diff Engine/Graphics/IndoorCameraD3D.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/IndoorCameraD3D.cpp	Thu Sep 18 17:38:54 2014 +0600
@@ -0,0 +1,1466 @@
+#define _CRTDBG_MAP_ALLOC
+#include <stdlib.h>
+#include <crtdbg.h>
+
+#define _CRT_SECURE_NO_WARNINGS
+#include "ErrorHandling.h"
+#include "IndoorCameraD3D.h"
+#include "Game.h"
+#include "Indoor.h"
+#include "Viewport.h"
+#include "LOD.h"
+#include "OurMath.h"
+
+#include "stru9.h"
+
+
+// calculates FOV (Field of View) angle in radians for IndoorCamera::Initialize and BLVRenderParams::Reset
+float _calc_fov(int viewport_width, int angle_degree)
+{
+  return viewport_width * 0.5 / tan(angle_degree / 2 * 0.01745329) + 0.5;
+}
+
+
+
+//----- (004361EF) --------------------------------------------------------
+IndoorCameraD3D::IndoorCameraD3D()
+{
+  this->field_108 = 0.0;
+  this->field_138 = 0.0;
+  this->field_168 = 0.0;
+  this->field_198 = 0.0;
+  this->field_1C8 = 0.0;
+  this->field_1F8 = 0.0;
+  this->field_228 = 0.0;
+  this->field_258 = 0.0;
+  this->field_288 = 0.0;
+  this->field_2B8 = 0.0;
+  this->field_2E8 = 0.0;
+  this->field_2BC = 0.0;
+  this->field_2C0 = 0.0;
+  this->field_2C4 = 0.0;
+  this->field_318 = 0.0;
+  this->field_2EC = 0.0;
+  this->field_2F0 = 0.0;
+  this->field_2F4 = 0.0;
+  this->field_348 = 0.0;
+  this->field_31C = 0.0;
+  this->field_320 = 0.0;
+  this->field_324 = 0.0;
+  this->field_378 = 0.0;
+  this->field_34C = 0.0;
+  this->field_350 = 0.0;
+  this->field_354 = 0.0;
+  for (uint i = 0; i < 16384; ++i)
+  {
+    list_0037C[i].field_0 = 0;
+    list_0037C[i].flt_30 = 0.0f;
+  }
+  list_0037C_size = 0;
+  for (uint i = 0; i < 256; ++i)
+    list_E0380[i].mm7__vector_000004_size = 0;
+  list_E0380_size = 0;
+}
+
+
+//----- (0043643E) --------------------------------------------------------
+float IndoorCameraD3D::GetPickDepth()
+{
+  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+    return pODMRenderParams->uPickDepth;
+  else
+    return 16192.0;
+}
+
+//----- (00436427) --------------------------------------------------------
+float IndoorCameraD3D::GetShadingDistMist()
+{
+  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+    return (double)pODMRenderParams->shading_dist_mist;
+  else
+    return 16192.0;
+}
+
+//----- (004364C5) --------------------------------------------------------
+void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5)
+{
+  for (uint i = 0; i < uNumVertices; ++i)
+  {
+    pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x;
+    pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y;
+    pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z;
+
+    pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0];
+    pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1];
+  }
+  ViewTransform(pOutVertices, uNumVertices);
+}
+
+//----- (0043669D) --------------------------------------------------------
+bool IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow)
+{
+  int to_z; // esi@2
+  int v9; // ecx@3
+  //signed int *v10; // esi@5
+  //int pOutY_; // ecx@5
+  //signed int v12; // esi@7
+  int v14; // [sp+8h] [bp-4h]@3
+  int to_x; // [sp+14h] [bp+8h]@1
+  int to_y; // [sp+18h] [bp+Ch]@1
+//  int a2b; // [sp+18h] [bp+Ch]@5
+  int a3a; // [sp+1Ch] [bp+10h]@5
+
+  to_x = x - pGame->pIndoorCameraD3D->vPartyPos.x;
+  to_y = y - pGame->pIndoorCameraD3D->vPartyPos.y;
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    to_z = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
+    //if ( pRenderer->pRenderD3D )
+    //{
+      v14 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y)
+          + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y);
+      v9 = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y)
+         - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y);
+    //}
+    a3a = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
+    *pOutX = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(to_z, pGame->pIndoorCameraD3D->int_sine_x);
+    *pOutZ = v9;
+    *pOutY = fixpoint_mul(v14, pGame->pIndoorCameraD3D->int_sine_x) + fixpoint_mul(a3a, pGame->pIndoorCameraD3D->int_cosine_x);
+  }
+  else
+  {
+    *pOutY = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
+    //if ( pRenderer->pRenderD3D )
+    //{
+      //v10 = pOutX;
+      *pOutX = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y)
+             + (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y);
+      *pOutZ = (unsigned __int64)(to_x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y)
+             - (unsigned __int64)(to_y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y);
+    //}
