor_id].vVelocity.x = v22;
+						  if (pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > v22)
+							  pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
+						  viewparams->bRedrawGameUI = 1;
+						  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+						  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+						  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+						  v22 = 0;
+						  continue;
+					  }
+					  Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
+					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+					  v22 = 0;
+					  continue;
+				  }
+				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)
+				  {
+					  _this = integer_sqrt(pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y);
+					  v45 = stru_5C6E00->Atan2(pActors[actor_id].vPosition.x - pLevelDecorations[v37].vPosition.x,
+						  pActors[actor_id].vPosition.y - pLevelDecorations[v37].vPosition.y);
+					  pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this);
+					  pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this);
+					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+					  v22 = 0;
+					  continue;
+				  }
+				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)
+				  {
+					  stru_721530.field_84 = stru_721530.uFaceID >> 3;
+					  if (pIndoor->pFaces[v37].uPolygonType == 3)
+					  {
+						  pActors[actor_id].vVelocity.z = 0;
+						  pActors[actor_id].vPosition.z = pIndoor->pVertices[*pIndoor->pFaces[v37].pVertexIDs].z + 1;
+						  if (pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x
+							  + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y < 400)
+						  {
+							  pActors[actor_id].vVelocity.y = 0;
+							  pActors[actor_id].vVelocity.x = 0;
+							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+							  v22 = 0;
+							  continue;
+						  }
+					  }
+					  else
+					  {
+						  v61 = abs(pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vVelocity.x + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y
+							  * pActors[actor_id].vVelocity.y
+							  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z
+							  * pActors[actor_id].vVelocity.z) >> 16;
+						  if ((stru_721530.speed >> 3) > v61)
+							  v61 = stru_721530.speed >> 3;
+						  pActors[actor_id].vVelocity.x += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x);
+						  pActors[actor_id].vVelocity.y += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y);
+						  pActors[actor_id].vVelocity.z += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z);
+						  if (pIndoor->pFaces[v37].uPolygonType != 4 && pIndoor->pFaces[v37].uPolygonType != 3)
+						  {
+							  v44 = stru_721530.prolly_normal_d
+								  - ((pIndoor->pFaces[v37].pFacePlane_old.dist
+								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z * pActors[actor_id].vPosition.z
+								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y * pActors[actor_id].vPosition.y
+								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vPosition.x) >> 16);
+							  if (v44 > 0)
+							  {
+								  pActors[actor_id].vPosition.x += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x);
+								  pActors[actor_id].vPosition.y += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y);
+								  pActors[actor_id].vPosition.z += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z);
+							  }
+							  pActors[actor_id].uYawAngle = stru_5C6E00->Atan2(pActors[actor_id].vVelocity.x, pActors[actor_id].vVelocity.y);
+						  }
+					  }
+					  if (pIndoor->pFaces[v37].uAttributes & FACE_UNKNOW1)
+						  EventProcessor(pIndoor->pFaceExtras[pIndoor->pFaces[v37].uFaceExtraID].uEventID, 0, 1);
+				  }
+				  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
+				  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
+				  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
+				  v22 = 0;
+				  continue;
+              }
+			  else
+			  {
+				  pActors[actor_id].vPosition.x = LOWORD(stru_721530.normal2.x);
+				  pActors[actor_id].vPosition.y = LOWORD(stru_721530.normal2.y);
+				  pActors[actor_id].vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1;
+				  pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID);
+				  //goto LABEL_123;
+				  break;
+			  }
+
+            }
+			else if ( pActors[actor_id].vPosition.x & 1 )
+              pActors[actor_id].uYawAngle += 100;
+            else
+              pActors[actor_id].uYawAngle -= 100;
+          }
+          else
+          {
+			if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT))
+				  continue;
+            if ( !pActors[actor_id].pMonsterInfo.uHostilityType || v56 != v22 )
+            {
+              Actor::AI_StandOrBored(actor_id, 4, v22, &v52);
+			  continue;
+            }
+          }
+        }
+      }
+    }
+    else
+    {
+      pActors[actor_id].vVelocity.z = 0;
+      pActors[actor_id].vVelocity.y = 0;
+      pActors[actor_id].vVelocity.x = 0;
+      if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY )
+      {
+        if (pActors[actor_id].uAIState == Dead)
+          pActors[actor_id].uAIState = Removed;
+      }
+    }
+//LABEL_123:
+    ;
+  }
+}
+
+
+//----- (00460A78) --------------------------------------------------------
+void PrepareToLoadBLV(unsigned int bLoading)
+{
+  unsigned int respawn; // ebx@1
+  unsigned int map_id; // eax@8
+  MapInfo *map_info; // edi@9
+  int v4; // eax@11
+  DecorationDesc *decoration; // eax@54
+  char v28; // zf@81
+  signed int v30; // edi@94
+  int v34[4]; // [sp+3E8h] [bp-2Ch]@96
+  int v35; // [sp+3F8h] [bp-1Ch]@1
+  int v38; // [sp+404h] [bp-10h]@1
+  int pDest; // [sp+40Ch] [bp-8h]@1
+
+  respawn = 0;
+  pGameLoadingUI_ProgressBar->Reset(0x20u);
+  bUnderwater = false;
+  bNoNPCHiring = false;
+  pDest = 1;
+  uCurrentlyLoadedLevelType = LEVEL_Indoor;
+  pGame->uFlags2 &= 0xFFFFFFF7u;
+  if ( Is_out15odm_underwater() )
+  {
+    bUnderwater = true;
+    pGame->uFlags2 |= 8;
+  }
+  if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") )
+    bNoNPCHiring = true;
+  pPaletteManager->pPalette_tintColor[0] = 0;
+  pPaletteManager->pPalette_tintColor[1] = 0;
+  pPaletteManager->pPalette_tintColor[2] = 0;
+  pPaletteManager->RecalculateAll();
+  if ( _A750D8_player_speech_timer )
+    _A750D8_player_speech_timer = 0i64;
+  map_id = pMapStats->GetMapInfo(pCurrentMapName);
+  if ( map_id )
+  {
+    map_info = &pMapStats->pInfos[map_id];
+    respawn = pMapStats->pInfos[map_id].uRespawnIntervalDays;
+    v38 = GetAlertStatus();
+  }
+  else
+    map_info = (MapInfo *)bLoading;
+  dword_6BE13C_uCurrentlyLoadedLocationID = map_id;
+
+  pStationaryLightsStack->uNumLightsActive = 0;
+  v4 = pIndoor->Load(pCurrentMapName, (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, respawn, (char *)&pDest) - 1;
+  if ( !v4 )
+    Error("Unable to open %s", pCurrentMapName);
+
+  if ( v4 == 1 )
+    Error("File %s is not a BLV File", pCurrentMapName);
+
+  if ( v4 == 2 )
+    Error("Attempt to open new level before clearing old");
+  if ( v4 == 3 )
+    Error("Out of memory loading indoor level");
+  if ( !(dword_6BE364_game_settings_1 & GAME_SETTINGS_2000) )
+  {
+    Actor::InitializeActors();
+    SpriteObject::InitializeSpriteObjects();
+  }
+  dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_2000;
+  if ( !map_id )
+    pDest = 0;
+  if ( pDest == 1 )
+  {
+    for (uint i = 0; i < pIndoor->uNumSpawnPoints; ++i )
+    {
+      if ( pIndoor->pSpawnPoints[i].uKind == 3 )
+        SpawnEncounter(map_info, &pIndoor->pSpawnPoints[i], 0, 0, 0);
+      else
+        map_info->SpawnRandomTreasure(&pIndoor->pSpawnPoints[i]);
+    }
+    RespawnGlobalDecorations();
+  }
+
+  pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id], 0);
+  pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id] + 1, 0);
+
+  for (uint i = 0; i < pIndoor->uNumDoors; ++i)
+  {
+    if (pIndoor->pDoors[i].uAttributes & 0x01)
+    {
+      pIndoor->pDoors[i].uState = BLVDoor::Opening;
+      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
+      pIndoor->pDoors[i].uAttributes = 2;
+    }
+
+    if (pIndoor->pDoors[i].uState == BLVDoor::Closed)
+    {
+      pIndoor->pDoors[i].uState = BLVDoor::Closing;
+      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
+      pIndoor->pDoors[i].uAttributes = 2;
+    }
+    else if (pIndoor->pDoors[i].uState == BLVDoor::Open)
+    {
+      pIndoor->pDoors[i].uState = BLVDoor::Opening;
+      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
+      pIndoor->pDoors[i].uAttributes = 2;
+    }
+  }
+
+  for (uint i = 0; i < pIndoor->uNumFaces; ++i)
+  {
+    if (pIndoor->pFaces[i].uBitmapID != -1)
+      pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id1);
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  v35 = 0;
+  for (uint i = 0; i < uNumLevelDecorations; ++i)
+  {
+    pDecorationList->InitializeDecorationSprite(pLevelDecorations[i].uDecorationDescID);
+
+    if (pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID && _6807E0_num_decorations_with_sounds_6807B8 < 9)
+    {
+        pSoundList->LoadSound(pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID, 0);
+        _6807B8_level_decorations_ids[_6807E0_num_decorations_with_sounds_6807B8++] = i;
+    }
+
+    if (!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE))
+    {
+      decoration = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID];
+      if (!decoration->DontDraw())
+      {
+        if ( decoration->uLightRadius )
+        {
+          unsigned char r = 255,
+                        g = 255,
+                        b = 255;
+          if (/*pRenderer->pRenderD3D*/true && pRenderer->bUseColoredLights)
+          {
+            r = decoration->uColoredLightRed;
+            g = decoration->uColoredLightGreen;
+            b = decoration->uColoredLightBlue;
+          }
+          pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x,
+                                           pLevelDecorations[i].vPosition.y,
+                                           pLevelDecorations[i].vPosition.z + decoration->uDecorationHeight, decoration->uLightRadius, r, g, b, _4E94D0_light_type);
+        }
+      }
+    }
+
+    if (!pLevelDecorations[i].uEventID)
+    {
+      if (pLevelDecorations[i].IsInteractive())
+      {
+        if ( v35 < 124 )
+        {
+          pLevelDecorations[i]._idx_in_stru123 = v35 + 75;
+          if ( !stru_5E4C90_MapPersistVars._decor_events[v35] )
+            pLevelDecorations[i].uFlags |= LEVEL_DECORATION_INVISIBLE;
+          v35++;
+        }
+      }
+    }
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  for (uint i = 0; i < uNumSpriteObjects; ++i)
+  {
+    if (pSpriteObjects[i].uObjectDescID)
+    {
+      if ( pSpriteObjects[i].stru_24.uItemID )
+      {
+        if ( pSpriteObjects[i].stru_24.uItemID != 220 && pItemsTable->pItems[ pSpriteObjects[i].stru_24.uItemID].uEquipType == EQUIP_POTION &&
+            !pSpriteObjects[i].stru_24.uEnchantmentType)
+          pSpriteObjects[i].stru_24.uEnchantmentType = rand() % 15 + 5;
+        pItemsTable->SetSpecialBonus(&pSpriteObjects[i].stru_24);
+      }
+    }
+  }
+
+  // INDOOR initialize actors
+  v38 = 0;
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    if (pActors[i].uAttributes & ACTOR_UNKNOW7)
+    {
+      if ( !map_id )
+      {
+        pActors[i].pMonsterInfo.field_3E = 19;
+        pActors[i].uAttributes |= ACTOR_UNKNOW11;
+        continue;
+      }
+      v28 = v38 == 0;
+    }
+    else
+      v28 = v38 == 1;
+
+    if ( !v28 )
+    {
+      pActors[i].PrepareSprites(0);
+      pActors[i].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+      if ( pActors[i].pMonsterInfo.field_3E != 11 && pActors[i].pMonsterInfo.field_3E != 19 && (!pActors[i].sCurrentHP || !pActors[i].pMonsterInfo.uHP) )
+      {
+        pActors[i].pMonsterInfo.field_3E = 5;
+        pActors[i].UpdateAnimation();
+      }
+    }
+    else
+    {
+      pActors[i].pMonsterInfo.field_3E = 19;
+      pActors[i].uAttributes |= ACTOR_UNKNOW11;
+    }
+  }
+
+  pGameLoadingUI_ProgressBar->Progress();
+
+  //Party to start position
+  Actor this_;
+  this_.pMonsterInfo.uID = 45;
+  this_.PrepareSprites(0);
+  if ( !bLoading )
+  {
+    pParty->sRotationX = 0;
+    pParty->sRotationY = 0;
+    pParty->vPosition.z = 0;
+    pParty->vPosition.y = 0;
+    pParty->vPosition.x = 0;
+    pParty->uFallStartY = 0;
+    pParty->uFallSpeed = 0;
+    TeleportToStartingPoint(uLevel_StartingPointType);
+  }
+  viewparams->_443365();
+  PlayLevelMusic();
+  if ( !bLoading )
+  {
+    v30 = 0;
+    for ( uint pl_id = 1; pl_id <= 4; ++pl_id )
+    {
+      if ( pPlayers[pl_id]->CanAct() )
+        v34[v30++] = pl_id;
+    }
+    if ( v30 )
+    {
+      if ( pDest )
+      {
+        _A750D8_player_speech_timer = 256i64;
+        PlayerSpeechID = SPEECH_46;
+        uSpeakingCharacter = v34[rand() % v30];
+      }
+    }
+  }
+}
+//----- (0046CEC3) --------------------------------------------------------
+int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID)
+{
+  int v13; // ecx@13
+  signed int v14; // ebx@14
+  int v15; // eax@16
+  int v21; // eax@27
+  signed int v28; // eax@45
+  int v29; // ebx@47
+  int v38; // edx@62
+  bool v47; // [sp+24h] [bp-1Ch]@43
+  bool current_vertices_Y; // [sp+28h] [bp-18h]@10
+  bool v49; // [sp+28h] [bp-18h]@41
+  bool next_vertices_Y; // [sp+2Ch] [bp-14h]@12
+  signed int number_hits; // [sp+30h] [bp-10h]@10
+  signed int v54; // [sp+30h] [bp-10h]@41
+  signed int v55; // [sp+34h] [bp-Ch]@1
+
+  //LOG_DECOMPILATION_WARNING();
+
+  static int blv_floor_id[50]; // 00721200
+  static int blv_floor_level[50]; // 007212C8
+
+  static __int16 blv_floor_face_vert_coord_Y[104]; // word_721390_ys
+  static __int16 blv_floor_face_vert_coord_X[104]; // word_721460_xs
+
+  BLVSector* pSector = &pIndoor->pSectors[uSectorID];
+  v55 = 0;
+  for (uint i = 0; i < pSector->uNumFloors; ++i)
+  {
+    BLVFace* pFloor = &pIndoor->pFaces[pSector->pFloors[i]];
+    if (pFloor->Ethereal())
+      continue;
+
+    assert(pFloor->uNumVertices);
+    if (x <= pFloor->pBounding.x2 && x >= pFloor->pBounding.x1 &&
+        y <= pFloor->pBounding.y2 && y >= pFloor->pBounding.y1)
+    {
+      for (uint j = 0; j < pFloor->uNumVertices; ++j)
+      {
+        blv_floor_face_vert_coord_X[2 * j] =     pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].x;
+        blv_floor_face_vert_coord_X[2 * j + 1] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].x;
+        blv_floor_face_vert_coord_Y[2 * j] =     pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].y;
+        blv_floor_face_vert_coord_Y[2 * j + 1] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].y;
+      }
+      blv_floor_face_vert_coord_X[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_X[0];
+      blv_floor_face_vert_coord_Y[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_Y[0];
+
+      next_vertices_Y = blv_floor_face_vert_coord_Y[0] >= y;
+      number_hits = 0;
+
+      for (uint j = 0; j < 2 * pFloor->uNumVertices; ++j)
+      {
+        if (number_hits >= 2)
+          break;
+
+        current_vertices_Y = next_vertices_Y;
+        next_vertices_Y = blv_floor_face_vert_coord_Y[j + 1] >= y;
+
+        v13 = i;
+        if (current_vertices_Y == next_vertices_Y)
+          continue;
+
+        v14 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2;
+        v15 = v14 | (blv_floor_face_vert_coord_X[j] < x);
+
+        if (v15 == 3)
+          continue;
+        else if (!v15)
+          ++number_hits;
+        else
+        {
+          long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]);
+          long long res = fixpoint_mul((signed int)blv_floor_face_vert_coord_X[j + 1] - (signed int)blv_floor_face_vert_coord_X[j], a_div_b);
+
+            if (res + blv_floor_face_vert_coord_X[j] >= x)
+                ++number_hits;
+          }
+      }
+
+
+        if ( number_hits == 1 )
+        {
+          if ( v55 >= 50 )
+            break;
+          if ( pFloor->uPolygonType == POLYGON_Floor || pFloor->uPolygonType == POLYGON_Ceiling )
+            v21 = pIndoor->pVertices[pFloor->pVertexIDs[0]].z;
+          else
+            v21 = fixpoint_mul(pFloor->zCalc1, x) + fixpoint_mul(pFloor->zCalc2, y) + (short)(pFloor->zCalc3 >> 16);
+          blv_floor_level[v55] = v21;
+          blv_floor_id[v55] = pSector->pFloors[i];
+          v55++;
+        }
+    }
+  }
+
+  if ( pSector->field_0 & 8 )
+  {
+    for (uint i = 0; i < pSector->uNumPortals; ++i)
+    {
+      BLVFace* portal = &pIndoor->pFaces[pSector->pPortals[i]];
+      if (portal->uPolygonType != POLYGON_Floor)
+        continue;
+
+      if (!portal->uNumVertices)
+        continue;
+
+      if (x <= portal->pBounding.x2 && x >= portal->pBounding.x1 &&
+          y <= portal->pBounding.y2 && y >= portal->pBounding.y1 )
+      {
+        for (uint j = 0; j < portal->uNumVertices; ++j)
+        {
+          blv_floor_face_vert_coord_X[2 * j] =     portal->pXInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].x;
+          blv_floor_face_vert_coord_X[2 * j + 1] = portal->pXInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].x;
+          blv_floor_face_vert_coord_Y[2 * j] =     portal->pYInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].y;
+          blv_floor_face_vert_coord_Y[2 * j + 1] = portal->pYInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].y;
+        }
+        blv_floor_face_vert_coord_X[2 * portal->uNumVertices] = blv_floor_face_vert_coord_X[0];
+        blv_floor_face_vert_coord_Y[2 * portal->uNumVertices] = blv_floor_face_vert_coord_Y[0];
+        v54 = 0;
+        v47 = blv_floor_face_vert_coord_Y[0] >= y;
+
+          for (uint j = 0; j < 2 * portal->uNumVertices; ++j)
+          {
+            v49 = v47;
+            if ( v54 >= 2 )
+              break;
+            v47 = blv_floor_face_vert_coord_Y[j + 1] >= y;
+            if ( v49 != v47 )
+            {
+              v28 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2;
+              v29 = v28 | (blv_floor_face_vert_coord_X[j] < x);
+              if ( v29 != 3 )
+              {
+                if ( !v29 )
+                  ++v54;
+                else
+                {
+                  long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]);
+                  long long res = fixpoint_mul(blv_floor_face_vert_coord_X[j + 1] - blv_floor_face_vert_coord_X[j], a_div_b);
+                  if (res + blv_floor_face_vert_coord_X[j] >= x)
+                    ++v54;
+                }
+              }
+            }
+          }
+          if ( v54 == 1 )
+          {
+            if ( v55 >= 50 )
+              break;
+            blv_floor_level[v55] = -29000;
+            blv_floor_id[v55] = pSector->pPortals[i];
+            v55++;
+          }
+      }
+    }
+  }
+  if ( v55 == 1 )
+  {
+    *pFaceID = blv_floor_id[0];
+	if ( blv_floor_level[0] <= -29000 )
+		__debugbreak();
+    return blv_floor_level[0];
+  }
+  if ( !v55 )
+    return -30000;
+  *pFaceID = blv_floor_id[0];
+  //result = blv_floor_level[0];
+
+    /*for ( v35 = 1; v35 < v55; ++v35 )
+    {
+      if ( blv_floor_level[0] <= z + 5 )
+      {
+        if ( blv_floor_level[v35] >= blv_floor_level[0] || blv_floor_level[v35] > z + 5 )
+          continue;
+        blv_floor_level[0] = blv_floor_level[v35];
+        *pFaceID = blv_floor_id[v35];
+        continue;
+      }
+      if ( blv_floor_level[v35] < blv_floor_level[0] )
+      {
+        blv_floor_level[0] = blv_floor_level[v35];
+        *pFaceID = blv_floor_id[v35];
+      }
+    }*/
+
+    
+  int result = blv_floor_level[0];
+  for (uint i = 1; i < v55; ++i)
+  {
+      v38 = blv_floor_level[i];
+      if ( result <= z + 5 )
+      {
+        if ( v38 > result && v38 <= z + 5 )
+        {
+          result = blv_floor_level[i];
+	if ( blv_floor_level[i] <= -29000 )
+		__debugbreak();
+          *pFaceID = blv_floor_id[i];
+        }
+      }
+      else if ( v38 < result )
+      {
+        result = blv_floor_level[i];
+	if ( blv_floor_level[i] <= -29000 )
+		__debugbreak();
+        *pFaceID = blv_floor_id[i];
+      }
+  }
+
+  return result;
+}
+//----- (0043FDED) --------------------------------------------------------
+void PrepareActorRenderList_BLV()
+{
+  unsigned int v4; // eax@5
+  int v6; // esi@5
+  int v8; // eax@10
+  SpriteFrame *v9; // eax@16
+  int v12; // ecx@28
+  signed __int64 v18; // qtt@36
+  int v25; // edx@44
+  __int16 v26; // ax@44
+  int a5a; // [sp+2Ch] [bp-28h]@36
+  __int16 v41; // [sp+3Ch] [bp-18h]@18
+  int a6; // [sp+40h] [bp-14h]@34
+  int v43; // [sp+44h] [bp-10h]@34
+  int z; // [sp+48h] [bp-Ch]@32
+  signed int y; // [sp+4Ch] [bp-8h]@32
+  int x; // [sp+50h] [bp-4h]@32
+
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    if (pActors[i].uAIState == Removed || pActors[i].uAIState == Disabled)
+      continue;
+
+    v4 = stru_5C6E00->Atan2(pActors[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pActors[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+    v6 = ((signed int)(pActors[i].uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7;
+    v8 = pActors[i].uCurrentActionTime;
+    if ( pParty->bTurnBasedModeOn )
+    {
+      if ( pActors[i].uCurrentActionAnimation == 1 )
+        v8 = i * 32 + pMiscTimer->uTotalGameTimeElapsed;
+    }
+    else
+    {
+      if ( pActors[i].uCurrentActionAnimation == 1 )
+        v8 = i * 32 + pBLVRenderParams->field_0_timer_;
+    }
+    if (pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || pActors[i].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 )
+      v8 = 0;
+
+    if (pActors[i].uAIState == Resurrected)
+      v9 = pSpriteFrameTable->GetFrameBy_x(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8);
+    else
+      v9 = pSpriteFrameTable->GetFrame(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8);
+
+    v41 = 0;
+    if (v9->uFlags & 2)
+      v41 = 2;
+    if (v9->uFlags & 0x40000)
+      v41 |= 0x40u;
+    if (v9->uFlags & 0x20000)
+      LOBYTE(v41) = v41 | 0x80;
+    if ( (256 << v6) & v9->uFlags)
+      v41 |= 4;
+    if ( v9->uGlowRadius )
+    {
+      //LOBYTE(v11) = _4E94D3_light_type;
+      pMobileLightsStack->AddLight(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, pActors[i].uSectorID, v9->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, _4E94D3_light_type);
+    }
+    for ( v12 = 0; v12 < pBspRenderer->uNumVisibleNotEmptySectors; ++v12 )
+    {
+      if ( pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v12] == pActors[i].uSectorID )
+      {
+        if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, &x, &y, &z, 1)
+          || abs(x) < abs(y) )
+          continue;
+        pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6);
+        if (uNumBillboardsToDraw >= 500)
+          break;
+        ++uNumBillboardsToDraw;
+        ++uNumSpritesDrawnThisFrame;
+        pActors[i].uAttributes |= ACTOR_UNKNOW2;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v9->pHwSpriteIDs[v6];
+        pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v9->uPaletteIndex;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pActors[i].uSectorID;
+        /*if ( !pRenderer->pRenderD3D )
+        {
+          LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16;
+          HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16;
+          v0->_screenspace_x_scaler_packedfloat = fixpoint_mul(v10->scale, v20 / x);
+          a5a = fixpoint_mul(v10->scale, v20 / x);
+        }
+        else
+        {*/
+          pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
+          pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
+          LODWORD(v18) = 0;
+          HIDWORD(v18) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
+          pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v9->scale, v18 / x);
+          a5a = fixpoint_mul(v9->scale, v18 / x);
+        //}
+        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = a5a;
+        if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 )
+        {
+          if ( pActors[i].pActorBuffs[ACTOR_BUFF_MASS_DISTORTION].uExpireTime > 0 )
+            pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = fixpoint_mul(pGame->pStru6Instance->_4A806F(&pActors[i]),
+                       pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat);
+        }
+        else
+        {
+          if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower > 0 )
+            pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(65536 / pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower, pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat);
+        }
+        HIWORD(v25) = HIWORD(x);
+        pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pActors[i].vPosition.x;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pActors[i].vPosition.y;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pActors[i].vPosition.z;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v43;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6;
+        LOWORD(v25) = 0;
+        LOBYTE(v26) = v41;
+
+        //v0->sZValue = v25 + (PID(OBJECT_Actor,i));
+        pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
+        pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Actor,i);
+
+        //v29 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) == 0;
+        //v30 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) < 0;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v41;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v9;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].sTintColor;
+        if ( pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 )
+        {
+          HIBYTE(v26) = HIBYTE(v41) | 1;
+          pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v26;
+        }
+      }
+    }
+  }
+}
+//----- (0044028F) --------------------------------------------------------
+void PrepareItemsRenderList_BLV()
+{
+  SpriteFrame *v4; // eax@12
+  unsigned int v6; // eax@12
+  int v7; // ecx@12
+  int v9; // ecx@12
+  __int64 v18; // ST5C_4@27
+  int a6; // [sp+2Ch] [bp-30h]@12
+  int v31; // [sp+38h] [bp-24h]@27
+  signed __int16 v34; // [sp+44h] [bp-18h]@14
+  int v35; // [sp+48h] [bp-14h]@25
+  int v36; // [sp+4Ch] [bp-10h]@25
+  signed int z; // [sp+50h] [bp-Ch]@24
+  signed int y; // [sp+54h] [bp-8h]@24
+  signed int x; // [sp+58h] [bp-4h]@24
+
+  for (uint i = 0; i < uNumSpriteObjects; ++i)
+  {
+    if (pSpriteObjects[i].uObjectDescID)
+    {
+        if ( !(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uFlags & 1) )
+         {
+          if ( ( pSpriteObjects[i].uType < 1000 || pSpriteObjects[i].uType >= 10000)
+            && (pSpriteObjects[i].uType < 500 || pSpriteObjects[i].uType >= 600)
+            && (pSpriteObjects[i].uType < 811 || pSpriteObjects[i].uType >= 815)
+            || pGame->pStru6Instance->_4A81CA(&pSpriteObjects[i]))
+          {
+            v4 = pSpriteFrameTable->GetFrame(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uSpriteID, pSpriteObjects[i].uSpriteFrameID);
+            a6 = v4->uGlowRadius * pSpriteObjects[i].field_22_glow_radius_multiplier;
+            v6 = stru_5C6E00->Atan2(pSpriteObjects[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
+                                    pSpriteObjects[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            LOWORD(v7) = pSpriteObjects[i].uFacing;
+            v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7;
+            pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID = v4->pHwSpriteIDs[v9];
+            if ( v4->uFlags & 0x20 )
+              pSpriteObjects[i].vPosition.z -= (signed int)(fixpoint_mul(v4->scale, pSprites_LOD->pSpriteHeaders[pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID].uHeight) / 2);
+
+            v34 = 0;
+            if ( v4->uFlags & 2 )
+              v34 = 2;
+            if ( v4->uFlags & 0x40000 )
+              v34 |= 0x40u;
+            if ( v4->uFlags & 0x20000 )
+              LOBYTE(v34) = v34 | 0x80;
+            //v11 = (int *)(256 << v9);
+            if ( (256 << v9) & v4->uFlags )
+              v34 |= 4;
+            if ( a6 )
+            {
+              //LOBYTE(v11) = _4E94D3_light_type;
+              pMobileLightsStack->AddLight(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, pSpriteObjects[i].vPosition.z,
+                   pSpriteObjects[i].uSectorID, a6, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorR,
+                                                    pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorG,
+                                                    pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorB, _4E94D3_light_type);
+            }
+            if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y,
+                                                                                    pSpriteObjects[i].vPosition.z, &x, &y, &z, 1) )
+            {
+              pGame->pIndoorCameraD3D->Project(x, y, z, &v36, &v35);
+
+              assert(uNumBillboardsToDraw < 500);
+              //if ( (signed int)uNumBillboardsToDraw >= 500 )
+              //  return;
+              ++uNumBillboardsToDraw;
+              ++uNumSpritesDrawnThisFrame;
+              pSpriteObjects[i].uAttributes |= 1;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v4->uPaletteIndex;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pSpriteObjects[i].uSectorID;
+              //if ( pRenderer->pRenderD3D )
+              {
+                pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
+                pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
+                LODWORD(v18) = 0;
+                HIDWORD(v18) = (int)floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
+                pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v4->scale, v18 / x);
+                v31 = fixpoint_mul(v4->scale, v18 / x);
+              }
+              /*else
+              {
+                __debugbreak(); // sw rendering
+                LODWORD(v19) = pBLVRenderParams->field_40 << 16;
+                HIDWORD(v19) = pBLVRenderParams->field_40 >> 16;
+                v20 = v19 / x;
+                pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v24->scale, v19 / x);
+                v31 = fixpoint_mul(v24->scale, v20);
+              }*/
+              //HIWORD(v21) = HIWORD(x);
+              //LOWORD(v21) = 0;
+              pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v31;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v34;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pSpriteObjects[i].vPosition.x;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pSpriteObjects[i].vPosition.y;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pSpriteObjects[i].vPosition.z;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v36;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = v35;
+              //v23 = 8 * i;
+              //LOBYTE(v23) = PID(OBJECT_Item,i);
+              pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v4;
+              //v12 = (p->uAttributes & 0x20) == 0;
+              //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v21 + v23;
+              pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
+              pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Item,i);
+              /*if (pSpriteObjects[i].uAttributes & 0x20)
+              {
+                if ( !pRenderer->pRenderD3D )
+                  pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = 0;
+              }*/
+            }
+          }
+        }
+      }
+  }
+}
+
+//----- (00440639) --------------------------------------------------------
+void AddBspNodeToRenderList(unsigned int node_id)
+{
+  BLVSector *pSector; // esi@1
+
+  pSector = &pIndoor->pSectors[pBspRenderer->nodes[node_id].uSectorID];
+  //if ( pRenderer->pRenderD3D )
+  {
+    for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i)
+      //Log::Warning(L"Non-BSP face: %X", v3->pFaceIDs[v2]);
+      pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[i]);//рекурсия\recursion
+  }
+  /*else
+  {
+    for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i)
+      pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[i]);
+  }*/
+  if ( pSector->field_0 & 0x10 )
+    sub_4406BC(node_id, pSector->uFirstBSPNode);
+}
+
+//----- (004406BC) --------------------------------------------------------
+void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode)
+{
+  BLVSector *pSector; // esi@2
+  BSPNode *pNode; // edi@2
+  BLVFace *pFace; // eax@2
+  int v5; // ecx@2
+  __int16 v6; // ax@6
+  int v7; // ebp@10
+  int v8; // ebx@10
+  __int16 v9; // di@18
+  BspRenderer_stru0 *node; // [sp+18h] [bp-4h]@1
+
+  //Log::Warning(L"sub_4406BC(%u, %u)", a1, uFirstNode);
+
+  //v10 = a1;
+  node = &pBspRenderer->nodes[node_id];
+  while ( 1 )
+  {
+    pSector = &pIndoor->pSectors[node->uSectorID];
+    pNode = &pIndoor->pNodes[uFirstNode];
+    pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]];
+    v5 = pFace->pFacePlane_old.dist +
+         pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x +
+         pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y +
+         pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation
+    if (pFace->Portal() && pFace->uSectorID != node->uSectorID )
+      v5 = -v5;
+    //v11 = v5 > 0;
+    if ( v5 <= 0 )
+      v6 = pNode->uFront;
+    else
+      v6 = pNode->uBack;
+    if ( v6 != -1 )
+      sub_4406BC(node_id, v6);
+    v7 = pNode->uCoplanarOffset;
+    v8 = v7 + pNode->uCoplanarSize;
+
+    //Log::Warning(L"Node %u: %X to %X (%hX)", uFirstNode, v7, v8, v2->pFaceIDs[v7]);
+    
+    //if ( pRenderer->pRenderD3D )
+    {
+      while ( v7 < v8 )
+        pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[v7++]);
+    }
+    /*else
+    {