+  }
+  if (!bDoNotShow)
+    return false;
+
+  return *pOutX >= fixpoint_from_int(4, 0) &&
+         *pOutX <= fixpoint_from_int(8000, 0);
+}
+
+//----- (00436455) --------------------------------------------------------
+bool IndoorCameraD3D::IsCulled(BLVFace *pFace)
+{
+  RenderVertexSoft v; // [sp+8h] [bp-30h]@1
+
+  //----- (0043648F) --------------------------------------------------------
+  auto Vec3_short__to_RenderVertexSoft = [](RenderVertexSoft *_this, Vec3_short_ *a2) -> void
+  {
+    _this->flt_2C = 0.0;
+
+    _this->vWorldPosition.x = a2->x;
+    _this->vWorldPosition.y = a2->y;
+    _this->vWorldPosition.z = a2->z;
+  };
+
+
+  Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]);
+  return is_face_faced_to_camera(pFace, &v);
+}
+
+
+//----- (00436523) --------------------------------------------------------
+void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices)
+{
+  if (byte_4D864C && pGame->uFlags & 0x80 ||
+      uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    float sin_x = fRotationXSine,
+          cos_x = fRotationXCosine;
+    float sin_y = fRotationYSine,
+          cos_y = fRotationYCosine;
+
+    //v4 = uNumVertices;
+    //v7 = pIndoorCamera->fRotationXSine;
+    if (pGame->pIndoorCameraD3D->sRotationX)
+    {
+
+        //_EAX = a1a;
+    for (uint i = 0; i < uNumVertices; ++i)
+    {
+          float st0, st1, st2;
+          //if ( pRenderer->pRenderD3D )
+          {
+            /*__asm
+            {
+              fld     [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(3)          // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // [(a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(5)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              faddp   st(1), st          // [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // [(a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // [pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+
+              fld     [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+
+              fmul    st, st(6)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+
+              fsubp   st(1), st          // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+            }*/
+            st0 = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
+          }
+          if (false)//else
+          {
+            /*__asm
+            {
+              fld     [ebp+a1]           // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fsubp   st(1), st          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(6)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+              faddp   st(1), st          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+            }*/
+            st0 = cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) + sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x);
+            st1 = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            st2 = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
+          }
+
+          a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x;
+          a1a[i].vWorldViewPosition.y = st0;
+          a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x;
+      }
+    }
+    else
+    {
+      for (uint i = 0; i < uNumVertices; ++i)
+      {
+          //if ( pRenderer->pRenderD3D )
+          {
+            /*__asm
+            {
+              fld     [ebp+uNumVertices]   // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fmul    st, st(2)            // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fld     [ebp+a1]             // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fmul    st, st(4)            // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              faddp   st(1), st            // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fstp    dword ptr [eax+0Ch]
+              fld     [ebp+a1]             // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fmul    st, st(2)            // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fld     [ebp+uNumVertices]   // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fmul    st, st(4)            // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fsubp   st(1), st            // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fstp    dword ptr [eax+10h]
+              fstp    dword ptr [eax+14h]
+            }*/
+            a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) + sin_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) - cos_y * (a1a[i].vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+            a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z);
+          }
+          if (false)//else
+          {
+            __debugbreak();
+            /*__asm
+            {
+              fld     [ebp+a1]
+              fmul    st, st(3)
+              fld     [ebp+uNumVertices]
+              fmul    st, st(3)
+              fsubp   st(1), st
+              fstp    dword ptr [eax+0Ch]
+              fld     [ebp+a1]
+              fmul    st, st(2)
+              fld     [ebp+uNumVertices]
+              fmul    st, st(4)
+              faddp   st(1), st
+
+              fstp    dword ptr [eax+10h]
+              fstp    dword ptr [eax+14h]
+            }*/
+          }
+      }
+    }
+  }
+  else for (uint i = 0; i < uNumVertices; ++i)
+    //pIndoorCamera->ViewTransform_ODM(a1a + i);
+  {
+    //ViewTransform_ODM(a1a + i);
+
+    RenderVertexSoft* a1 = &a1a[i];
+    //----- (00481CCE) --------------------------------------------------------
+    //void ViewTransform_ODM(RenderVertexSoft *a1)
+    {
+  float result; // eax@1
+  double vCamToVertexZ; // st7@1
+  double v3; // st6@1
+  double v4; // st5@1
+  double v5; // st4@1
+  float v6; // ST04_4@3
+  float v7; // [sp+0h] [bp-14h]@1
+  float v8; // [sp+8h] [bp-Ch]@1
+  float vCamToVertexX; // [sp+Ch] [bp-8h]@1
+  float vCamToVertexY; // [sp+10h] [bp-4h]@1
+
+  v8 = fRotationXCosine;
+  result = fRotationXSine;
+  v7 = fRotationXSine;
+  vCamToVertexX = a1->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x;
+  vCamToVertexY = a1->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y;
+  vCamToVertexZ = a1->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z;
+  v3 = fRotationYCosine;
+  v4 = fRotationYSine;
+  v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
+  if (pGame->pIndoorCameraD3D->sRotationX)
+  {
+    v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
+    a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ;
+    a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
+    a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7;
+  }
+  else
+  {
+    a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
+    a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
+    a1->vWorldViewPosition.z = vCamToVertexZ;
+  }
+    }
+  }
+}
+
+
+//----- (00436932) --------------------------------------------------------
+bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4)
+{
+  switch ((PolygonType)polyType)
+  {
+    case POLYGON_VerticalWall:
+    {
+      a4->x = -a2->y;
+      a4->y = a2->x;
+      a4->z = 0.0;
+
+      a3->x = 0.0;
+      a3->y = 0.0;
+      a3->z = 1.0f;
+    }
+    return true;
+
+    case POLYGON_Floor:
+    case POLYGON_Ceiling:
+    {
+      a4->x = 1.0;
+      a4->y = 0.0;
+      a4->z = 0.0;
+
+      a3->x = 0.0;
+      a3->y = 1.0;
+      a3->z = 0.0;
+    }
+    return true;
+
+    case POLYGON_InBetweenFloorAndWall:
+    case POLYGON_InBetweenCeilingAndWall:
+    {
+      if (fabs(a2->z) < 0.70811361)
+      {
+        a4->x = -a2->y;
+        a4->y = a2->x;
+        a4->z = 0.0;
+        a4->Normalize();
+
+        a3->x = 0.0;
+        a3->y = 0.0;
+        a3->z = 1.0;
+      }
+      else
+      {
+        a4->x = 1.0;
+        a4->y = 0.0;
+        a4->z = 0.0;
+
+        a3->x = 0.0;
+        a3->y = 1.0;
+        a3->z = 0.0;
+      }
+    }
+    return true;
+
+    default:
+      return false;
+  }
+}
+
+//----- (00438258) --------------------------------------------------------
+bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2)
+{
+  if (pFace->Portal())
+    return false;
+
+  //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_%
+  if ( (a2->vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * (double)pFace->pFacePlane_old.vNormal.z
+     + (a2->vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * (double)pFace->pFacePlane_old.vNormal.y
+     + (a2->vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0)
+    return false;
+
+  return true;
+}
+
+
+//----- (00437AB5) --------------------------------------------------------
+void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, signed int sStartDiffuse, RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff)
+{
+  RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6
+  RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2
+  RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11
+
+  //if ( pRenderer->pRenderD3D )
+  //{
+    for ( uint i = 0; i < 20; i++ )
+      pVertices[i].flt_2C = 0.0;
+    if ( (char)uOutNumVertices )
+    {
+      pVertices[0].vWorldViewProjX = pLineBegin->vWorldViewProjX;
+      pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY;
+