+      while ( v7 < v8 )
+        pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[v7++]);
+    }*/
+    v9 = v5 > 0 ? pNode->uFront : pNode->uBack;
+    if ( v9 == -1 )
+      break;
+    uFirstNode = v9;
+  }
+}
+//----- (0043FA33) --------------------------------------------------------
+void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID)
+{
+  unsigned int v8; // edi@5
+  int v9; // edi@5
+  int v10; // eax@7
+  SpriteFrame *v11; // eax@7
+  signed __int64 v20; // qtt@19
+  Particle_sw particle; // [sp+Ch] [bp-A0h]@3
+  int v30; // [sp+8Ch] [bp-20h]@7
+  int a5; // [sp+94h] [bp-18h]@17
+  int z; // [sp+98h] [bp-14h]@15
+  int a6; // [sp+9Ch] [bp-10h]@17
+  int y; // [sp+A0h] [bp-Ch]@15
+  int x; // [sp+A4h] [bp-8h]@15
+  int v37; // [sp+A8h] [bp-4h]@5
+
+  if (pLevelDecorations[uDecorationID].uFlags & LEVEL_DECORATION_INVISIBLE)
+    return;
+
+  if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_EMITS_FIRE)
+  {
+    memset(&particle, 0, sizeof(particle));               // fire,  like at the Pit's tavern
+    particle.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8;
+    particle.uDiffuse = 0xFF3C1E;
+    particle.x = (double)pLevelDecorations[uDecorationID].vPosition.x;
+    particle.y = (double)pLevelDecorations[uDecorationID].vPosition.y;
+    particle.z = (double)pLevelDecorations[uDecorationID].vPosition.z;
+    particle.r = 0.0;
+    particle.g = 0.0;
+    particle.b = 0.0;
+    particle.flt_28 = 1.0;
+    particle.timeToLive = (rand() & 0x80) + 128;
+    particle.uTextureID = pBitmaps_LOD->LoadTexture("effpar01");
+    pGame->pParticleEngine->AddParticle(&particle);
+    return;
+  }
+
+  if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_DONT_DRAW)
+    return;
+
+  v8 = pLevelDecorations[uDecorationID].field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3)
+     - stru_5C6E00->Atan2(pLevelDecorations[uDecorationID].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
+                          pLevelDecorations[uDecorationID].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+  v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7;
+  v37 = pBLVRenderParams->field_0_timer_;
+  if (pParty->bTurnBasedModeOn)
+    v37 = pMiscTimer->uTotalGameTimeElapsed;
+  v10 = abs(pLevelDecorations[uDecorationID].vPosition.x + pLevelDecorations[uDecorationID].vPosition.y);
+  v11 = pSpriteFrameTable->GetFrame(pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uSpriteID, v37 + v10);
+  v30 = 0;
+  if ( v11->uFlags & 2 )
+    v30 = 2;
+  if ( v11->uFlags & 0x40000 )
+    v30 |= 0x40u;
+  if ( v11->uFlags & 0x20000 )
+    LOBYTE(v30) = v30 | 0x80;
+  if ( (256 << v9) & v11->uFlags )
+    v30 |= 4;
+  if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pLevelDecorations[uDecorationID].vPosition.x,
+                                                                          pLevelDecorations[uDecorationID].vPosition.y,
+                                                                          pLevelDecorations[uDecorationID].vPosition.z, &x, &y, &z, 1) )
+  {
+    if ( abs(x) >= abs(y) )
+    {
+      pGame->pIndoorCameraD3D->Project(x, y, z, &a5, &a6);
+
+      assert(uNumBillboardsToDraw < 500);
+
+      ++uNumBillboardsToDraw;
+      ++uNumDecorationsDrawnThisFrame;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v11->pHwSpriteIDs[v9];
+      pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v11->uPaletteIndex;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = uSectorID;
+      /*if ( !pRenderer->pRenderD3D )
+      {
+        LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16;
+        HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16;
+        //LODWORD(v31) = v12->scale;
+        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v12->scale, v21 / x);
+        v37 = fixpoint_mul(v12->scale, v21 / x);
+      }
+      else
+      {*/
+        pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
+        pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
+        LODWORD(v20) = 0;
+        HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
+        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v11->scale, v20 / x);
+        LODWORD(v20) = 0;
+        HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y + 0.5f);
+        v37 = fixpoint_mul(v11->scale, v20 / x);
+      //}
+      //HIWORD(v22) = HIWORD(x);
+      //LOWORD(v22) = 0;
+      pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v37;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v30;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pLevelDecorations[uDecorationID].vPosition.x;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pLevelDecorations[uDecorationID].vPosition.y;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pLevelDecorations[uDecorationID].vPosition.z;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = a5;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6;
+      //v23 = 8 * uDecorationID;
+      //LOBYTE(v23) = PID(OBJECT_Decoration,uDecorationID);
+
+      //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v22 + v23;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
+      pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Decoration,uDecorationID);
+
+      pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0;
+      pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v11;
+    }
+  }
+}
+//----- (0043F953) --------------------------------------------------------
+void PrepareBspRenderList_BLV()
+{
+  pBspRenderer->num_faces = 0;
+
+  if (pBLVRenderParams->uPartySectorID)
+  {
+    pBspRenderer->nodes[0].uSectorID = pBLVRenderParams->uPartySectorID;
+    pBspRenderer->nodes[0].uViewportW = pBLVRenderParams->uViewportW;
+    pBspRenderer->nodes[0].uViewportZ = pBLVRenderParams->uViewportZ;
+    pBspRenderer->nodes[0].uViewportY = pBLVRenderParams->uViewportY;
+    pBspRenderer->nodes[0].uViewportX = pBLVRenderParams->uViewportX;
+    pBspRenderer->nodes[0].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
+                                           pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
+    pBspRenderer->nodes[0].uFaceID = -1;
+    pBspRenderer->nodes[0].viewing_portal_id = -1;
+    pBspRenderer->num_nodes = 1;
+    AddBspNodeToRenderList(0);
+  }
+
+  pBspRenderer->MakeVisibleSectorList();
+}
+
+//----- (0043F9E1) --------------------------------------------------------
+void BspRenderer_PortalViewportData::GetViewportData(__int16 x, int y, __int16 z, int w)
+{
+  _viewport_space_y = y;
+  _viewport_space_w = w;
+
+  for (uint i = 0; i < window->GetHeight(); ++i)
+  {
+    if ( i < y || i > w )
+    {
+      viewport_left_side[i] = window->GetWidth();
+      viewport_right_side[i] = -1;
+    }
+    else
+    {
+      viewport_left_side[i] = x;
+      viewport_right_side[i] = z;
+    } 
+  }
+}
+//----- (0048653D) --------------------------------------------------------
+void stru149::_48653D_frustum_blv(int a2, int a3, int a4, int a5, int a6, int a7)//portal frustum culling
+{
+  int v8; // edi@1
+  int v9; // eax@1
+  int v16; // ST14_4@3
+  int v17; // ST10_4@3
+  int v19; // ST10_4@6
+  int v21; // ST10_4@9
+  int v28; // [sp+1Ch] [bp-Ch]@1
+  int v29; // [sp+24h] [bp-4h]@1
+
+  v8 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
+  v29 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
+  v28 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX);
+  v9 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX);
+  //v11 = -pBLVRenderParams->vPartyPos.y;
+  //v26 = -pBLVRenderParams->vPartyPos.x;
+  //v27 = v9;
+  //v12 = -pBLVRenderParams->vPartyPos.z;
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    v16 = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y;
+    v17 = -65536 * pGame->pIndoorCameraD3D->vPartyPos.z;
+    this->field_0_party_dir_x = fixpoint_mul(v16, v28) + fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v9);
+    this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x;
+    this->field_8_party_dir_z = fixpoint_mul(v17, v28) - fixpoint_mul(v16, v9);
+  }
+  else
+  {
+    this->field_0_party_dir_x = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y;
+    this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x;
+    this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
+  }
+
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    v19 = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29);
+
+    this->angle_from_north = fixpoint_mul(v19, v28) + fixpoint_mul(a4, v9);
+    this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29);
+    this->viewing_angle_from_west_east = fixpoint_mul(a4, v28) - fixpoint_mul(v19, v9);
+  }
+  else
+  {
+    this->angle_from_north = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29);
+    this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29);
+    this->viewing_angle_from_west_east = a4;
+  }
+
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    v21 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29);
+
+    this->angle_from_east = fixpoint_mul(v21, v28) + fixpoint_mul(a7, v9);
+    this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29);
+    this->viewing_angle_from_north_south = fixpoint_mul(a7, v28) - fixpoint_mul(v21, v9);
+  }
+  else
+  {
+    this->angle_from_east = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29);
+    this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29);
+    this->viewing_angle_from_north_south = a7;
+  }
+
+  this->angle_from_east = -this->angle_from_east;
+  this->angle_from_south = -this->angle_from_south;
+  this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south;
+
+  this->field_24 = fixpoint_dot(this->angle_from_north,  this->field_0_party_dir_x,
+                                this->angle_from_west, this->field_4_party_dir_y,
+                                this->viewing_angle_from_west_east, this->field_8_party_dir_z);
+  this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x,
+                                this->angle_from_south, this->field_4_party_dir_y,
+                                this->viewing_angle_from_north_south, this->field_8_party_dir_z);
+}
+//----- (00407A1C) --------------------------------------------------------
+bool __fastcall sub_407A1C(int x, int y, int z, Vec3_int_ v)
+{
+  unsigned int v4; // esi@1
+  int dist_y; // edi@2
+  int dist_z; // ebx@2
+  int dist_x; // esi@2
+  signed int v9; // ecx@2
+  int v10; // eax@2
+  int v12; // eax@4
+  int v17; // ST34_4@25
+  int v18; // ST38_4@25
+  int v19; // eax@25
+  char v20; // zf@25
+  signed int v21; // ebx@25
+  signed int v23; // edi@26
+  int v24; // ST34_4@30
+  signed int v32; // ecx@37
+  int v33; // eax@37
+  int v35; // eax@39
+  ODMFace *odm_face; // esi@54
+  signed int v40; // ebx@60
+  signed int v42; // edi@61
+  signed int v49; // ecx@73
+  int v50; // eax@73
+  int v51; // edx@75
+  int v52; // ecx@75
+  int v53; // eax@75
+  int v59; // eax@90
+  BLVFace *face; // esi@91
+  int v63; // ST34_4@98
+  int v64; // ST30_4@98
+  int v65; // eax@98
+  signed int v66; // ebx@98
+  signed int v68; // edi@99
+  int v69; // ST2C_4@103
+  signed int v77; // ecx@111
+  int v78; // eax@111
+  int v79; // edx@113
+  int v80; // ecx@113
+  int v81; // eax@113
+  int v87; // ecx@128
+  signed int v91; // ebx@136
+  signed int v93; // edi@137
+  Vec3_int_ v97; // [sp-18h] [bp-94h]@1
+  int v107; // [sp+10h] [bp-6Ch]@98
+  int v108; // [sp+10h] [bp-6Ch]@104
+  int v109; // [sp+18h] [bp-64h]@25
+  int v110; // [sp+18h] [bp-64h]@31
+  signed int v113; // [sp+20h] [bp-5Ch]@1
+  signed int v114; // [sp+24h] [bp-58h]@1
+  int v119; // [sp+34h] [bp-48h]@75
+  int v120; // [sp+34h] [bp-48h]@113
+  int v121; // [sp+38h] [bp-44h]@4
+  int v122; // [sp+38h] [bp-44h]@39
+  int v123; // [sp+38h] [bp-44h]@76
+  int v124; // [sp+38h] [bp-44h]@114
+  int v125; // [sp+3Ch] [bp-40h]@4
+  int v126; // [sp+3Ch] [bp-40h]@39
+  int v127; // [sp+3Ch] [bp-40h]@77
+  int v128; // [sp+3Ch] [bp-40h]@115
+  int v129; // [sp+40h] [bp-3Ch]@11
+  int v130; // [sp+40h] [bp-3Ch]@46
+  int v131; // [sp+40h] [bp-3Ch]@78
+  int v132; // [sp+40h] [bp-3Ch]@116
+  int v133; // [sp+44h] [bp-38h]@10
+  int v134; // [sp+44h] [bp-38h]@45
+  int v135; // [sp+44h] [bp-38h]@81
+  int v136; // [sp+44h] [bp-38h]@119
+  int v137; // [sp+48h] [bp-34h]@7
+  int v138; // [sp+48h] [bp-34h]@42
+  int v139; // [sp+48h] [bp-34h]@82
+  int v140; // [sp+48h] [bp-34h]@120
+  int v141; // [sp+4Ch] [bp-30h]@6
+  int v142; // [sp+4Ch] [bp-30h]@41
+  int v143; // [sp+4Ch] [bp-30h]@75
+  int v144; // [sp+4Ch] [bp-30h]@113
+  int v145; // [sp+50h] [bp-2Ch]@5
+  int v146; // [sp+50h] [bp-2Ch]@40
+  int v149; // [sp+54h] [bp-28h]@4
+  int v150; // [sp+54h] [bp-28h]@39
+  int sDepthb; // [sp+58h] [bp-24h]@90
+  signed int a5b; // [sp+5Ch] [bp-20h]@83
+  signed int a5c; // [sp+5Ch] [bp-20h]@121
+  int v162; // [sp+60h] [bp-1Ch]@128
+  int outz; // [sp+64h] [bp-18h]@2
+  int outx; // [sp+68h] [bp-14h]@2
+  int outy; // [sp+6Ch] [bp-10h]@2
+  int sZ; // [sp+70h] [bp-Ch]@2  
+  int sX; // [sp+74h] [bp-8h]@2
+  int sY; // [sp+78h] [bp-4h]@2
+  //8bytes unused
+  int ya; // [sp+84h] [bp+8h]@60
+  int yb; // [sp+84h] [bp+8h]@136
+  int ve; // [sp+88h] [bp+Ch]@60
+  int va; // [sp+88h] [bp+Ch]@60
+  int vb; // [sp+88h] [bp+Ch]@66
+  int vf; // [sp+88h] [bp+Ch]@136
+  int vc; // [sp+88h] [bp+Ch]@136
+  int vd; // [sp+88h] [bp+Ch]@142
+  int v_4; // [sp+8Ch] [bp+10h]@60
+  int v_4a; // [sp+8Ch] [bp+10h]@65
+  int v_4b; // [sp+8Ch] [bp+10h]@136
+  int v_4c; // [sp+8Ch] [bp+10h]@141
+
+  //__debugbreak();срабатывает при стрельбе огненным шаром
+
+  v4 = stru_5C6E00->Atan2(v.x - x, v.y - y);
+
+  v113 = 0;
+  v114 = 0;
+
+  v97.z = z;
+  v97.x = x;
+  v97.y = y;
+
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ);
+    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz);
+    dist_y = outy - sY;
+    dist_z = outz - sZ;
+	dist_x = outx - sX;
+	v49 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
+    v50 = 65536;
+    if ( v49 )
+      v50 = 65536 / v49;
+    v51 = outx;
+	v143 = dist_x * v50;
+	v52 = dist_y * v50;
+	v53 = dist_z * v50;
+
+	v123 = max(outx, sX);
+	v119 = min(outx, sX);
+
+	v131 = max(outy, sY);
+	v127 = min(outy, sY);
+
+	v139 = max(outz, sZ);
+	v135 = min(outz, sZ);
+
+    for ( a5b = 0; a5b < 2; a5b++ )
+    {
+      if ( a5b )
+		v59 = pIndoor->GetSector(sX, sY, sZ);
+      else
+		v59 = pIndoor->GetSector(outx, outy, outz);
+      //v60 = pIndoor->pSectors;
+      //v61 = 116 * v59;
+      //i = 116 * v59;
+      //for (sDepthb = 0; *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v61)
+                    //+ 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v61); ++sDepthb)
+      for ( sDepthb = 0; sDepthb < pIndoor->pSectors[v59].uNumFaces; ++sDepthb )
+      {
+        face = &pIndoor->pFaces[pIndoor->pSectors[v59].pFaceIDs[sDepthb]];// face = &pIndoor->pFaces[*(__int16 *)((char *)&pIndoor->pSectors->pWalls + v61)[sDepthb]]
+        v63 = fixpoint_mul(v143, face->pFacePlane_old.vNormal.x);
+        v64 = fixpoint_mul(v53, face->pFacePlane_old.vNormal.z);
+        v65 = fixpoint_mul(v52, face->pFacePlane_old.vNormal.y);
+        v20 = v63 + v64 + v65 == 0;
+        v66 = v63 + v64 + v65;
+        v107 = v63 + v64 + v65;
+        if ( face->Portal()
+          || v119 > face->pBounding.x2 || v123 < face->pBounding.x1
+          || v127 > face->pBounding.y2 || v131 < face->pBounding.y1
+          || v135 > face->pBounding.z2 || v139 < face->pBounding.z1
+          || v20 )
+          continue;
+        v68 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                          + sY * face->pFacePlane_old.vNormal.y
+                                          + sZ * face->pFacePlane_old.vNormal.z);
+        if ( v66 <= 0 )
+        {
+          if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                         + sY * face->pFacePlane_old.vNormal.y
+                                         + sZ * face->pFacePlane_old.vNormal.z < 0 )
+            continue;
+        }
+        else
+        {
+          if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                         + sY * face->pFacePlane_old.vNormal.y
+                                         + sZ * face->pFacePlane_old.vNormal.z > 0 )
+            continue;
+        }
+        v69 = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                              + sY * face->pFacePlane_old.vNormal.y
+                                              + sZ * face->pFacePlane_old.vNormal.z )) >> 14;
+        if ( v69 <= abs(v66) )
+        {
+          //LODWORD(v70) = v68 << 16;
+          //HIDWORD(v70) = v68 >> 16;
+          //v71 = v70 / v107;
+          //v108 = v70 / v107;
+          v108 = fixpoint_div(v68, v107);
+          if ( v108 >= 0 )
+          {
+            if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(v108, v143) + 0x8000) >> 16),
+                            sY + ((signed int)(fixpoint_mul(v108, v52) + 0x8000) >> 16),