+      pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX;
+      pVertices[1].vWorldViewProjY = pLineEnd->vWorldViewProjY;
+      v24[0].specular = 0;
+      v24[0].pos.x = pVertices[0].vWorldViewProjX;
+      v24[0].pos.y = pVertices[0].vWorldViewProjY;
+      v24[0].pos.z = 0.001 - z_stuff;
+      v24[0].diffuse = sStartDiffuse;
+      v24[0].rhw = 0.001;
+      v24[0].texcoord.x = 0.0;
+      v24[0].texcoord.y = 0.0;
+
+      v24[1].pos.x = pVertices[1].vWorldViewProjX;
+      v24[1].pos.y = pVertices[1].vWorldViewProjY;
+      v24[1].diffuse = sEndDiffuse;
+      v24[1].pos.z = 0.001 - z_stuff;
+      v24[1].specular = 0;
+      v24[1].rhw = 0.001;
+      v24[1].texcoord.x = 0.0;
+      v24[1].texcoord.y = 0.0;
+      //v19 = pRenderer->pRenderD3D->pDevice;
+      pRenderer->DrawLines(v24, 2);
+      return;
+    }
+    for ( uint i = 0; i < 20; i++ )
+      a1[i].flt_2C = 0.0;
+    uOutNumVertices = 2;
+    a1[0].vWorldPosition.x = pLineBegin->vWorldPosition.x;
+    a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y;
+    a1[0].vWorldPosition.z = pLineBegin->vWorldPosition.z;
+    a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x;
+    a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y;
+    a1[1].vWorldPosition.z = pLineEnd->vWorldPosition.z;
+    if ( CalcPortalShape(a1, &uOutNumVertices, pVertices, this->std__vector_000034_prolly_frustrum, 4, 1, 0) != 1 || (signed int)uOutNumVertices >= 2 )
+    {
+      ViewTransform(pVertices, 2);
+      Project(pVertices, 2, 0);
+      v24[0].specular = 0;
+      v24[0].pos.x = pVertices[0].vWorldViewProjX;
+      v24[0].pos.y = pVertices[0].vWorldViewProjY;
+      v24[0].pos.z = 0.001 - z_stuff;
+      v24[0].diffuse = sStartDiffuse;
+      v24[0].rhw = 0.001;
+      v24[0].texcoord.x = 0.0;
+      v24[0].texcoord.y = 0.0;
+
+      v24[1].pos.x = pVertices[1].vWorldViewProjX;
+      v24[1].pos.y = pVertices[1].vWorldViewProjY;
+      v24[1].diffuse = sEndDiffuse;
+      v24[1].pos.z = 0.001 - z_stuff;
+      v24[1].specular = 0;
+      v24[1].rhw = 0.001;
+      v24[1].texcoord.x = 0.0;
+      v24[1].texcoord.y = 0.0;
+      //v19 = pRenderer->pRenderD3D->pDevice;
+      pRenderer->DrawLines(v24, 2);
+      return;
+    }
+  //}
+}
+
+//----- (00437A55) --------------------------------------------------------
+void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff)
+{
+  unsigned int v5; // esi@1
+  const RenderVertexD3D3 *v6; // ecx@2
+  unsigned int v7; // ebx@2
+  const RenderVertexD3D3 *v8; // edi@3
+
+  v5 = 0;
+  if ( (signed int)(uNumLines - 1) > 0 )
+  {
+    v6 = pLineVertices;
+    v5 = uNumLines - 1;
+    for ( v7 = uNumLines - 1; v7; --v7 )
+    {
+      v8 = v6 + 1;
+      pRenderer->do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff);
+      v6 = v8;
+    }
+  }
+  pRenderer->do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff);
+}
+
+//----- (004379EE) --------------------------------------------------------
+void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5)
+{
+  if ( !uNumVertices )
+    return;
+  if ( (signed int)(uNumVertices - 1) > 0 )
+  {
+    for ( uint i = 0; i < uNumVertices - 1; i++ )
+      do_draw_debug_line_sw(&a2[i], uDiffuse, &a2[i + 1], uDiffuse, 0, a5);
+  }
+  do_draw_debug_line_sw(&a2[uNumVertices - 1], uDiffuse, a2, uDiffuse, 0, a5);
+}
+
+
+void IndoorCameraD3D::DebugDrawPortal(BLVFace *pFace)
+{
+  Assert(pFace->uNumVertices <= 32);
+
+  RenderVertexSoft sw[32];
+  for (uint i = 0; i < pFace->uNumVertices; ++i)
+  {
+    sw[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x;
+    sw[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y;
+    sw[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z;
+  }
+  ViewTransform(sw, pFace->uNumVertices);
+  Project(sw, pFace->uNumVertices, 0);
+
+
+
+  RenderVertexD3D3 v[32];
+  for (uint i = 0; i < pFace->uNumVertices; ++i)
+  {
+    v[i].pos.x = sw[i].vWorldViewProjX;
+    v[i].pos.y = sw[i].vWorldViewProjY;
+    v[i].pos.z = 1.0 - 1.0 / (sw[i].vWorldViewPosition.x * 0.061758894);
+    v[i].rhw = 1.0 / sw[i].vWorldViewPosition.x;
+    v[i].diffuse = 0x80F020F0;
+    v[i].specular = 0;
+    //v[i].texcoord.x = pFace->pVertexUIDs[i] / (double)pTex->uTextureWidth;
+    //v[i].texcoord.y = pFace->pVertexUIDs[i] / (double)pTex->uTextureHeight;
+    v[i].texcoord.x = 0;
+    v[i].texcoord.y = 0;
+  }
+
+  pRenderer->DrawFansTransparent(v, pFace->uNumVertices);
+}
+
+//----- (00437906) --------------------------------------------------------
+void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse)
+{
+  static RenderVertexSoft static_sub_437906_array_50CDD0[64];
+  static bool __init_flag1 = false;
+  if (!__init_flag1)
+  {
+    __init_flag1 = true;
+
+    for (uint i = 0; i < 64; ++i)
+      static_sub_437906_array_50CDD0[i].flt_2C = 0.0f;
+  }
+  if ( pFace->uNumVertices )
+  {
+    for ( uint i = 0; i < pFace->uNumVertices; i++ )
+    {
+      static_sub_437906_array_50CDD0[i].vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].x;
+      static_sub_437906_array_50CDD0[i].vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].y;
+      static_sub_437906_array_50CDD0[i].vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[i]].z;
+      static_sub_437906_array_50CDD0[i].u = (double)pFace->pVertexUIDs[i];
+      static_sub_437906_array_50CDD0[i].v = (double)pFace->pVertexVIDs[i];
+    }
+  }
+  if ( draw_portals_loops )
+    debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0);
+}
+// 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag;
+
+//----- (004378BA) --------------------------------------------------------
+void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *ma, Matrix3x3_float_ *mb, Matrix3x3_float_ *m_out)
+{
+  float sum;
+
+  for ( uint row = 0; row < 3; row++ )
+   {
+    for ( uint col = 0; col < 3; col++ )
+     {
+      sum = 0;
+      for ( int index = 0; index < 3; index++ )
+        sum += ma->v[row][index]*mb->v[index][col];
+      m_out->v[row][col] = sum;
+    }
+  }
+}
+
+//----- (004376E7) --------------------------------------------------------
+void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff()
+{
+  Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1
+  Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1
+  Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1
+  Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1
+  Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1
+
+ //RotationZ(0)
+  m5._11 = cosf(0);         m5._12 = sinf(0);        m5._13 = 0;
+  m5._21 = -sinf(0);        m5._22 = cosf(0);        m5._23 = 0;
+  m5._31 = 0;               m5._32 = 0;              m5._33 = 1;
+
+  float cos_x1 = fRotationXCosine,
+        sin_x1 = fRotationXSine;
+ //RotationX(x)
+  m4._11 = 1;               m4._12 = 0;              m4._13 = 0;
+  m4._21 = 0;               m4._22 = cos_x1;         m4._23 = sin_x1;
+  m4._31 = 0;               m4._32 = -sin_x1;        m4._33 = cos_x1;
+  
+  float cos_y1 = fRotationYCosine,
+        sin_y1 = fRotationYSine;
+ //RotationY(some_angle)
+  m3._11 = cos_y1;          m3._12 = 0;              m3._13 = -sin_y1;
+  m3._21 = 0;               m3._22 = 1;              m3._23 = 0;
+  m3._31 = sin_y1;          m3._32 = 0;              m3._33 = cos_y1;
+
+  MatrixMultiply(&m5, &m3, &m1);
+  MatrixMultiply(&m4, &m1, &m2);
+
+  for (uint i = 0; i < 3; ++i)
+  {
+    field_4[0].v[i] = m2.v[1][i];
+    field_4[1].v[i] = m2.v[0][i];
+    field_4[2].v[i] = m2.v[2][i];
+  }
+
+  inv_fov = 1.1344639;
+  fov_x = (double)pViewport->uScreenWidth * 0.8814736;
+
+  fov_y = 0.8814736 * (double)pViewport->uScreenHeight;
+  fov = fov_y;
+  if ( fov_x > fov )
+    fov = fov_x;
+  screenCenterX = (double)pViewport->uScreenCenterX;
+  screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreen_TL_Y);
+}
+
+//----- (00437691) --------------------------------------------------------
+void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut)
+{
+  pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z;
+  pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z;
+  pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z;
+}
+
+//----- (00437607) --------------------------------------------------------
+void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2)
+{
+  double v4; // st7@1
+  IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1
+
+  v8.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x;
+  v8.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y;
+  v8.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z;
+  Vec3Transform(a1, a2);
+
+  v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z;
+  a2->dot = v4 + 0.000099999997;
+}
+
+//----- (004374E8) --------------------------------------------------------
+void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum()
+{
+  //IndoorCameraD3D *v1; // esi@1
+  //double v2; // st7@1
+  double v3; // st7@1
+  //double v4; // st7@1
+  double v5; // st7@1
+  //double v6; // st7@1
+  IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1
+  //float v8; // [sp+10h] [bp-20h]@1
+  //float v9; // [sp+14h] [bp-1Ch]@1
+  //float v10; // [sp+18h] [bp-18h]@1
+  //float v11; // [sp+1Ch] [bp-14h]@1
+  //float v12; // [sp+20h] [bp-10h]@1
+  //int v13; // [sp+2Ch] [bp-4h]@1
+
+  //v1 = this;