+                              sZ + ((signed int)(fixpoint_mul(v108, v53) + 0x8000) >> 16),
+                            face) )
+            {
+              v114 = 1;
+              break;
+            }
+          }
+        }
+      }
+    }
+    
+    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ);
+    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz);
+	dist_y = outy - sY;
+	dist_z = outz - sZ;
+	dist_x = outx - sX;
+	v77 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
+    v78 = 65536;
+    if ( v77 )
+      v78 = 65536 / v77;
+    v79 = outx;
+	v144 = dist_x * v78;
+	v80 = dist_y * v78;
+	v81 = dist_z * v78;
+
+	v120 = max(outx, sX);
+	v124 = min(outx, sX);
+
+	v132 = max(outy, sY);
+	v128 = min(outy, sY);
+
+	v140 = max(outz, sZ);
+	v136 = min(outz, sZ);
+
+    for ( a5c = 0; a5c < 2; a5c++ )
+    {
+      if ( v113 )
+        return !v114 || !v113;
+      if ( a5c )
+      {
+		v87 = pIndoor->GetSector(sX, sY, sZ);
+      }
+      else
+      {
+		v87 = pIndoor->GetSector(outx, outy, outz);
+      }
+    for ( v162 = 0; v162 < pIndoor->pSectors[v87].uNumFaces; v162++)
+    {
+      face = &pIndoor->pFaces[pIndoor->pSectors[v87].pFaceIDs[v162]];
+      yb = fixpoint_mul(v144, face->pFacePlane_old.vNormal.x);
+      v_4b = fixpoint_mul(v80, face->pFacePlane_old.vNormal.y);
+      vf = fixpoint_mul(v81, face->pFacePlane_old.vNormal.z);
+      v20 = yb + vf + v_4b == 0;
+      v91 = yb + vf + v_4b;
+      vc = yb + vf + v_4b;
+      if ( face->Portal()
+        || v120 > face->pBounding.x2 || v124 < face->pBounding.x1
+        || v128 > face->pBounding.y2 || v132 < face->pBounding.y1
+        || v136 > face->pBounding.z2 || v140 < face->pBounding.z1
+        || v20 )
+        continue;
+      v93 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                        + sY * face->pFacePlane_old.vNormal.y
+                                        + sZ * face->pFacePlane_old.vNormal.z);
+      if ( v91 <= 0 )
+      {
+        if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                       + sY * face->pFacePlane_old.vNormal.y
+                                       + sZ * face->pFacePlane_old.vNormal.z < 0 )
+          continue;
+      }
+      else
+      {
+        if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                       + sY * face->pFacePlane_old.vNormal.y
+                                       + sZ * face->pFacePlane_old.vNormal.z > 0 )
+          continue;
+      }
+      v_4c = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
+                                             + sY * face->pFacePlane_old.vNormal.y
+                                             + sZ * face->pFacePlane_old.vNormal.z)) >> 14;
+      if ( v_4c <= abs(v91) )
+      {
+        vd = fixpoint_div(v93, vc);
+        if ( vd >= 0 )
+        {
+          if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(vd, v144) + 0x8000) >> 16),
+                          sY + ((signed int)(fixpoint_mul(vd, v80) + 0x8000) >> 16),
+                            sZ + ((signed int)(fixpoint_mul(vd, v81) + 0x8000) >> 16),
+                          face) )
+          {
+            v113 = 1;
+            break;
+          }
+        }
+      }
+      }
+    }
+  }
+  else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+  {
+    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ);
+    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz);
+    dist_y = outy - sY;
+    dist_z = outz - sZ;
+    dist_x = outx - sX;
+    v9 = integer_sqrt(dist_x* dist_x+ dist_y* dist_y+ dist_z* dist_z);
+    v10 = 65536;
+    if ( v9 )
+      v10 = 65536 / v9;
+    v125 = dist_x* v10;
+    v12 = dist_z* v10;
+    v121 = dist_y* v10;
+
+	v145 = max(outx, sX);
+	v149 = min(outx, sX);
+
+	v137 = max(outy, sY);
+	v141 = min(outy, sY);
+
+	v129 = max(outz, sZ);
+	v133 = min(outz, sZ);
+
+	for ( uint model_id = 0; model_id < pOutdoor->uNumBModels; model_id++)
+    {
+      if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y)
+           <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 )
+      {
+        for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id )
+        {
+          odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id];
+          v17 = fixpoint_mul(v125, odm_face->pFacePlane.vNormal.x);
+          v18 = fixpoint_mul(v121, odm_face->pFacePlane.vNormal.y);
+          v19 = fixpoint_mul(v12, odm_face->pFacePlane.vNormal.z);
+          v20 = v17 + v18 + v19 == 0;
+          v21 = v17 + v18 + v19;
+          v109 = v17 + v18 + v19;
+          if ( v149 > odm_face->pBoundingBox.x2 || v145 < odm_face->pBoundingBox.x1
+            || v141 > odm_face->pBoundingBox.y2 || v137 < odm_face->pBoundingBox.y1
+            || v133 > odm_face->pBoundingBox.z2 || v129 < odm_face->pBoundingBox.z1
+            || v20 )
+            continue;
+          v23 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                            + sY * odm_face->pFacePlane.vNormal.y
+                                            + sZ * odm_face->pFacePlane.vNormal.z);
+          if ( v21 <= 0 )
+          {
+            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                           + sY * odm_face->pFacePlane.vNormal.y 
+                                           + sZ * odm_face->pFacePlane.vNormal.z < 0 )
+              continue;
+          }
+          else
+          {
+            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                           + sY * odm_face->pFacePlane.vNormal.y
+                                           + sZ * odm_face->pFacePlane.vNormal.z > 0 )
+              continue;
+          }
+          v24 = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                                + sY * odm_face->pFacePlane.vNormal.y 
+                                                + sZ * odm_face->pFacePlane.vNormal.z)) >> 14;
+          if ( v24 <= abs(v21) )
+          {
+            v110 = fixpoint_div(v23, v109);
+            if ( v110 >= 0 )
+            {
+              if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(v110, v125) + 0x8000) >> 16),
+                              sY + ((signed int)(fixpoint_mul(v110, v121) + 0x8000) >> 16),
+                                sZ + ((signed int)(fixpoint_mul(v110, v12) + 0x8000) >> 16),
+                              odm_face,
+                              &pOutdoor->pBModels[model_id].pVertices) )
+              {
+                v114 = 1;
+                break;
+              }
+            }
+          }
+        }
+      }
+    }
+    
+    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ);
+    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz);
+	dist_y = outy - sY;
+	dist_z = outz - sZ;
+	dist_x = outx - sX;
+	v32 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
+    v33 = 65536;
+    if ( v32 )
+      v33 = 65536 / v32;
+	v126 = dist_x * v33;
+	v35 = dist_z * v33;
+    v122 = dist_y * v33;
+    
+	v146 = max(outx, sX);
+	v150 = min(outx, sX);
+
+	v138 = max(outy, sY);
+	v142 = min(outy, sY);
+
+	v130 = max(outz, sZ);
+	v134 = min(outz, sZ);
+
+    for ( uint model_id = 0; model_id < (signed int)pOutdoor->uNumBModels; ++model_id )
+    {
+      if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y)
+           <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 )
+      {
+        for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id )
+        {
+          odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id];
+          ya = fixpoint_mul(v126, odm_face->pFacePlane.vNormal.x);
+          ve = fixpoint_mul(v122, odm_face->pFacePlane.vNormal.y);
+          v_4 = fixpoint_mul(v35, odm_face->pFacePlane.vNormal.z);
+          v20 = ya + ve + v_4 == 0;
+          v40 = ya + ve + v_4;
+          va = ya + ve + v_4;
+          if ( v150 > odm_face->pBoundingBox.x2 || v146 < odm_face->pBoundingBox.x1
+            || v142 > odm_face->pBoundingBox.y2 || v138 < odm_face->pBoundingBox.y1
+            || v134 > odm_face->pBoundingBox.z2 || v130 < odm_face->pBoundingBox.z1
+            || v20 )
+            continue;
+          v42 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                            + sY * odm_face->pFacePlane.vNormal.y
+                                            + sZ * odm_face->pFacePlane.vNormal.z);
+          if ( v40 <= 0 )
+          {
+            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                           + sY * odm_face->pFacePlane.vNormal.y 
+                                           + sZ * odm_face->pFacePlane.vNormal.z  < 0 )
+              continue;
+          }
+          else
+          {
+            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                           + sY * odm_face->pFacePlane.vNormal.y 
+                                           + sZ * odm_face->pFacePlane.vNormal.z  > 0 )
+              continue;
+          }
+          v_4a = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
+                                                 + sY * odm_face->pFacePlane.vNormal.y 
+                                                 + sZ * odm_face->pFacePlane.vNormal.z )) >> 14;
+          if ( v_4a <= abs(v40) )
+          {
+            //LODWORD(v43) = v42 << 16;
+            //HIDWORD(v43) = v42 >> 16;
+            //vb = v43 / va;
+            vb = fixpoint_div(v42, va);
+            if ( vb >= 0 )
+            {
+              if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(vb, v126) + 0x8000) >> 16),
+                              sY + ((signed int)(fixpoint_mul(vb, v122) + 0x8000) >> 16),
+                                sZ + ((signed int)(fixpoint_mul(vb, v35) + 0x8000) >> 16),
+                              odm_face,
+                              &pOutdoor->pBModels[model_id].pVertices) )
+              {
+                v113 = 1;
+                break;
+               }
+            }
+          }
+        }
+      }
+    }
+
+  }
+  return !v114 || !v113;
+}
+//----- (0043F333) --------------------------------------------------------
+void BspRenderer::MakeVisibleSectorList()
+{
+//  int v6; // ebx@3
+
+  uNumVisibleNotEmptySectors = 0;
+  for (uint i = 0; i < num_nodes; ++i)
+  {
+    //if (!uNumVisibleNotEmptySectors)
+    //{
+      //pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID;
+      //continue;
+    //}
+    //v6 = 0;
+    //while (pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6] != nodes[i].uSectorID )
+    for ( uint j = 0; j < uNumVisibleNotEmptySectors; j++ )
+    {
+      //++v6;
+      if ( pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[j] == nodes[i].uSectorID)
+        break;
+    }
+    pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID;
+  }
+}
+//----- (0046A334) --------------------------------------------------------
+char __fastcall DoInteractionWithTopmostZObject(int a1, int a2)
+{
+  int v17; // edi@36
+
+  v17 = PID_ID(a1);
+  switch ( PID_TYPE(a1) )
+  {
+    case OBJECT_Item: // take the item
+      if ( pObjectList->pObjects[pSpriteObjects[v17].uObjectDescID].uFlags & 0x10 || v17 >= 1000 || !pSpriteObjects[v17].uObjectDescID )
+        return 1;
+      if ( pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].uEquipType == EQUIP_GOLD)
+      {
+        pParty->PartyFindsGold(pSpriteObjects[v17].stru_24.uSpecEnchantmentType, 0);
+        viewparams->bRedrawGameUI = 1;
+      }
+      else
+      {
+        if ( pParty->pPickedItem.uItemID )
+          return 1;
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].pUnidentifiedName);//You found an item (%s)!
+        ShowStatusBarString(pTmpBuf2.data(), 2);
+        if ( pSpriteObjects[v17].stru_24.uItemID == 506 )//artefact
+          _449B7E_toggle_bit(pParty->_quest_bits, 184, 1);
+        if ( pSpriteObjects[v17].stru_24.uItemID == 455 )
+          _449B7E_toggle_bit(pParty->_quest_bits, 185, 1);
+        if ( !pParty->AddItemToParty(&pSpriteObjects[v17].stru_24) )
+          pParty->SetHoldingItem(&pSpriteObjects[v17].stru_24);
+      }
+      SpriteObject::OnInteraction(v17);
+      break;
+
+    case OBJECT_Actor:
+      if ( pActors[v17].uAIState == Dying || pActors[v17].uAIState == Summoned )
+        return 1;
+      if ( pActors[v17].uAIState == Dead )
+        pActors[v17].LootActor();
+      else
+      {
+        if ( !pActors[v17].GetActorsRelation(0) && pActors[v17].ActorFriend() && pActors[v17].CanAct() )
+        {
+          Actor::AI_FaceObject(v17, 4, 0, 0);
+          if ( pActors[v17].sNPC_ID )
+            pMessageQueue_50CBD0->AddGUIMessage(UIMSG_StartNPCDialogue, v17, 0);
+          else
+          {
+            if ( pNPCStats->pGroups_copy[pActors[v17].uGroup] )
+            {
+              if ( pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]] )
+              {
+                pParty->uFlags |= 2;
+                strcpy(byte_5B0938.data(), pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]]);
+                sub_4451A8_press_any_key(0, 0, 0);
+              }
+            }
+          }
+        }
+      }
+      break;
+
+    case OBJECT_Decoration:
+      if ( pLevelDecorations[v17].uEventID )
+      {
+        EventProcessor(pLevelDecorations[v17].uEventID, a1, 1);
+        pLevelDecorations[v17].uFlags |= LEVEL_DECORATION_VISIBLE_ON_MAP;
+      }
+      else
+      {
+        if ( !pLevelDecorations[v17].IsInteractive() )
+          return 1;
+        activeLevelDecoration = &pLevelDecorations[v17];
+        EventProcessor(stru_5E4C90_MapPersistVars._decor_events[pLevelDecorations[v17]._idx_in_stru123 - 75] + 380, 0, 1);
+        activeLevelDecoration = nullptr;
+      }
+      break;
+
+    default:
+      MessageBoxW(nullptr, L"Warning: Invalid ID reached!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Mouse.cpp:2020", 0);
+      return 1;
+
+    case OBJECT_BModel:
+      if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+      {
+        int bmodel_id = a1 >> 9,
+            face_id = v17 & 0x3F;
+        if (bmodel_id >= pOutdoor->uNumBModels)
+          return 1;
+        if (pOutdoor->pBModels[bmodel_id].pFaces[face_id].uAttributes & FACE_HAS_EVENT 
+         || pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID == 0 )
+          return 1;
+        EventProcessor((signed __int16)pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID, a1, 1);
+      }
+      else
+      {
+        if ( !(pIndoor->pFaces[v17].uAttributes & FACE_CLICKABLE) )
+        {
+          ShowNothingHereStatus();
+          return 1;
+        }
+        if ( pIndoor->pFaces[v17].uAttributes & FACE_HAS_EVENT || !pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID )
+          return 1;
+        if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG )
+          EventProcessor((signed __int16)pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID, a1, 1);
+      }
+      return 0;
+      break;
+  }
+  return 0;
+}
+//----- (0046BDF1) --------------------------------------------------------
+void  BLV_UpdateUserInputAndOther()
+{
+  UpdateObjects();
+  BLV_ProcessPartyActions();
+  UpdateActors_BLV();
+  BLV_UpdateDoors();
+  check_event_triggers();
+}
+//----- (00424829) --------------------------------------------------------
+// Finds out if current portal can be seen through the previous portal
+bool PortalFrustrum(int pNumVertices, BspRenderer_PortalViewportData *far_portal, BspRenderer_PortalViewportData *near_portal, int uFaceID)
+{
+  int min_y; // esi@5
+  int max_y; // edx@5
+  int current_ID; // eax@12
+  int v13; // eax@22
+  int v15; // ecx@29
+  int v18; // eax@39
+  int v19; // eax@44
+  int v20; // ecx@44
+  int v22; // edi@46
+  int v24; // edx@48
+  int v26; // eax@55
+  int v29; // edx@57
+  int v31; // eax@64
+  __int16 v36; // dx@67
+  __int16 v38; // dx@67
+  int v46; // edx@87
+  int v49; // esi@93
+  int v53; // [sp+Ch] [bp-34h]@44
+  int v54; // [sp+10h] [bp-30h]@0
+  int min_y_ID2; // [sp+14h] [bp-2Ch]@12
+  int v59; // [sp+14h] [bp-2Ch]@87
+  int v61; // [sp+1Ch] [bp-24h]@29
+  int v62; // [sp+20h] [bp-20h]@0
+  signed int direction1; // [sp+24h] [bp-1Ch]@3
+  signed int direction2; // [sp+28h] [bp-18h]@3
+  int min_y_ID; // [sp+2Ch] [bp-14h]@5
+  int v69; // [sp+34h] [bp-Ch]@29
+  int v70; // [sp+34h] [bp-Ch]@46
+
+  if ( pNumVertices <= 1 )
+    return false;
+  min_y = PortalFace._screen_space_y[0];
+  min_y_ID = 0;
+  max_y = PortalFace._screen_space_y[0];
+  //face direction(направление фейса)
+  if ( !PortalFace.direction )
+  {
+    direction1 = 1;
+    direction2 = -1;
+  }
+  else 
+  {
+    direction1 = -1;
+    direction2 = 1;
+  }
+
+  //get min and max y for portal(дать минимальное и максимальное значение y для портала)
+  for ( uint i = 1; i < pNumVertices; ++i )
+  {
+    if (PortalFace._screen_space_y[i] < min_y)
+    {
+      min_y_ID = i;
+      min_y = PortalFace._screen_space_y[i];
+    }
+    else if (PortalFace._screen_space_y[i] > max_y)
+    {
+      max_y = PortalFace._screen_space_y[i];
+    }
+  }
+  if ( max_y == min_y )