+  //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7);
+  //v2 = 2.0 / inv_fov;
+  //v13 = 0;
+  v3 = atan(2.0 / inv_fov * fov / fov_x);
+  //v12 = v3;
+  //v11 = sin(v3);
+  //v4 = cos(v3);
+  v7.x = -sin(v3);
+  v7.y = 0.0;
+  v7.z = cos(v3);
+  _437607(&v7, std__vector_000034_prolly_frustrum + 0);
+  v7.x = sin(v3);
+  _437607(&v7, std__vector_000034_prolly_frustrum + 1);
+  v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5));
+  //v12 = v5;
+  //v11 = sin(v5);
+  //v6 = cos(v5);
+  v7.y = sin(v5);
+  v7.x = 0.0;
+  v7.z = cos(v5);
+  _437607(&v7, &std__vector_000034_prolly_frustrum[2]);
+  v7.y = -sin(v5);
+  _437607(&v7, &std__vector_000034_prolly_frustrum[3]);
+  //v13 = -1;
+  //IndoorCameraD3D_Vec3::dtor(&v7);
+}
+
+//----- (00437376) --------------------------------------------------------
+char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices)
+{
+  //unsigned int v4; // ebx@1
+  //RenderVertexSoft *v5; // edx@2
+  double v6; // st7@3
+  //unsigned int v7; // edi@5
+  signed int v8; // esi@6
+  int v9; // ebx@8
+  int v10; // eax@8
+  //int v11; // ecx@14
+  //int v12; // eax@14
+  int v13; // eax@15
+  signed int v14; // ebx@17
+  //RenderVertexSoft *v15; // eax@18
+  unsigned int *v16; // eax@20
+//  char result; // al@24
+  RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2
+  int v19; // [sp+3Ch] [bp-4h]@8
+  signed int thisb; // [sp+48h] [bp+8h]@6
+  bool a2_3; // [sp+4Fh] [bp+Fh]@5
+
+  //v4 = *pOutNumVertices;
+  //v5 = a2;
+  memcpy(&v18, a2, sizeof(v18));
+  a2_3 = false;
+  memcpy(&a2[*pOutNumVertices], a2, sizeof(a2[*pOutNumVertices]));
+  memcpy(&a2[*pOutNumVertices + 1], &a2[1], sizeof(a2[*pOutNumVertices + 1]));
+  //v7 = *pOutNumVertices;
+
+  if ( (signed int)*pOutNumVertices <= 3
+    || (((v18.vWorldPosition.z - (double)pGame->pIndoorCameraD3D->vPartyPos.z) * thisa->face_plane.vNormal.z
+       + (v18.vWorldPosition.y - (double)pGame->pIndoorCameraD3D->vPartyPos.y) * thisa->face_plane.vNormal.y
+       + (v18.vWorldPosition.x - (double)pGame->pIndoorCameraD3D->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0),
+        (signed int)*pOutNumVertices <= 0) )
+    return 0;
+  v8 = 1;
+  for ( thisb = 1; thisb - 1 < (signed int)*pOutNumVertices; v8 = thisb )
+  {
+    v9 = v8 - 1;
+    v10 = v8 + 1;
+    v19 = v8 + 1;
+    if ( v8 - 1 >= (signed int)*pOutNumVertices )
+      v9 -= *pOutNumVertices;
+    if ( v8 >= (signed int)*pOutNumVertices )
+      v8 -= *pOutNumVertices;
+    if ( v19 >= (signed int)*pOutNumVertices )
+      v10 = v19 - *pOutNumVertices;
+    //v11 = (int)&a2[v10];
+    //v12 = (int)&a2[v9];
+    if ( -0.009999999776482582 > ((a2[v8].vWorldViewProjX - a2[v9].vWorldViewProjX)
+                                * (a2[v10].vWorldViewProjY - a2[v9].vWorldViewProjY)
+                                - (a2[v8].vWorldViewProjY - a2[v9].vWorldViewProjY)
+                                * (a2[v10].vWorldViewProjX - a2[v9].vWorldViewProjX))
+                               * v6 )
+    {
+      thisb = v19;
+      v16 = pOutNumVertices;
+    }
+    else
+    {
+      v13 = thisb;
+      if ( thisb >= (signed int)*pOutNumVertices )
+        v13 = thisb - *pOutNumVertices;
+      if ( v13 < (signed int)*pOutNumVertices )
+      {
+        for ( v14 = v13; v14 < (signed int)*pOutNumVertices; ++v14 )
+          memcpy(&a2[v14], &a2[v14 + 1], sizeof(a2[v14]));
+      }
+      v16 = pOutNumVertices;
+      a2_3 = true;
+      --*v16;
+    }
+    *pOutNumVertices = *v16;
+    //if ( thisb - 1 >= (signed int)*v16 )
+      //break;
+  }
+  if ( a2_3 )
+    return true;
+  else
+    return false;
+}
+
+//----- (00437285) --------------------------------------------------------
+bool IndoorCameraD3D::CalcPortalShape(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused)
+{
+//  char *v8; // eax@2
+//  signed int v9; // ecx@2
+  //bool result; // eax@5
+  int v11; // ecx@5
+  //signed int v12; // ecx@6
+  //char *v13; // esi@6
+  RenderVertexSoft *v14; // eax@8
+  RenderVertexSoft *v15; // edx@8
+  Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12
+  //float v17; // [sp+44h] [bp-10h]@1
+  //int v18; // [sp+48h] [bp-Ch]@5
+  //stru9 *thisa; // [sp+4Ch] [bp-8h]@1
+  int a7a; // [sp+53h] [bp-1h]@5
+  //bool a6a; // [sp+70h] [bp+1Ch]@5
+
+  //v17 = 0.0;
+  //thisa = pGame->pStru9Instance;
+  
+  static RenderVertexSoft sr_vertices_50D9D8[64];
+
+  //result = 0;
+  a7a = 0;
+  v11 = 2 * (a6 == 0) + 1;
+  //a6a = 0;
+  //v18 = v11;
+  if (uNumVertices <= 0)
+    return false;
+
+    //v12 = *pOutNumVertices;
+    //v13 = (char *)&a4->y;
+  
+  //while ( 1 )
+  for ( uint i = 0; i < uNumVertices; ++i )