+    return false;
+
+  //*****************************************************************************************************************************
+  far_portal->_viewport_space_y = min_y;
+  far_portal->_viewport_space_w = max_y;
+  current_ID = min_y_ID;
+  min_y_ID2 = min_y_ID;
+
+  for ( uint i = 0; i < pNumVertices; ++i )
+  {
+    current_ID += direction2;
+    if ( current_ID < pNumVertices )
+    {
+      if ( current_ID < 0 )
+        current_ID += pNumVertices;
+    }
+    else
+      current_ID -= pNumVertices;
+    if ( PortalFace._screen_space_y[current_ID] <= PortalFace._screen_space_y[min_y_ID] )//определение минимальной у
+    {
+      min_y_ID2 = current_ID;
+      min_y_ID = current_ID;
+    }
+    if ( PortalFace._screen_space_y[current_ID] == max_y )
+      break;
+  }
+
+  v13 = min_y_ID2 + direction2;
+  if ( v13 < pNumVertices )
+  {
+    if ( v13 < 0 )
+      v13 += pNumVertices;
+  }
+  else
+    v13 -= pNumVertices;
+  if ( PortalFace._screen_space_y[v13] != PortalFace._screen_space_y[min_y_ID2] )
+  {
+    v62 = PortalFace._screen_space_x[min_y_ID2] << 16;
+    v54 = ((PortalFace._screen_space_x[v13] - PortalFace._screen_space_x[min_y_ID2]) << 16) /
+           (PortalFace._screen_space_y[v13] - PortalFace._screen_space_y[min_y_ID2]);
+    far_portal->viewport_left_side[min_y] = (short)PortalFace._screen_space_x[min_y_ID2];
+  }
+  //****************************************************************************************************************************************
+  //
+  v15 = min_y_ID;
+  v61 = min_y_ID;
+  for ( v69 = 0; v69 < pNumVertices; ++v69 )
+  {
+    v15 += direction1;
+    if ( v15 < pNumVertices )
+    {
+      if ( v15 < 0 )
+        v15 += pNumVertices;
+    }
+    else
+      v15 -= pNumVertices;
+    if ( PortalFace._screen_space_y[v15] <= PortalFace._screen_space_y[min_y_ID] )
+    {
+      v61 = v15;
+      min_y_ID = v15;
+    }
+    if ( PortalFace._screen_space_y[v15] == max_y )
+      break;
+  }
+  v18 = direction1 + v61;
+  if ( v18 < pNumVertices )
+  {
+    if ( v18 < 0 )
+      v18 += pNumVertices;
+  }
+  else
+    v18 -= pNumVertices;
+  v19 = v18;
+  v20 = v61;
+  if ( PortalFace._screen_space_y[v19] != PortalFace._screen_space_y[v61] )
+  {
+    v61 = PortalFace._screen_space_x[v20] << 16;
+    v53 = ((PortalFace._screen_space_x[v19] - PortalFace._screen_space_x[v20]) << 16) /
+           (PortalFace._screen_space_y[v19] - PortalFace._screen_space_y[v20]);
+    far_portal->viewport_right_side[max_y] = (short)PortalFace._screen_space_x[v20];
+  }
+  //****************************************************************************************************************************************
+  v22 = min_y;
+  if ( min_y <= max_y )
+  {
+    for ( v70 = min_y; v70 <= max_y; ++v70 )
+    {
+      v24 = v13;
+      if ( v22 >= PortalFace._screen_space_y[v13] && v22 != max_y )
+      {
+        v13 = direction2 + v13;
+        if ( v13 < pNumVertices )
+        {
+          if ( v13 < 0 )
+            v13 += pNumVertices;
+        }
+        else
+          v13 -= pNumVertices;
+        v26 = v13;
+        if ( PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24] > 0 )
+        {
+          v54 = ((PortalFace._screen_space_x[v26] - PortalFace._screen_space_x[v24]) << 16) / (PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24]);
+          v62 = PortalFace._screen_space_x[v24] << 16;
+        }
+      }
+      v29 = v18;
+      if ( v70 >= PortalFace._screen_space_y[v18] && v70 != max_y )
+      {
+        v18 += direction1;
+        if ( v18 < pNumVertices )
+        {
+          if ( v18 < 0 )
+            v18 += pNumVertices;
+        }
+        else
+          v18 -= pNumVertices;
+        v31 = v18;
+        if ( PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29] > 0 )
+        {
+          v53 = ((PortalFace._screen_space_x[v31] - PortalFace._screen_space_x[v29]) << 16) / (PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29]);
+          v61 = PortalFace._screen_space_x[v29] << 16;
+        }
+      }
+      far_portal->viewport_left_side[v70] = HIWORD(v62);
+      far_portal->viewport_right_side[v70] = HIWORD(v61);
+      if ( far_portal->viewport_left_side[v70] > far_portal->viewport_right_side[v70] )
+      {
+        v36 = far_portal->viewport_left_side[v70] ^ far_portal->viewport_right_side[v70];
+        //v37 = far_portal->viewport_right_side[v70];
+        far_portal->viewport_left_side[v70] = v36;
+        v38 = far_portal->viewport_right_side[v70] ^ v36;
+        far_portal->viewport_left_side[v70] ^= v38;
+        far_portal->viewport_right_side[v70] = v38;
+      }
+      v62 += v54;
+      v22 = v70 + 1;
+      v61 += v53;
+    }
+  }
+  //*****************************************************************************************************************************
+  // check portals coordinates and determine max, min(проверка координат порталов и определение макс, мин-ой у)
+  if ( max_y < near_portal->_viewport_space_y )
+    return false;
+  if ( min_y > near_portal->_viewport_space_w )
+    return false;
+  if ( min_y < near_portal->_viewport_space_y )
+    min_y = near_portal->_viewport_space_y;
+  if ( max_y > near_portal->_viewport_space_w )
+    max_y = near_portal->_viewport_space_w;
+  if ( min_y <= max_y )
+  {
+    for ( min_y; min_y <= max_y; ++min_y )
+    {
+      if ( far_portal->viewport_right_side[min_y] >= near_portal->viewport_left_side[min_y]
+        && far_portal->viewport_left_side[min_y] <= near_portal->viewport_right_side[min_y] )
+        break;
+    }
+  }
+  if ( max_y < min_y )
+    return false;
+  for ( max_y; max_y >= min_y; --max_y )
+  {
+    if ( far_portal->viewport_right_side[max_y] >= near_portal->viewport_left_side[max_y] 
+      && far_portal->viewport_left_side[max_y] <= near_portal->viewport_right_side[max_y] )
+      break;
+  }
+  if ( min_y >= max_y )
+    return false;
+  //*************************************************************************************************************************************
+  v59 = min_y;
+  for ( v46 = max_y - min_y + 1; v46; --v46 )
+  {
+    if ( far_portal->viewport_left_side[v59] < near_portal->viewport_left_side[v59] )
+      far_portal->viewport_left_side[v59] = near_portal->viewport_left_side[v59];
+    if ( far_portal->viewport_right_side[v59] > near_portal->viewport_right_side[v59] )
+      far_portal->viewport_right_side[v59] = near_portal->viewport_right_side[v59];
+    ++v59;
+  }
+  far_portal->_viewport_space_y = min_y;
+  far_portal->_viewport_space_w = max_y;
+  far_portal->_viewport_space_x = far_portal->viewport_left_side[min_y];
+  far_portal->_viewport_space_z = far_portal->viewport_right_side[min_y];
+  far_portal->_viewport_x_minID = min_y;
+  far_portal->_viewport_z_maxID = min_y;
+  v49 = min_y + 1;
+  if ( v49 <= max_y )
+  {
+    for ( v49; v49 <= max_y; ++v49 )
+    {
+      if ( far_portal->viewport_left_side[v49] < far_portal->_viewport_space_x )
+      {
+        far_portal->_viewport_space_x = far_portal->viewport_left_side[v49];
+        far_portal->_viewport_x_minID = v49;
+      }
+      if ( far_portal->viewport_right_side[v49] > far_portal->_viewport_space_z )
+      {
+        far_portal->_viewport_space_z = far_portal->viewport_right_side[v49];
+        far_portal->_viewport_z_maxID = v49;
+      }
+    }
+  }
+  return true;
+}
+//----- (00423B5D) --------------------------------------------------------
+int __fastcall GetPortalScreenCoord(unsigned int uFaceID)
+{
+  BLVFace *pFace; // ebx@1
+  int pNextVertices; // edx@11
+  int t; // ST28_4@12
+  int pScreenX; // eax@22
+  int pScreenY; // eax@27
+  signed int left_num_vertices; // edi@31
+  signed int right_num_vertices; // ebx@41
+  signed int top_num_vertices; // edi@51
+  int bottom_num_vertices; // ebx@61
+  bool current_vertices_flag; // [sp+18h] [bp-10h]@9
+  signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9
+  bool next_vertices_flag; // [sp+20h] [bp-8h]@10
+
+  //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910
+
+  pFace = &pIndoor->pFaces[uFaceID];
+  memset(&PortalFace, 0, sizeof(stru367));
+
+  //get direction the face(определение направленности фейса)*********************************************************************************
+  if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x)
+     + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y)
+     + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z) < 0 )
+  {
+    PortalFace.direction = true;
+  }
+  else
+  {
+    PortalFace.direction = false;
+    if ( !(pFace->Portal()) )
+      return 0;
+  }
+  //*****************************************************************************************************************************************
+  //generate/cinvertetion in camera location coordinates(генерация/конвертирование в координаты пространства камеры)
+
+  //for new coordinates:
+  //int x = 0x AAAA BBBB;
+  //AAAA - integer(целая часть), BBBB - fractional(дробная)
+  //float v = HIWORD(x) + LOWORD(x) / 65535.0f;
+  //0x0351A281 это 849(351 в шестнадцатиричной) в целой части и A281 в дробной(хотя как точно BBBB считалась не помню)
+  //if in HIWORD: FFFF = -1
+  //FFFE = -2
+  //FFFD = -3
+  //....
+  //8000 = -32767
+  //7FFF = 32767
+  //7FFE = 32766
+  //если в LOWORD например лежит FFFF то не совсем понятно, что это
+  //потому что если и hiword и loword равны FFFF FFFF то двойное отрицание как бы, нужно тестировать что конкретно получается чтобы понять что это значит
+  //всё что больше 7FFF для верхнего слова это идёт уже с минусом/Nomad/
+
+  if ( (signed int)pFace->uNumVertices > 0 )
+  {
+    for (uint i = 0; i < pFace->uNumVertices; ++i)
+    {
+      pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pIndoor->pVertices[pFace->pVertexIDs[i]].x,
+                                                                     pIndoor->pVertices[pFace->pVertexIDs[i]].y,
+                                                                     pIndoor->pVertices[pFace->pVertexIDs[i]].z,
+        &PortalFace._view_transformed_z[i + 3], &PortalFace._view_transformed_x[i + 3], &PortalFace._view_transformed_y[i + 3], 0);
+    }
+  }
+  //*****************************************************************************************************************************************
+  //check vertices for the nearest plane(проверка вершин есть ли в области за ближайшей плоскостью)
+  if ( pFace->uNumVertices <= 0 )
+    return 0;
+  bool bFound = false;
+  for (uint i = 0; i < pFace->uNumVertices; ++i)
+  {
+    if ( PortalFace._view_transformed_z[i + 3] >= 524288 )// 8.0(0x80000)
+    {
+      bFound = true;
+      break;
+    }
+  }
+  if ( !bFound )
+    return 0;
+  //*****************************************************************************************************************************************
+  //check for near clip plane(проверка по ближней границе)
+  //   
+  //     v0                 v1
+  //      ._________________.
+  //     /                   \
+  //    /                     \
+  // v5.                       . v2
+  //   |                       |
+  //   |                       |
+  //   |                       |
+  //  ---------------------------- 8.0(near_clip)
+  //   |                       |
+  //   ._______________________.
+  //  v4                        v3
+  depth_num_vertices = 0;
+  PortalFace._view_transformed_z[pFace->uNumVertices + 3] = PortalFace._view_transformed_z[3];
+  PortalFace._view_transformed_x[pFace->uNumVertices + 3] = PortalFace._view_transformed_x[3];
+  PortalFace._view_transformed_y[pFace->uNumVertices + 3] = PortalFace._view_transformed_y[3];
+  current_vertices_flag = PortalFace._view_transformed_z[3] >= 0x80000; //524288
+  if ( pFace->uNumVertices >= 1 )
+  {
+    for ( uint i = 1; i <= pFace->uNumVertices; ++i)
+    {
+      next_vertices_flag = PortalFace._view_transformed_z[i + 3] >= 0x80000; //524288;// 8.0
+      if ( current_vertices_flag ^ next_vertices_flag )//или текущая или следующая вершина за ближней границей - v5
+      {
+        if ( next_vertices_flag )//следующая вершина за ближней границей
+        {
+          //t = near_clip - v4.z / v5.z - v4.z
+          t = fixpoint_div(0x80000 - PortalFace._view_transformed_z[i + 2], PortalFace._view_transformed_z[i + 3] - PortalFace._view_transformed_z[i + 2]);
+          //New_x = (v5.x - v4.x)*t + v4.x
+          PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 3] - PortalFace._view_transformed_x[i + 2]), t) 
+                                                               + PortalFace._view_transformed_x[i + 2];
+          //New_y = (v5.y - v4.y)*t + v4.y
+          PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 3] - PortalFace._view_transformed_y[i + 2]), t)
+                                                               + PortalFace._view_transformed_y[i + 2];
+          //New_z = 8.0(0x80000)
+          PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288
+        }
+        else// текущая вершина за ближней границей
+        {
+          //t = near_clip - v1.z / v0.z - v1.z
+          t = fixpoint_div(524288 - PortalFace._view_transformed_z[i + 3], PortalFace._view_transformed_z[i + 2] - PortalFace._view_transformed_z[i + 3]);
+          //New_x = (v0.x - v1.x)*t + v1.x
+          PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 2] - PortalFace._view_transformed_x[i + 3]), t)
+                                                               + PortalFace._view_transformed_x[i + 3];
+          //New_y = (v0.x - v1.y)*t + v1.y
+          PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 2] - PortalFace._view_transformed_y[i + 3]), t)
+                                                               + PortalFace._view_transformed_y[i + 3];
+          //New_z = 8.0(0x80000)
+          PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288
+        }
+        depth_num_vertices++;
+      }
+      if ( next_vertices_flag )//если следующая вершина за ближней границей 
+      {
+        pNextVertices = depth_num_vertices++;
+        PortalFace._view_transformed_z[pNextVertices] = PortalFace._view_transformed_z[i + 3];
+        PortalFace._view_transformed_x[pNextVertices] = PortalFace._view_transformed_x[i + 3];
+        PortalFace._view_transformed_y[pNextVertices] = PortalFace._view_transformed_y[i + 3];
+      }
+      current_vertices_flag = next_vertices_flag;
+    }
+  }
+  //результат: нет моргания на границе портала(когда проходим сквозь портал)
+  //************************************************************************************************************************************
+  //convertion in screen coordinates(конвертирование в координаты экрана)
+  PortalFace._view_transformed_z[depth_num_vertices] = PortalFace._view_transformed_z[0];
+  PortalFace._view_transformed_x[depth_num_vertices] = PortalFace._view_transformed_x[0];
+  PortalFace._view_transformed_y[depth_num_vertices] = PortalFace._view_transformed_y[0];
+  for ( uint i = 0; i < depth_num_vertices; ++i )
+  {
+    if ( (abs(PortalFace._view_transformed_x[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) )
+      pScreenX = fixpoint_div(PortalFace._view_transformed_x[i],  PortalFace._view_transformed_z[i]);
+    else
+    {
+      if ( PortalFace._view_transformed_x[i] >= 0 )
+      {
+        if (PortalFace._view_transformed_z[i] >= 0)
+          pScreenX = 0x400000;   // 64.0
+        else
+          pScreenX = 0xFFC00000;  // -63.0
+      }
+      else
+      {
+        if (PortalFace._view_transformed_z[i] >= 0)
+          pScreenX = 0xFFC00000;  // -63.0
+        else
+          pScreenX = 0x400000; // 64.0
+      }
+    }
+
+    if ( (abs(PortalFace._view_transformed_y[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) )
+      pScreenY = fixpoint_div(PortalFace._view_transformed_y[i],  PortalFace._view_transformed_z[i]);
+    else
+    {
+      if ( PortalFace._view_transformed_y[i] >= 0 )
+      {
+        if (PortalFace._view_transformed_z[i] >= 0)
+          pScreenY = 0x400000;   // 64.0
+        else
+          pScreenY = 0xFFC00000;  // -63.0
+      }
+      else
+      {
+        if (PortalFace._view_transformed_z[i] >= 0)
+          pScreenY = 0xFFC00000;  // -63.0
+        else
+          pScreenY = 0x400000;  // 64.0
+      }
+    }
+    PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenX);
+    PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenY);
+  }
+  // результат: при повороте камеры, когда граница портала сдвигается к краю экрана, портал остается прозрачным(видимым)
+  //******************************************************************************************************************************************
+  //координаты как в Ида-базе игры так и в данном проекте перевёрнутые,т.е. портал который в правой части экрана имеет экранные координаты 
+  //которые для левой части экрана. Например, x(оригинал) = 8, у нас х = 468(противоположный край экрана), точно также и с у.
+  //
+  //check for left_clip plane(порверка по левой границе)
+  left_num_vertices = 0;
+  PortalFace._screen_space_x[depth_num_vertices + 12] = PortalFace._screen_space_x[12];
+  PortalFace._screen_space_y[depth_num_vertices + 12] = PortalFace._screen_space_y[12];
+  current_vertices_flag = PortalFace._screen_space_x[12] >= (signed int)pBLVRenderParams->uViewportX;//8.0
+  if ( depth_num_vertices < 1 )
+    return 0;
+  for ( uint i = 1; i <= depth_num_vertices; ++i )
+  {
+    next_vertices_flag = PortalFace._screen_space_x[i + 12] >= (signed int)pBLVRenderParams->uViewportX;
+    if ( current_vertices_flag ^ next_vertices_flag )
+    {
+      if ( next_vertices_flag )
+      {
+        //t = left_clip - v0.x / v1.x - v0.x
+        t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 11], PortalFace._screen_space_x[i + 12] - PortalFace._screen_space_x[i + 11]);
+        //New_y = (v1.y - v0.y)*t + v0.y
+        PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 12]- PortalFace._screen_space_y[i + 11]), t)
+                                                            + PortalFace._screen_space_y[i + 11];
+        //New_x = left_clip
+        PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX;
+      }
+      else
+      {
+        //t = left_clip - v1.x / v0.x - v1.x
+        t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 12], PortalFace._screen_space_x[i + 11] - PortalFace._screen_space_x[i + 12]);
+        //New_y = (v0.y - v1.y)*t + v1.y
+        PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 11] - PortalFace._screen_space_y[i + 12]), t)
+                                                            + PortalFace._screen_space_y[i + 12];
+        //New_x = left_clip
+        PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX;
+      }
+      left_num_vertices++;
+    }
+    if ( next_vertices_flag )
+    {
+      pNextVertices = left_num_vertices++;
+      PortalFace._screen_space_x[pNextVertices + 9] = PortalFace._screen_space_x[i + 12];
+      PortalFace._screen_space_y[pNextVertices + 9] = PortalFace._screen_space_y[i + 12];
+    }
+    current_vertices_flag = next_vertices_flag;
+  }
+//*********************************************************************************************************************************
+//for right_clip plane(проверка по правой плоскости)
+  right_num_vertices = 0;
+  PortalFace._screen_space_x[left_num_vertices + 9] = PortalFace._screen_space_x[9];
+  PortalFace._screen_space_y[left_num_vertices + 9] = PortalFace._screen_space_y[9];
+  current_vertices_flag = PortalFace._screen_space_x[9] <= (signed int)pBLVRenderParams->uViewportZ;//468.0
+  if (left_num_vertices < 1)
+    return 0;
+  for ( uint i = 1; i <= left_num_vertices; ++i )
+  {
+    next_vertices_flag = PortalFace._screen_space_x[i + 9] <= (signed int)pBLVRenderParams->uViewportZ;
+    if ( current_vertices_flag ^ next_vertices_flag )
+    {
+      if ( next_vertices_flag )
+      {
+        //t = right_clip - v1.x / v0.x - v1.x
+        t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 8], PortalFace._screen_space_x[i + 9] - PortalFace._screen_space_x[i + 8]);
+        //New_y = (v0.y - v1.y)*t + v1.y
+        PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 9] - PortalFace._screen_space_y[i + 8]), t)
+                                                             + PortalFace._screen_space_y[i + 8];
+        //New_x = right_clip
+        PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ;
+      }
+      else
+      {
+        //t = right_clip - v0.x / v1.x - v0.x
+        t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 9], PortalFace._screen_space_x[i + 8] - PortalFace._screen_space_x[i + 9]);
+        //New_y = (v1.y - v0.y)*t + v0.y
+        PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 8] - PortalFace._screen_space_y[i + 9]), t)
+                                                             + PortalFace._screen_space_y[i + 9];
+        //New_x = right_clip
+        PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ;
+      }
+      right_num_vertices++;
+    }
+    if ( next_vertices_flag )
+    {
+      pNextVertices = right_num_vertices++;
+      PortalFace._screen_space_x[pNextVertices + 6] = PortalFace._screen_space_x[i + 9];
+      PortalFace._screen_space_y[pNextVertices + 6] = PortalFace._screen_space_y[i + 9];
+    }
+    current_vertices_flag = next_vertices_flag;
+  }
+  //************************************************************************************************************************************
+  // for top clip plane
+  top_num_vertices = 0;
+  PortalFace._screen_space_x[right_num_vertices + 6] = PortalFace._screen_space_x[6];
+  PortalFace._screen_space_y[right_num_vertices + 6] = PortalFace._screen_space_y[6];
+
+  current_vertices_flag = PortalFace._screen_space_y[6] >= (signed int)pBLVRenderParams->uViewportY;//8.0
+  if ( right_num_vertices < 1 )
+    return 0;
+  for ( uint i = 1; i <= right_num_vertices; ++i )
+  {
+    next_vertices_flag = PortalFace._screen_space_y[i + 6] >= (signed int)pBLVRenderParams->uViewportY;
+    if ( current_vertices_flag ^ next_vertices_flag )
+    {
+      if ( next_vertices_flag )
+      {
+        t = fixpoint_div(pBLVRenderParams->uViewportY  - PortalFace._screen_space_y[i + 5], PortalFace._screen_space_y[i + 6] - PortalFace._screen_space_y[i + 5]);
+        PortalFace._screen_space_x[top_num_vertices + 3] = ((signed int)((PortalFace._screen_space_x[i + 6] - PortalFace._screen_space_x[i + 5])
+            * t) >> 16) + PortalFace._screen_space_x[i + 5];
+        PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY;
+      }
+      else
+      {
+        t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 6], PortalFace._screen_space_y[i + 5] - PortalFace._screen_space_y[i + 6]);
+        PortalFace._screen_space_x[top_num_vertices + 3] = fixpoint_mul((PortalFace._screen_space_x[i + 5]- PortalFace._screen_space_x[i + 6]), t)
+                                                           + PortalFace._screen_space_x[i + 6];
+        PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY;
+      }
+      top_num_vertices++;
+    }
+    current_vertices_flag = next_vertices_flag;
+    if ( next_vertices_flag )
+    {
+      pNextVertices = top_num_vertices++;
+      PortalFace._screen_space_x[pNextVertices + 3] = PortalFace._screen_space_x[i + 6];
+      PortalFace._screen_space_y[pNextVertices + 3] = PortalFace._screen_space_y[i + 6];
+    }
+  }
+//**********************************************************************************************************************************
+//for bottom_clip plane(проверка по нижней плоскости)
+  bottom_num_vertices = 0;
+  PortalFace._screen_space_x[top_num_vertices + 3] = PortalFace._screen_space_x[3];
+  PortalFace._screen_space_y[top_num_vertices + 3] = PortalFace._screen_space_y[3];
+  current_vertices_flag = PortalFace._screen_space_y[3] <= (signed int)pBLVRenderParams->uViewportW;//351.0
+  if ( top_num_vertices < 1 )
+    return 0;
+  for ( uint i =1; i <= top_num_vertices; ++i )
+  {
+    next_vertices_flag = PortalFace._screen_space_y[i + 3] <= (signed int)pBLVRenderParams->uViewportW;
+    if ( current_vertices_flag ^ next_vertices_flag )
+    {
+      if ( next_vertices_flag )
+      {
+        t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 2], PortalFace._screen_space_y[i + 3] - PortalFace._screen_space_y[i + 2]);
+        PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 3] - PortalFace._screen_space_x[i + 2]), t)
+                                                          + PortalFace._screen_space_x[i + 2];
+        PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW;
+      }
+      else
+      {
+        t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 3], PortalFace._screen_space_y[i + 2] - PortalFace._screen_space_y[i + 3]);
+        PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 2] - PortalFace._screen_space_x[i + 3]), t) 
+                                                          + PortalFace._screen_space_x[i + 3];
+        PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW;
+      }
+      bottom_num_vertices++;
+    }
+    if ( next_vertices_flag )
+    {
+      pNextVertices = bottom_num_vertices++;
+      PortalFace._screen_space_x[pNextVertices] = PortalFace._screen_space_x[i + 3];
+      PortalFace._screen_space_y[pNextVertices] = PortalFace._screen_space_y[i + 3];
+    }
+    current_vertices_flag = next_vertices_flag;
+  }
+//***************************************************************************************************************************************
+
+  if ( !bottom_num_vertices )
+    return 0;
+  PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0];
+  PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0];
+//check for software(проверка для софтвар)
+  /*if ( !pRenderer->pRenderD3D && bottom_num_vertices > 3 )
+  {
+    PortalFace._screen_space_x[bottom_num_vertices + 1] = PortalFace._screen_space_x[1];
+    PortalFace._screen_space_y[bottom_num_vertices + 1] = PortalFace._screen_space_y[1];
+    thisf = PortalFace.direction == true ? 1 : - 1;
+    if ( bottom_num_vertices > 0 )
+    {
+      v62 = 1;
+      v71 = 1;
+      do
+      {
+        v63 = v62 - 1;
+        v64 = v62 + 1;
+        v80 = v62 + 1;
+        if ( v62 - 1 >= bottom_num_vertices )
+          v63 -= bottom_num_vertices;
+        if ( v62 >= bottom_num_vertices )
+          v62 -= bottom_num_vertices;
+        if ( v64 >= bottom_num_vertices )
+          v64 -= bottom_num_vertices;
+        if ( thisf * ((PortalFace._screen_space_y[v64] - PortalFace._screen_space_y[v63])
+                   * (PortalFace._screen_space_x[v62] - PortalFace._screen_space_x[v63])
+                   - (PortalFace._screen_space_y[v62] - PortalFace._screen_space_y[v63])
+                   * (PortalFace._screen_space_x[v64] - PortalFace._screen_space_x[v63])) < 0 )
+        {
+          v62 = v80;
+          v71 = v80;
+        }
+        else
+        {
+          v62 = v71;
+          v65 = v71;
+          if ( v71 < bottom_num_vertices || (v65 = v71 - bottom_num_vertices, v71 - bottom_num_vertices < bottom_num_vertices) )
+          {
+            memcpy(&PortalFace._screen_space_y[v65], &PortalFace._screen_space_y[v65 + 1],
+              4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2));
+            memcpy(&PortalFace._screen_space_x[v65], &PortalFace._screen_space_x[v65 + 1],
+              4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2));
+          }
+          --bottom_num_vertices;
+        }
+      }
+      while ( v62 - 1 < bottom_num_vertices );
+    }
+    PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0];
+    PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0];
+  }*/
+  return bottom_num_vertices;
+}
+
+//----- (004AAEA6) --------------------------------------------------------
+int __fastcall sub_4AAEA6_transform(RenderVertexSoft *a1)
+{
+  double v4; // st5@2
+  double v5; // st4@3
+  float v11; // [sp+8h] [bp-8h]@2
+  float v12; // [sp+8h] [bp-8h]@6
+  float v13; // [sp+Ch] [bp-4h]@2
+  float v14; // [sp+Ch] [bp-4h]@6
+
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    v13 = a1->vWorldPosition.x - (double)pParty->vPosition.x;
+    v11 = a1->vWorldPosition.y - (double)pParty->vPosition.y;
+    v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z;
+    //if ( pRenderer->pRenderD3D )
+    //{
+      v5 = v11 * pGame->pIndoorCameraD3D->fRotationYSine + v13 * pGame->pIndoorCameraD3D->fRotationYCosine;
+      a1->vWorldViewPosition.y = v13 * pGame->pIndoorCameraD3D->fRotationYSine - v11 * pGame->pIndoorCameraD3D->fRotationYCosine;
+    /*}
+    else
+    {
+      v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY;
+      a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY;
+    }*/
+    a1->vWorldViewPosition.x = v5 * pGame->pIndoorCameraD3D->fRotationXCosine - v4 * pGame->pIndoorCameraD3D->fRotationXSine;
+    a1->vWorldViewPosition.z = v5 * pGame->pIndoorCameraD3D->fRotationXSine + v4 * pGame->pIndoorCameraD3D->fRotationXCosine;
+  }
+  else
+  {
+    v14 = a1->vWorldPosition.x - (double)pParty->vPosition.x;
+    v12 = a1->vWorldPosition.y - (double)pParty->vPosition.y;
+    a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z;
+    //if ( pRenderer->pRenderD3D )
+    //{
+      a1->vWorldViewPosition.x = v12 * pGame->pIndoorCameraD3D->fRotationYSine + v14 * pGame->pIndoorCameraD3D->fRotationYCosine;
+      a1->vWorldViewPosition.y = v14 * pGame->pIndoorCameraD3D->fRotationYSine - v12 * pGame->pIndoorCameraD3D->fRotationYCosine;
+    /*}
+    else
+    {
+      a1->vWorldViewPosition.x = v14 * pBLVRenderParams->fCosineY - v12 * pBLVRenderParams->fSineY;
+      a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY + v12 * pBLVRenderParams->fCosineY;
+    }*/
+  }
+  return 0;
+}
+//----- (00472866) --------------------------------------------------------
+void BLV_ProcessPartyActions()
+{
+  int v1; // ebx@1
+  int v2; // edi@1
+  double v10; // st7@27
+  int new_party_z; // esi@96
+  int v38; // eax@96
+  int v39; // ecx@106
+  int v40; // eax@106
+  int v42; // eax@120
+  BLVFace *pFace; // esi@126
+  int v46; // ecx@133
+  int v52; // eax@140
+  int v54; // ebx@146
+  unsigned int uFaceEvent; // [sp+14h] [bp-4Ch]@1
+  bool party_running_flag; // [sp+1Ch] [bp-44h]@1
+  bool bFeatherFall; // [sp+24h] [bp-3Ch]@15
+  unsigned int uSectorID; // [sp+28h] [bp-38h]@1
+  bool party_walking_flag; // [sp+2Ch] [bp-34h]@1
+  unsigned int uFaceID; // [sp+30h] [bp-30h]@1
+  int v80; // [sp+34h] [bp-2Ch]@1
+  int v82; // [sp+3Ch] [bp-24h]@47
+  int _view_angle; // [sp+40h] [bp-20h]@47
+  bool hovering; // [sp+44h] [bp-1Ch]@1
+  int new_party_y; // [sp+48h] [bp-18h]@1
+  int new_party_x; // [sp+4Ch] [bp-14h]@1
+  int party_z; // [sp+50h] [bp-10h]@1
+  int angle; // [sp+5Ch] [bp-4h]@47
+
+  uFaceEvent = 0;
+  //v89 = pParty->uFallSpeed;
+  v1 = 0;
+  v2 = 0;
+  new_party_x = pParty->vPosition.x;
+  new_party_y = pParty->vPosition.y;
+  party_z = pParty->vPosition.z;
+  uSectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+  party_running_flag = false;
+  party_walking_flag = false;
+  hovering = false;
+
+  uFaceID = -1;
+  int floor_level = collide_against_floor(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);//получить высоту пола
+
+  if ( pParty->bFlying )//отключить полёт
+  {
+    pParty->bFlying = false;
+    if (pParty->FlyActive())
+      pOtherOverlayList->pOverlays[pParty->pPartyBuffs[PARTY_BUFF_FLY].uOverlayID - 1].field_E |= 1;
+  }
+
+  if ( floor_level == -30000  || uFaceID == -1)
+  {
+    floor_level = collide_against_floor_approximate(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);
+    if ( floor_level == -30000 || uFaceID == -1)
+    {
+      __debugbreak(); // level built with errors 
+      pParty->vPosition.x = blv_prev_party_x;
+      pParty->vPosition.y = blv_prev_party_z;
+      pParty->vPosition.z = blv_prev_party_y;
+      pParty->uFallStartY = blv_prev_party_y;
+      return;
+    }
+  }
+
+  blv_prev_party_x = pParty->vPosition.x;
+  blv_prev_party_z = pParty->vPosition.y;
+  blv_prev_party_y = pParty->vPosition.z;
+  if (!pParty->bTurnBasedModeOn)
+  {
+    static int dword_720CDC = 0;
+
+    int v67 = GetTickCount() / 500;
+    if (dword_720CDC != v67 )
+    {
+      dword_4F8580[3 * dword_4F8580[1]] = pParty->vPosition.x;
+      dword_4F8580[3 * dword_4F8580[2]] = pParty->vPosition.y;
+      dword_4F8580[3 * dword_4F8580[3]] = pParty->vPosition.z;
+      if ( dword_4F8580[0] > 60 )
+        dword_4F8580[0] = 1;
+
+      dword_720CDC = v67;
+    }
+  }
+
+  int fall_start;
+  /*
+  if (!pParty->FeatherFallActive())// не активно падение пера
+  {
+    bFeatherFall = false;
+    if (!pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&  // grants feather fall
+        !pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&
+        !pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&
+        !pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT))
+    {
+      fall_start = pParty->uFallStartY;
+    }
+	else// was missing
+	{
+		fall_start = floor_level;
+		bFeatherFall = true;
+		pParty->uFallStartY = floor_level;
+	}
+  }
+  else// активно падение пера
+  {
+    fall_start = floor_level;
+    bFeatherFall = true;
+    pParty->uFallStartY = floor_level;
+  }
+
+  Reworked condition below
+  */
+  if (pParty->FeatherFallActive()
+	  || pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
+	  || pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
+	  || pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
+	  || pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT))
+  {
+	  fall_start = floor_level;
+	  bFeatherFall = true;
+	  pParty->uFallStartY = floor_level;
+  }
+  else
+  {
+	  bFeatherFall = false;
+	  fall_start = pParty->uFallStartY;
+  }
+
+  if (fall_start - party_z > 512 && !bFeatherFall && party_z <= floor_level + 1)//повреждение от падения с высоты
+  {
+    assert(~pParty->uFlags & PARTY_FLAGS_1_LANDING); // why land in indoor?