+  {
+    if (i % 2)
+    {
+      v14 = a1;
+      v15 = sr_vertices_50D9D8;
+    }
+    else
+    {
+      v15 = a1;
+      v14 = sr_vertices_50D9D8;
+    }
+    if (i == uNumVertices - 1)
+      v14 = pVertices;
+    a5.x = a4[i].x;
+    a5.y = a4[i].y;
+    a5.z = a4[i].z;
+    pGame->pStru9Instance->CalcPortalShape(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused);
+    //v12 = *pOutNumVertices;
+    if (*pOutNumVertices < v11)
+    {
+      *pOutNumVertices = 0;
+      return true;
+    }
+    //result = a6a;
+    //v13 += 24;
+    //if (++i >= uNumVertices)
+      //
+  }
+  return a7a;
+}
+
+//----- (004371C3) --------------------------------------------------------
+bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused)
+{
+//  char *v4; // eax@2
+//  signed int v5; // ecx@2
+  RenderVertexSoft *v6; // esi@5
+  unsigned int *v7; // edi@5
+  char *v8; // ecx@6
+  int v9; // eax@6
+  IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1
+  signed int v12; // [sp+4h] [bp-8h]@5
+  unsigned int pVerticesa; // [sp+14h] [bp+8h]@6
+  unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6
+
+  thisa = this;
+
+  
+  static RenderVertexSoft static_4371C3_array_50E5E0[64];
+  static bool __init_flag1 = false;
+  if (!__init_flag1)
+  {
+    __init_flag1 = true;
+
+    for (uint i = 0; i < 64; ++i)
+      static_4371C3_array_50E5E0[i].flt_2C = 0.0f;
+  }
+
+  v12 = 0;
+  v6 = pVertices;
+  v7 = pOutNumVertices;
+  if ( (signed int)*pOutNumVertices > 0 )
+  {
+    pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices;
+    pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices;
+    v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y;
+    v9 = (int)&v6->vWorldPosition.z;
+    do
+    {
+      ++v12;
+      *((int *)v8 - 1) = *(int *)(v9 - 8);
+      *(int *)v8 = *(int *)(v9 - 4);
+      v8 += 48;
+      *(float *)(pOutNumVerticesa + v9) = *(float *)v9;
+      *(float *)(pVerticesa + v9) = *(float *)(v9 + 28);
+      *(float *)((char *)&static_4371C3_array_50E5E0[0]._rhw - (char *)v6 + v9) = *(float *)(v9 + 32);
+      v9 += 48;
+    }
+    while ( v12 < (signed int)*v7 );
+  }
+  return CalcPortalShape(
+           static_4371C3_array_50E5E0,
+           v7,
+           v6,
+           thisa->std__vector_000034_prolly_frustrum,
+           4,
+           0,
+           _unused);
+}
+// 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags;
+
+//----- (00437143) --------------------------------------------------------
+void IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices)
+{
+  double v9; // st7@3
+
+  uint i = 0;
+
+  for ( i; i < uNumInVertices; ++i )
+  {
+    pInVertices[i]._rhw = 1.0 / (pInVertices[i].vWorldViewPosition.x + 0.0000001);
+    memcpy(&pOutVertices[i], &pInVertices[i], sizeof(pOutVertices[i]));
+    v9 = (double)pODMRenderParams->int_fov_rad * pInVertices[i]._rhw;
+    pOutVertices[i].vWorldViewProjX = (double)pViewport->uScreenCenterX - v9 * pInVertices[i].vWorldViewPosition.y;
+    pOutVertices[i].vWorldViewProjY = (double)pViewport->uScreenCenterY - v9 * pInVertices[i].vWorldViewPosition.z;
+  }
+  *pOutNumVertices = i;
+  return;
+}
+
+//----- (00436F09) --------------------------------------------------------
+void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
+{
+  unsigned int *pOutNumVertices_; // ebx@1
+  double v6; // st7@2
+  signed int v7; // esi@2
+  char *v8; // edx@5
+  unsigned int v9; // eax@10
+  RenderVertexSoft *v10; // ecx@11
+  double v11; // st6@11
+  double v12; // st6@12
+  unsigned int v13; // edi@14
+  unsigned __int8 v14; // c2@16
+  unsigned __int8 v15; // c3@16
+  unsigned int v16; // edi@17
+  bool a1a; // [sp+Ch] [bp+8h]@7
+  int a4a; // [sp+18h] [bp+14h]@5
+
+  pOutNumVertices_ = pOutNumVertices;
+  *pOutNumVertices = 0;
+  if ( uNumInVertices )
+  {
+    memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
+    v6 = (double)pODMRenderParams->shading_dist_mist;
+    v7 = 0;
+    if ( v6 >= pInVertices->vWorldViewPosition.x )
+      v7 = 1;
+    if ( uNumInVertices + 1 > 1 )
+    {
+      a4a = uNumInVertices;
+      v8 = (char *)&pInVertices[1].u;
+      do
+      {
+        a1a = v6 >= *((float *)v8 - 6);
+        if ( v7 == a1a )
+        {
+          v10 = pOutVertices;
+          //goto LABEL_23;
+        }
+		else
+		{
+
+			v9 = *pOutNumVertices_;
+			if (a1a)
+			{
+				v10 = pOutVertices;
+				v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18));
+				pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17);
+				pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11
+					+ *((float *)v8 - 16);