+    if (pParty->uFlags & PARTY_FLAGS_1_LANDING)
+      pParty->uFlags &= ~PARTY_FLAGS_1_LANDING;
+    else for (uint i = 0; i < 4; ++i)
+    {                                      // receive falling damage
+      if (!pParty->pPlayers[i].HasEnchantedItemEquipped(72) && !pParty->pPlayers[i].WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS))
+      {
+        pParty->pPlayers[i].ReceiveDamage((pParty->uFallStartY - party_z) * (0.1f * pParty->pPlayers[i].GetMaxHealth()) / 256, DMGT_PHISYCAL);
+        v10 = (double)(20 - pParty->pPlayers[i].GetParameterBonus(pParty->pPlayers[i].GetActualEndurance())) * flt_6BE3A4_debug_recmod1 * 2.133333333333333;
+        pParty->pPlayers[i].SetRecoveryTime((signed __int64)v10);
+      }
+    }
+  }
+
+  if ( party_z > floor_level + 1 )
+    hovering = true;
+
+  bool not_high_fall = false;
+
+  if ( party_z - floor_level <= 32 )
+  {
+    pParty->uFallStartY = party_z;
+    not_high_fall = true;
+  }
+
+  if (bWalkSound && pParty->walk_sound_timer)//таймеры для звуков передвижения
+  {
+    if (pParty->walk_sound_timer > pEventTimer->uTimeElapsed)
+      pParty->walk_sound_timer -= pEventTimer->uTimeElapsed;
+    else pParty->walk_sound_timer = 0;
+  }
+
+  if (party_z <= floor_level + 1)// группа ниже уровня пола
+  {
+    party_z = floor_level + 1;
+    pParty->uFallStartY = floor_level + 1;
+
+    if (!hovering && pParty->floor_face_pid != uFaceID)// не парящие и 
+    {
+      if (pIndoor->pFaces[uFaceID].uAttributes & FACE_PRESSURE_PLATE)
+        uFaceEvent = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].uEventID;
+    }
+  }
+  if (!hovering)
+    pParty->floor_face_pid = uFaceID;
+
+  bool on_water = false;
+  if ( pIndoor->pFaces[uFaceID].Fluid())// на воде
+    on_water = true;
+
+  //v81 = pParty->uWalkSpeed;
+  angle = pParty->sRotationY;
+  _view_angle = pParty->sRotationX;
+  v82 = (unsigned __int64)(pEventTimer->dt_in_some_format * (signed __int64)((signed int)(pParty->y_rotation_speed * stru_5C6E00->uIntegerPi)
+                                          / 180)) >> 16;
+  while ( pPartyActionQueue->uNumActions )
+  {
+    switch ( pPartyActionQueue->Next() )
+    {
+      case PARTY_TurnLeft:
+        if (uTurnSpeed)
+          angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed);
+        else
+          angle = stru_5C6E00->uDoublePiMask & (angle + (int)(v82 * fTurnSpeedMultiplier));
+        break;
+      case PARTY_TurnRight:
+        if (uTurnSpeed)
+          angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed);
+        else
+          angle = stru_5C6E00->uDoublePiMask & (angle - (int)(v82 * fTurnSpeedMultiplier));
+        break;
+
+      case PARTY_FastTurnLeft:
+        if (uTurnSpeed)
+          angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed);
+        else
+          angle = stru_5C6E00->uDoublePiMask & (angle + (int)(2.0f * fTurnSpeedMultiplier * (double)v82));
+        break;
+
+      case PARTY_FastTurnRight:
+        if (uTurnSpeed)
+          angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed);
+        else
+          angle = stru_5C6E00->uDoublePiMask & (angle - (int)(2.0f * fTurnSpeedMultiplier * (double)v82));
+        break;
+
+      case PARTY_StrafeLeft:
+        v2 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
+        v1 += fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
+        party_walking_flag = true;
+        break;
+      case PARTY_StrafeRight:
+        v2 += fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
+        v1 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
+        party_walking_flag = true;
+        break;
+      case PARTY_WalkForward:
+        v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
+        v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
+        party_walking_flag = true;
+        break;
+      case PARTY_WalkBackward:
+        v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
+        v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
+        party_walking_flag = true;
+        break;
+      case PARTY_RunForward://Бег вперёд
+        v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
+        v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
+        party_running_flag = true;
+        break;
+      case PARTY_RunBackward:
+        //v32 = stru_5C6E00->SinCos(angle);
+        //v33 = (double)v81;
+        //v88 = (double)v81;
+        v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
+        //v34 = stru_5C6E00->SinCos(angle - stru_5C6E00->uIntegerHalfPi);
+        v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
+        party_running_flag = true;
+        break;
+      case PARTY_LookUp:
+        _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * 25.0);
+        if ( _view_angle > 128 )
+          _view_angle = 128;
+        if ( uActiveCharacter )
+          pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_63, 0);
+        break;
+      case PARTY_LookDown:
+        _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * -25.0);
+        if ( _view_angle < -128 )
+          _view_angle = -128;
+        if ( uActiveCharacter )
+          pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_64, 0);
+        break;
+      case PARTY_CenterView:
+        _view_angle = 0;
+        break;
+      case PARTY_Jump:
+        if ( (!hovering || party_z <= floor_level + 6 && pParty->uFallSpeed <= 0) && pParty->field_24 )
+        {
+          hovering = true;
+          pParty->uFallSpeed = (signed __int64)((double)(pParty->field_24 << 6) * 1.5 + (double)pParty->uFallSpeed);
+        }
+        break;
+      default:
+        break;
+    }
+  }
+  pParty->sRotationY = angle;
+  pParty->sRotationX = _view_angle;
+  if ( hovering )//парящие
+  {
+    pParty->uFallSpeed += -2 * pEventTimer->uTimeElapsed * GetGravityStrength();// расчёт скорости падения
+    if ( hovering && pParty->uFallSpeed <= 0 )
+    {
+      if ( pParty->uFallSpeed < -500 && !pParty->bFlying )
+      {
+        for ( uint pl = 1; pl <= 4; pl++ )
+        {
+          if ( !pPlayers[pl]->HasEnchantedItemEquipped(72) && !pPlayers[pl]->WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS) ) //was 8 
+             pPlayers[pl]->PlayEmotion(CHARACTER_EXPRESSION_SCARED, 0);
+        }
+      }
+    }
+    else
+      pParty->uFallStartY = party_z;
+  }
+  else// не парящие
+  {
+    if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 0x8000 )
+    {
+      pParty->uFallSpeed -= pEventTimer->uTimeElapsed * GetGravityStrength();
+      pParty->uFallStartY = party_z;
+    }
+    else
+    {
+      if (! (pParty->uFlags & PARTY_FLAGS_1_LANDING) )
+        pParty->uFallSpeed = 0;
+      pParty->uFallStartY = party_z;
+    }
+  }
+  if ( v2 * v2 + v1 * v1 < 400 )
+  {
+    v1 = 0;
+    v2 = 0;
+  }
+
+  stru_721530.field_84 = -1;
+  stru_721530.field_70 = 0;
+  stru_721530.prolly_normal_d = pParty->field_14_radius;
+  stru_721530.field_8_radius = pParty->field_14_radius / 2;
+  stru_721530.field_0 = 1;
+  stru_721530.height = pParty->uPartyHeight - 32;
+  for ( uint i = 0; i < 100; i++ )
+  {
+    new_party_z = party_z;
+    stru_721530.position.x = new_party_x;
+    stru_721530.position.y = new_party_y;
+    stru_721530.position.z = stru_721530.height + party_z + 1;
+
+    stru_721530.normal.x = new_party_x;
+    stru_721530.normal.y = new_party_y;
+    stru_721530.normal.z = stru_721530.prolly_normal_d + party_z + 1;
+
+    stru_721530.velocity.x = v2;
+    stru_721530.velocity.y = v1;
+    stru_721530.velocity.z = pParty->uFallSpeed;
+
+    stru_721530.uSectorID = uSectorID;
+    v38 = 0;
+    if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_MOVEMENT )
+      v38 = 13312;
+    if ( stru_721530._47050A(v38) )
+      break;
+    for ( uint j = 0; j < 100; ++j )
+    {
+      _46E44E_collide_against_faces_and_portals(1);
+      _46E0B2_collide_against_decorations();//столкновения с декором
+      for ( v80 = 0; v80 < (signed int)uNumActors; ++v80 )
+        Actor::_46DF1A_collide_against_actor(v80, 0);//столкновения с монстрами
+      if ( _46F04E_collide_against_portals() )//столкновения с порталами
+        break;
+    }
+    if ( stru_721530.field_7C >= stru_721530.field_6C )
+    {
+      v39 = stru_721530.normal2.x;
+      uSectorID = stru_721530.normal2.y;
+      v40 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
+    }
+    else
+    {
+      v39 = new_party_x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
+      uSectorID = new_party_y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
+      v40 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
+    }
+    v42 = collide_against_floor(v39, uSectorID, v40 + 40, &stru_721530.uSectorID, &uFaceID);
+    if ( v42 == -30000 || v42 - new_party_z > 128 )
+      return;
+    if ( stru_721530.field_7C >= stru_721530.field_6C )//???
+    {
+      new_party_x = stru_721530.normal2.x;
+      new_party_y = stru_721530.normal2.y;
+      new_party_z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
+      break;
+    }
+    new_party_x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
+    new_party_y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
+    uSectorID = stru_721530.uSectorID;
+    stru_721530.field_70 += stru_721530.field_7C;
+    unsigned long long v87 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
+    if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)//при столкновении с монстром
+    {
+      if ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 )
+        pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
+      viewparams->bRedrawGameUI = true;
+    }
+    else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)//при столкновении с декорацией
+    {
+      v54 = stru_5C6E00->Atan2(new_party_x - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.x,
+              new_party_y - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.y);
+      v2 = fixpoint_mul(stru_5C6E00->Cos(v54), integer_sqrt(v2 * v2 + v1 * v1));
+      v1 = fixpoint_mul(stru_5C6E00->Sin(v54), integer_sqrt(v2 * v2 + v1 * v1));
+    }
+    else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)//при столкновении с bmodel
+    {
+      pFace = &pIndoor->pFaces[(signed int)stru_721530.uFaceID >> 3];
+      if ( pFace->uPolygonType == POLYGON_Floor )// если bmodel - пол
+      {
+        if ( pParty->uFallSpeed < 0 )
+          pParty->uFallSpeed = 0;
+        v87 = pIndoor->pVertices[*pFace->pVertexIDs].z + 1;
+        if ( pParty->uFallStartY - v87 < 512 )
+          pParty->uFallStartY = v87;
+        if ( v2 * v2 + v1 * v1 < 400 )
+        {
+          v1 = 0;
+          v2 = 0;
+        }
+        if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
+          uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
+      }
+      else// если не пол
+      {
+        v46 = pParty->uFallSpeed * pFace->pFacePlane_old.vNormal.z;
+        if ( pFace->uPolygonType != POLYGON_InBetweenFloorAndWall )//полез на холм
+        {
+          v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16;
+          if ((stru_721530.speed >> 3) > v80 )
+          v80 = stru_721530.speed >> 3;
+          v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x);
+          v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y);
+          pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z);
+          //v80 = pFace->pFacePlane_old.vNormal.y;
+          v52 = stru_721530.prolly_normal_d - ((pFace->pFacePlane_old.dist
+                + v87 * pFace->pFacePlane_old.vNormal.z
+                + new_party_y * pFace->pFacePlane_old.vNormal.y
+                + new_party_x * pFace->pFacePlane_old.vNormal.x) >> 16);
+          if ( v52 > 0 )
+          {
+            new_party_x += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.x);
+            new_party_y += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.y);
+            v87 += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.z);
+          }
+          if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
+            uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
+        }
+        if ( pFace->uPolygonType == POLYGON_InBetweenFloorAndWall )
+        {
+          v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16;
+          if ((stru_721530.speed >> 3) > v80 )
+            v80 = stru_721530.speed >> 3;
+          v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x);
+          v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y);
+          pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z);
+          if ( v2 * v2 + v1 * v1 >= 400 )
+          {
+            if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
+              uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
+          }
+          else
+          {
+            v2 = 0;
+            v1 = 0;
+            pParty->uFallSpeed = 0;
+          }
+        }
+      }
+    }
+    v2 = fixpoint_mul(58500, v2);
+    v1 = fixpoint_mul(58500, v1);
+    pParty->uFallSpeed = fixpoint_mul(58500, pParty->uFallSpeed);
+  }
+
+  //  //Воспроизведение звуков ходьбы/бега-------------------------
+  uint pX_ = abs(pParty->vPosition.x - new_party_x);
+  uint pY_ = abs(pParty->vPosition.y - new_party_y);
+  uint pZ_ = abs(pParty->vPosition.z - new_party_z);
+  if ( bWalkSound && pParty->walk_sound_timer <= 0 )
+  {
+    pAudioPlayer->_4AA258(804);//stop sound
+    if ( party_running_flag && (!hovering || not_high_fall) ) //Бег и (не прыжок или не высокое падение )
+    {
+      if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 16 )
+      {
+        if ( on_water )
+          pAudioPlayer->PlaySound(SOUND_RunAlongWater, 804, 1, -1, 0, 0, 0, 0);
+        else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру
+          pAudioPlayer->PlaySound((SoundID)50, 804, 1, -1, 0, 0, 0, 0);
+        else
+          pAudioPlayer->PlaySound(SOUND_RunAlong3DModel, 804, 1, -1, 0, 0, 0, 0);
+        pParty->walk_sound_timer = 96;//64
+      }
+    }
+    else if ( party_walking_flag && (!hovering || not_high_fall) )//Ходьба и (не прыжок или не высокое падение)
+    {
+      if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 8 )
+      {
+        if ( on_water )
+          pAudioPlayer->PlaySound(SOUND_WalkAlongWater, 804, 1, -1, 0, 0, 0, 0);
+        else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру
+          pAudioPlayer->PlaySound((SoundID)89, 804, 1, -1, 0, 0, 0, 0);
+        else
+          pAudioPlayer->PlaySound(SOUND_WalkAlong3DModel, 804, 1, -1, 0, 0, 0, 0);
+        pParty->walk_sound_timer = 144;//64
+      }
+    }
+  }
+  if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) < 8 )//отключить  звук ходьбы при остановке
+    pAudioPlayer->_4AA258(804);
+  //-------------------------------------------------------------
+  if ( !hovering || !not_high_fall )
+    pParty->uFlags &= ~PARTY_FLAGS_1_FALLING;
+  else
+    pParty->uFlags |= PARTY_FLAGS_1_FALLING;
+  pParty->uFlags &= ~PARTY_FLAGS_1_BURNING;
+  pParty->vPosition.x = new_party_x;
+  pParty->vPosition.z = new_party_z;
+  pParty->vPosition.y = new_party_y;
+  //pParty->uFallSpeed = v89;
+  if ( !hovering && pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_LAVA )
+    pParty->uFlags |= PARTY_FLAGS_1_BURNING;//0x200
+  if (uFaceEvent)
+    EventProcessor(uFaceEvent, 0, 1);
+}
+
+//----- (00449A49) --------------------------------------------------------
+void Door_switch_animation(unsigned int uDoorID, int a2)
+{
+  int old_state; // eax@1
+  signed int door_id; // esi@2
+
+  if ( !pIndoor->pDoors )
+    return;
+  for ( door_id = 0; door_id < 200; ++door_id )
+  {
+    if ( pIndoor->pDoors[door_id].uDoorID == uDoorID )
+      break;
+  }
+  if ( door_id >= 200 )
+  {
+    Error("Unable to find Door ID: %i!", uDoorID);
+  }
+  old_state = pIndoor->pDoors[door_id].uState;
+  //old_state: 0 - в нижнем положении/закрыто
+  //           2 - в верхнем положении/открыто,
+  //a2: 1 - открыть
+  //    2 - опустить/поднять
+  if ( a2 == 2 )
+  {
+    if ( pIndoor->pDoors[door_id].uState == BLVDoor::Closing || pIndoor->pDoors[door_id].uState == BLVDoor::Opening )
+      return;
+    if ( pIndoor->pDoors[door_id].uState )
+    {
+      if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing )
+      {
+        pIndoor->pDoors[door_id].uState = BLVDoor::Closing;
+        if ( old_state == BLVDoor::Open )
+        {
+          pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
+          return;
+        }
+        if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
+        {
+          pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed
+             - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed)
+             / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed;
+          return;
+        }
+        pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
+      }
+      return;
+    }
+  }
+  else
+  {
+    if ( a2 == 0 )
+    {
+      if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing )
+      {
+        pIndoor->pDoors[door_id].uState = BLVDoor::Closing;
+        if ( old_state == BLVDoor::Open )
+        {
+          pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
+          return;
+        }
+        if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
+        {
+          pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed
+             - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed)
+             / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed;
+          return;
+        }
+        pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
+      }
+      return;
+    }
+    if ( a2 != 1 )
+      return;
+  }
+  if ( old_state != BLVDoor::Open && old_state != BLVDoor::Opening )
+  {
+    pIndoor->pDoors[door_id].uState = BLVDoor::Opening;
+    if ( old_state == BLVDoor::Closed )
+    {
+      pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
+      return;
+    }
+    if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
+    {
+      pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uCloseSpeed
+         - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uOpenSpeed)
+         / 128 << 7) / pIndoor->pDoors[door_id].uCloseSpeed;
+      return;
+    }
+    pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
+  }
+  return;
+}
+
+
+//----- (004088E9) --------------------------------------------------------
+int __fastcall sub_4088E9(int x1, int y1, int x2, int y2, int x3, int y3)
+{
+  signed int result; // eax@1
+
+  result = integer_sqrt(abs(x2 - x1) * abs(x2 - x1) + abs(y2 - y1) * abs(y2 - y1));
+  if ( result )
+    result = abs(((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / result);
+  return result;
+}
+
+//----- (00450DA3) --------------------------------------------------------
+int  GetAlertStatus()
+{
+  int result; // eax@2
+
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+    result = pOutdoor->ddm.field_C_alert;
+  else
+    result = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? pIndoor->dlv.field_C_alert : 0;
+  return result;
+}
+
+
+//----- (0045063B) --------------------------------------------------------
+int __fastcall _45063B_spawn_some_monster(MapInfo *a1, int a2)
+{
+  int result; // eax@8
+  int v6; // edi@11
+  int v7; // ebx@11
+  int v8; // edi@11
+  int v9; // ebx@12
+  int v10; // eax@12
+  char v11; // zf@16
+  int v12; // edi@20
+  int v13; // eax@20
+  int v14; // ebx@20
+  int v15; // eax@20
+  int v16; // eax@20
+  int v17; // eax@20
+  int v18; // eax@21
+  SpawnPointMM7 v19; // [sp+Ch] [bp-38h]@1
+  int v22; // [sp+2Ch] [bp-18h]@3
+  unsigned int uFaceID; // [sp+38h] [bp-Ch]@10
+  int v26; // [sp+3Ch] [bp-8h]@11
+  int v27; // [sp+40h] [bp-4h]@11
+
+  if (!uNumActors)
+    return 0;
+
+  for ( uint mon_id = 0; mon_id < uNumActors; ++mon_id )
+  {
+    if ((pActors[mon_id].pMonsterInfo.uID < 121 || pActors[mon_id].pMonsterInfo.uID > 123) && // Dwarf FemaleC A-C
+      (pActors[mon_id].pMonsterInfo.uID < 124 || pActors[mon_id].pMonsterInfo.uID > 126) && // Dwarf MaleA A-C
+      (pActors[mon_id].pMonsterInfo.uID < 133 || pActors[mon_id].pMonsterInfo.uID > 135) && // Peasant Elf FemaleA A-C
+      pActors[mon_id].CanAct())
+    {
+      if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+      {
+        v22 = 0;
+        uint face_id = 0;
+        for ( face_id; face_id < 100; ++face_id )
+        {
+          v6 = rand() % 1024 + 512;
+          v7 = rand() % (signed int)stru_5C6E00->uIntegerDoublePi;
+          v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v7), v6);
+          v8 = 0;
+          v19.uIndex = a2;
+          v19.vPosition.y = fixpoint_mul(stru_5C6E00->Sin(v7), v6) + pParty->vPosition.y;
+          v19.vPosition.z = pParty->vPosition.z;
+          v26 = 0;
+          v27 = 0;
+          v19.vPosition.z = ODM_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z, 0, &v26, &v27, 0);
+          for( int i = 0; i < pOutdoor->uNumBModels; i++ )
+          {
+            v9 = abs(v19.vPosition.y - pOutdoor->pBModels[i].vBoundingCenter.y);
+            v10 = abs(v19.vPosition.x - pOutdoor->pBModels[i].vBoundingCenter.x);
+            if ( int_get_vector_length(v10, v9, 0) < pOutdoor->pBModels[i].sBoundingRadius + 256 )
+            {
+              v22 = 1;
+              break;
+            }
+          }
+          if ( v22 )
+          {
+            v11 = face_id == 100;
+            break;
+          }
+        }
+        v11 = face_id == 100;
+      }
+      else if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+      {
+        v22 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+        for ( uint i = 0; i < 100; ++i )
+        {
+          v12 = rand() % 512 + 256;
+          v13 = rand();
+          v14 = v13 % (signed int)stru_5C6E00->uIntegerDoublePi;
+          v15 = stru_5C6E00->Cos(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
+          v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(v15, v12);
+          v16 = stru_5C6E00->Sin(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
+          v19.vPosition.y = fixpoint_mul(v16, v12) + pParty->vPosition.y;
+          v19.vPosition.z = pParty->vPosition.z;
+          v19.uIndex = a2;
+          v17 = pIndoor->GetSector(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z);
+          if ( v17 == v22 )
+          {
+            v18 = BLV_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, v19.vPosition.z, v17, &uFaceID);
+            v19.vPosition.z = v18;
+            if ( v18 != -30000 )
+            {
+              if ( abs(v18 - pParty->vPosition.z) <= 1024 )
+                break;
+            }
+          }
+        }
+        v11 = v26 == 100;
+      }
+      if ( v11 )
+        result = 0;
+      else
+      {
+        SpawnEncounter(a1, &v19, 0, 0, 1);
+        result = a2;
+      }
+    }
+
+    //break;
+    //v22 = v3->pMonsterInfo.uID - 1;
+    //v4 = (signed __int64)((double)v22 * 0.3333333333333333);
+    //if ( (int)v4 != 40 )
+    //{
+    //  if ( (int)v4 != 41 && (int)v4 != 44 && v3->CanAct() )
+    //    break;
+    //}
+    //++v2;
+    //++v3;
+    //if ( v2 >= (signed int)uNumActors )
+    //  goto LABEL_8;
+  }
+  return result;
+}
+
+//----- (00450521) --------------------------------------------------------
+int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6)
+{
+  int v6; // edi@1
+  int v7; // esi@1
+  signed int v8; // edi@1
+  unsigned __int16 v9; // cx@1
+  //  char *v10; // edx@2
+  unsigned __int16 v11; // ax@5
+  SpriteObject a1; // [sp+8h] [bp-70h]@1
+
+  v6 = ecx0;
+  v7 = a2;
+  pItemsTable->GenerateItem(v6, v7, &a1.stru_24);
+  v8 = 0;
+  v9 = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
+  a1.uType = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
+  v11 = 0;
+  for( int i = 0; i < pObjectList->uNumObjects; i++ )
+  {
+    if( v9 == pObjectList->pObjects[i].uObjectID )
+    {
+      v11 = i;
+      break;
+    }
+  }
+  a1.uObjectDescID = v11;
+  a1.vPosition.y = a4;
+  a1.vPosition.x = a3;
+  a1.vPosition.z = a5;
+  a1.uFacing = a6;
+  a1.uAttributes = 0;
+  a1.uSectorID = pIndoor->GetSector(a3, a4, a5);
+  a1.uSpriteFrameID = 0;
+  return a1.Create(0, 0, 0, 0);
+}
+
+//----- (004075DB) --------------------------------------------------------
+bool __fastcall sub_4075DB(int x, int y, int z, BLVFace *face)
+{
+	int v8; // edi@2
+	signed int v25; // eax@22
+	bool result; // eax@25
+	signed int a3a; // [sp+24h] [bp+8h]@14
+	int a4a; // [sp+28h] [bp+Ch]@2
+
+	std::array<int, 52> dword_4F5CC8_ys; // idb
+	std::array<int, 52> dword_4F5D98_xs; // idb
+
+	//__debugbreak();
+
+	if (face->uAttributes & FACE_XY_PLANE)
+	{
+		a4a = x;
+		v8 = y;
+		for (int i = 0; i < face->uNumVertices; i++)
+		{
+			dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x;
+			dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].y;
+		}
+	}
+	else
+	{
+		v8 = z;
+		if (face->uAttributes & FACE_XZ_PLANE)
+		{
+			a4a = x;
+			for (int i = 0; i < face->uNumVertices; i++)
+			{
+				dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x;
+				dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z;
+			}
+		}
+		else
+		{
+			a4a = y;
+			for (int i = 0; i < face->uNumVertices; i++)
+			{
+				dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].y;
+				dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z;
+			}
+		}
+	}
+	a3a = 0;
+	dword_4F5D98_xs[face->uNumVertices] = dword_4F5D98_xs[0];
+	dword_4F5CC8_ys[face->uNumVertices] = dword_4F5CC8_ys[0];
+	for (int i = 0; i < face->uNumVertices && a3a < 2; i++)
+	{
+		if (dword_4F5CC8_ys[i] >= v8 ^ (dword_4F5CC8_ys[i + 1] >= v8))
+		{
+			//if( dword_4F5D98_xs[i + 1] >= a4a || dword_4F5D98_xs[i] >= a4a)
+			if (!(dword_4F5D98_xs[i + 1] >= a4a && dword_4F5D98_xs[i] < a4a))
+			{
+				if ((dword_4F5D98_xs[i + 1] < a4a && dword_4F5D98_xs[i] >= a4a))
+					++a3a;
+				//|| (v25 = dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i],LODWORD(v26) = v25 << 16, HIDWORD(v26) = v25 >> 16, 
+				//dword_4F5D98_xs[i] + ((signed int)(((unsigned __int64)(v26 / (dword_4F5CC4_ys[i + 2] - dword_4F5CC4_ys[i + 1])* ((v8 - dword_4F5CC4_ys[i + 1]) << 16)) >> 16)
+				//                + 32768) >> 16) >= a4a) )
+				else
+				{
+					v25 = fixpoint_div(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]);
+					if (dword_4F5D98_xs[i] + (fixpoint_mul(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 0x8000 >> 16) >= a4a)
+						++a3a;
+				}
+			}
+		}
+	}
+	result = 1;
+	if (a3a != 1)
+		result = 0;
+	return result;
+}
+
+//----- (004077F1) --------------------------------------------------------
+bool __fastcall sub_4077F1(int a1, int a2, int a3, ODMFace *face, BSPVertexBuffer *a5)
+{
+	int a4a; // [sp+28h] [bp+Ch]@2
+	signed int a5a; // [sp+2Ch] [bp+10h]@14
+
+	std::array<int, 52> dword_4F5B24_ys; // idb
+	std::array<int, 52> dword_4F5BF4_xs; // idb
+
+	//__debugbreak();	//срабатывает при нападении стрекозавров с огнём
+
+	if (face->uAttributes & FACE_XY_PLANE)
+	{
+		a4a = a1;
+		a3 = a2;
+		for (int i = 0; i < face->uNumVertices; i++)
+		{
+			dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x;
+			dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].y;
+		}
+	}
+	else
+	{
+		if (face->uAttributes & FACE_XY_PLANE)
+		{
+			a4a = a1;
+			for (int i = 0; i < face->uNumVertices; i++)
+			{
+				dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x;
+				dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z;
+			}
+		}
+		else
+		{
+			a4a = a2;
+			for (int i = 0; i < face->uNumVertices; i++)
+			{
+				dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].y;
+				dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z;
+			}
+		}
+	}
+	a5a = 0;
+	dword_4F5BF4_xs[face->uNumVertices + 1] = dword_4F5BF4_xs[1];
+	dword_4F5B24_ys[face->uNumVertices + 1] = dword_4F5B24_ys[1];
+	for (int i = 0; i < face->uNumVertices; i++)
+	{
+		if (a5a >= 2)
+			break;
+		if (dword_4F5B24_ys[i + 1] >= a3 ^ (dword_4F5B24_ys[i + 2] >= a3))
+		{
+			if (dword_4F5BF4_xs[i + 2] >= a4a || dword_4F5BF4_xs[i] >= a4a)
+			{
+				if (dword_4F5BF4_xs[i + 2] >= a4a && dword_4F5BF4_xs[i + 1] >= a4a)
+					++a5a;
+				else
+				{
+					//v23 = (__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16;
+					__int64 _a = dword_4F5B24_ys[i + 2] - dword_4F5B24_ys[i + 1];
+					__int64 _b = (__int64)(a3 - dword_4F5B24_ys[i + 1]) << 16;
+
+					if (dword_4F5BF4_xs[i + 1] + ((((((__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16) / _a * _b) >> 16) + 0x8000) >> 16) >= a4a)
+						++a5a;
+				}
+			}
+		}
+	}
+
+	if (a5a != 1)
+		return false;
+	return true;
+
+}
+
+//----- (0049B04D) --------------------------------------------------------
+void stru154::GetFacePlaneAndClassify(ODMFace *a2, BSPVertexBuffer *a3)
+{
+	Vec3_float_ v; // [sp+4h] [bp-Ch]@1
+	float v7;
+
+	v.x = 0.0;
+	v.y = 0.0;
+	v.z = 0.0;
+	GetFacePlane(a2, a3, &v, &v7);
+
+	if (fabsf(a2->pFacePlane.vNormal.z) < 1e-6f)
+		polygonType = POLYGON_VerticalWall;
+	else if (fabsf(a2->pFacePlane.vNormal.x) < 1e-6f &&
+		fabsf(a2->pFacePlane.vNormal.y) < 1e-6f)
+		polygonType = POLYGON_Floor;
+	else
+		polygonType = POLYGON_InBetweenFloorAndWall;
+
+	face_plane.vNormal.x = v.x;
+	face_plane.vNormal.y = v.y;
+	face_plane.vNormal.z = v.z;
+	face_plane.dist = v7;
+}
+
+//----- (0049B0C9) --------------------------------------------------------
+void stru154::ClassifyPolygon(Vec3_float_ *pNormal, float dist)
+{
+	if (fabsf(pNormal->z) < 1e-6f)
+		polygonType = POLYGON_VerticalWall;
+	else if (fabsf(pNormal->x) < 1e-6f &&
+		fabsf(pNormal->y) < 1e-6f)
+		polygonType = POLYGON_Floor;
+	else
+		polygonType = POLYGON_InBetweenFloorAndWall;
+
+	face_plane.vNormal.x = pNormal->x;
+	face_plane.dist = dist;
+	face_plane.vNormal.y = pNormal->y;
+	face_plane.vNormal.z = pNormal->z;
+}
+
+//----- (0049B13D) --------------------------------------------------------
+void stru154::GetFacePlane(ODMFace *pFace, BSPVertexBuffer *pVertices, Vec3_float_ *pOutNormal, float *pOutDist)
+{
+	Vec3_float_ *v19; // eax@3
+	Vec3_float_ v2; // [sp+4h] [bp-64h]@3
+	float v26; // [sp+1Ch] [bp-4Ch]@3
+	float v27; // [sp+20h] [bp-48h]@3
+	float v28; // [sp+24h] [bp-44h]@3
+	Vec3_float_ v1; // [sp+40h] [bp-28h]@1
+	Vec3_float_ v38; // [sp+58h] [bp-10h]@3
+
+	v1.x = 0.0;
+	v1.y = 0.0;
+	v1.z = 0.0;
+
+	if (pFace->uNumVertices >= 2)
+	{
+		for (int i = 0; i < pFace->uNumVertices - 2; i++)
+		{
+			v1.x = pVertices->pVertices[pFace->pVertexIDs[i + 1]].x - pVertices->pVertices[pFace->pVertexIDs[i]].x;
+			v1.y = pVertices->pVertices[pFace->pVertexIDs[i + 1]].y - pVertices->pVertices[pFace->pVertexIDs[i]].y;
+			v1.z = pVertices->pVertices[pFace->pVertexIDs[i + 1]].z - pVertices->pVertices[pFace->pVertexIDs[i]].z;
+
+			v26 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].x - pVertices->pVertices[pFace->pVertexIDs[i + 1]].x;
+			v27 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].y - pVertices->pVertices[pFace->pVertexIDs[i + 1]].y;
+			v28 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].z - pVertices->pVertices[pFace->pVertexIDs[i + 1]].z;
+
+			v19 = Vec3_float_::Cross(&v1, &v2, v26, v27, v28);
+			v38.x = v19->x;
+			v38.y = v19->y;
+			v38.z = v19->z;
+			if (v38.x != 0.0 || v38.y != 0.0 || v38.z != 0.0)
+			{
+				v38.Normalize();
+
+				pOutNormal->x = v38.x;
+				pOutNormal->y = v38.y;
+				pOutNormal->z = v38.z;
+
+				*pOutDist = -(pVertices->pVertices[pFace->pVertexIDs[i]].x * v38.x
+					+ pVertices->pVertices[pFace->pVertexIDs[i]].y * v38.y
+					+ pVertices->pVertices[pFace->pVertexIDs[i]].z * v38.z);
+				return;
+			}
+		}
+	}
+
+	pOutNormal->x = (double)(pFace->pFacePlane.vNormal.x & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.x >> 16);
+	pOutNormal->y = (double)(pFace->pFacePlane.vNormal.y & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.y >> 16);
+	pOutNormal->z = (double)(pFace->pFacePlane.vNormal.z & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.z >> 16);
+	*pOutDist = (double)(pFace->pFacePlane.dist & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.dist >> 16);
+}
+
+//----- (0043F515) --------------------------------------------------------
+void FindBillboardsLightLevels_BLV()
+{
+	for (uint i = 0; i < uNumBillboardsToDraw; ++i)
+	{
+		if (pBillboardRenderList[i].field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !pBillboardRenderList[i].uIndoorSectorID)
+			pBillboardRenderList[i].dimming_level = 0;
+		else
+			pBillboardRenderList[i].dimming_level = _43F55F_get_billboard_light_level(&pBillboardRenderList[i], -1);
+	}
+}
+
+//----- (0047272C) --------------------------------------------------------
+int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID)
+{
+	int result; // eax@1
+
+	*pSectorID = pIndoor->GetSector(x - 2, y, z + 40);
+	result = collide_against_floor(x - 2, y, z + 40, pSectorID, pFaceID);
+	if (result == -30000 || !*pSectorID)
+	{
+		*pSectorID = pIndoor->GetSector(x + 2, y, z + 40);
+		result = collide_against_floor(x + 2, y, z + 40, pSectorID, pFaceID);
+		if (result == -30000 || !*pSectorID)
+		{
+			*pSectorID = pIndoor->GetSector(x, y - 2, z + 40);
+			result = collide_against_floor(x, y - 2, z + 40, pSectorID, pFaceID);
+			if (result == -30000 || !*pSectorID)
+			{
+				*pSectorID = pIndoor->GetSector(x, y + 2, z + 40);
+				result = collide_against_floor(x, y + 2, z + 40, pSectorID, pFaceID);
+				if (result == -30000 || !*pSectorID)
+				{
+					*pSectorID = pIndoor->GetSector(x, y, z + 140);
+					result = collide_against_floor(x, y, z + 140, pSectorID, pFaceID);
+				}
+			}
+		}
+	}
+	return result;
+}
+
+//----- (0047050A) --------------------------------------------------------
+int stru141_actor_collision_object::_47050A(int dt)
+{
+	int v7; // eax@1
+	signed int result; // eax@4
+	int v17; // eax@5
+	int v18; // eax@7
+	int v21; // eax@9
+	int v22; // eax@11
+
+	int speed = 1 | integer_sqrt(this->velocity.z * this->velocity.z + this->velocity.y * this->velocity.y + this->velocity.x * this->velocity.x);
+
+	this->direction.x = 65536 / speed * this->velocity.x;
+	this->direction.y = 65536 / speed * this->velocity.y;
+	this->direction.z = 65536 / speed * this->velocity.z;
+
+	this->speed = speed;
+	this->inv_speed = 65536 / speed;
+
+	if (dt)
+		v7 = dt;
+	else
+		v7 = pEventTimer->dt_in_some_format;
+
+	//v8 = fixpoint_mul(v7, speed) - this->field_70; // speed * dt - something
+	this->field_6C = fixpoint_mul(v7, speed) - this->field_70;
+	if (this->field_6C > 0)
+	{
+		//v10 = fixpoint_mul(v8, this->direction.x) + this->normal.x;
+		this->field_4C = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x;
+		this->normal2.x = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x;
+		//v11 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
+		this->field_50 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
+		this->normal2.y = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
+		this->normal2.z = fixpoint_mul(this->field_6C, this->direction.z) + this->normal.z;
+		//v12 = this->position.z;
+		//v13 = this->normal.x;
+		//v14 = this->normal2.x;
+		//v15 = this->prolly_normal_d;
+		//v16 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
+		//v28 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
+		this->field_54 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
+		v17 = this->normal.x;
+		if (v17 >= this->normal2.x)
+			v17 = this->normal2.x;
+		this->sMaxX = v17 - this->prolly_normal_d;
+		v18 = this->prolly_normal_d + this->normal.x;
+		if (this->normal.x <= this->normal2.x)
+			v18 = this->prolly_normal_d + this->normal2.x;
+		//v19 = this->normal.y;
+		//v20 = this->normal2.y;
+		this->sMinX = v18;
+		v21 = this->normal.y;
+		if (v21 >= this->normal2.y)
+			v21 = this->normal2.y;
+		this->sMaxY = v21 - this->prolly_normal_d;
+		v22 = this->prolly_normal_d + this->normal.y;
+		if (this->normal.y <= this->normal2.y)
+			v22 = this->normal2.y + this->prolly_normal_d;
+		//v23 = this->normal2.z;
+		this->sMinY = v22;
+		//v24 = this->normal.z;
+		if (this->normal.z >= this->normal2.z)
+			this->sMaxZ = this->normal2.z - this->prolly_normal_d;
+		else
+			this->sMaxZ = this->normal.z - this->prolly_normal_d;
+		//this->sMaxZ = v25;
+		//v26 = this->field_8_radius;
+		if (this->position.z <= this->position.z + fixpoint_mul(this->field_6C, this->direction.z))
+			this->sMinZ = (this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) + this->field_8_radius;
+		else
+			this->sMinZ = this->position.z + this->field_8_radius;
+		this->uFaceID = 0;
+		this->field_80 = -1;
+		this->field_88 = -1;
+		//this->sMinZ = v27;
+		this->field_7C = 0xFFFFFFu;
+		result = 0;
+	}
+	else
+		result = 1;
+	return result;
+}