+				pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12);
+				pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11);
+			}
+			else
+			{
+				v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6));
+				pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5);
+				pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12
+					+ *((float *)v8 - 4);
+				pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8;
+				pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1);
+				v10 = pOutVertices;
+			}
+			v10[*pOutNumVertices_].vWorldViewPosition.x = v6;
+			v10[*pOutNumVertices_]._rhw = 1.0 / v6;
+			if (v7)
+			{
+				v13 = (unsigned int)&v10[*pOutNumVertices_];
+				if (*(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17))
+				{
+					++*pOutNumVertices_;
+					//goto LABEL_23;
+				}
+				else
+				{
+					v14 = 0;
+					v15 = *(float *)(v13 + 20) == *((float *)v8 - 16);
+					if (!(v15 | v14))
+					{
+						//goto LABEL_21;
+						++*pOutNumVertices_;
+						//goto LABEL_23;
+					}
+				}
+			}
+			else
+			{
+				v16 = (unsigned int)&v10[*pOutNumVertices_];
+				if (*(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5))
+				{
+					//LABEL_21:
+					++*pOutNumVertices_;
+					//goto LABEL_23;
+				}
+				else
+				{
+					v14 = 0;
+					v15 = *(float *)(v16 + 20) == *((float *)v8 - 4);
+					if (!(v15 | v14))
+					{
+						//goto LABEL_21;
+						++*pOutNumVertices_;
+						//goto LABEL_23;
+					}
+				}
+			}
+		}
+		//LABEL_23:
+        if ( a1a )
+        {
+          memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_]));
+          pOutVertices[*pOutNumVertices_]._rhw = 1.0 / (*((float *)v8 - 6) + 0.0000001);
+          pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2);
+        }
+        v7 = a1a;
+        v8 += 48;
+        --a4a;
+      }
+      while ( a4a );
+    }
+    if ( (signed int)*pOutNumVertices_ < 3 )
+      *pOutNumVertices_ = 0;
+  }
+}
+
+//----- (00436CDC) --------------------------------------------------------
+void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
+{
+  signed int v5; // esi@2
+  char *v6; // edx@5
+  unsigned int v7; // eax@10
+  RenderVertexSoft *v8; // ecx@11
+  double v9; // st6@11
+  double v10; // st6@12
+  unsigned int v11; // edi@14
+  unsigned __int8 v12; // c2@16
+  unsigned __int8 v13; // c3@16
+  unsigned int v14; // edi@17
+  bool a1a; // [sp+Ch] [bp+8h]@7
+
+  if ( uNumInVertices )
+  {
+    *pOutNumVertices = 0;
+    memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
+    v5 = 0;
+    if ( pInVertices->vWorldViewPosition.x >= 8.0 )
+      v5 = 1;
+    if ( uNumInVertices + 1 > 1 )
+    {
+      v6 = (char *)&pInVertices[1].u;
+      do
+      {
+        a1a = *((float *)v6 - 6) >= 8.0;
+        if ( v5 == a1a )
+        {
+          v8 = pOutVertices;
+          goto LABEL_23;
+        }
+        v7 = *pOutNumVertices;
+        if ( a1a )
+        {
+          v8 = pOutVertices;
+          v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18));
+          pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17);
+          pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9
+                                                              + *((float *)v6 - 16);
+          pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12);
+          pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11);
+        }
+        else
+        {
+          v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6));
+          pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5);
+          pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10
+                                                              + *((float *)v6 - 4);
+          pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6;
+          pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1);
+          v8 = pOutVertices;
+        }
+        v8[*pOutNumVertices].vWorldViewPosition.x = 8.0;
+        v8[*pOutNumVertices]._rhw = 0.125;
+        if ( v5 )
+        {
+          v11 = (unsigned int)&v8[*pOutNumVertices];
+          if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) )
+            goto LABEL_21;
+          v12 = 0;
+          v13 = *(float *)(v11 + 20) == *((float *)v6 - 16);
+        }
+        else
+        {
+          v14 = (unsigned int)&v8[*pOutNumVertices];
+          if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) )
+          {
+LABEL_21:
+            ++*pOutNumVertices;
+            goto LABEL_23;
+          }
+          v12 = 0;
+          v13 = *(float *)(v14 + 20) == *((float *)v6 - 4);
+        }
+        if ( !(v13 | v12) )
+          goto LABEL_21;
+LABEL_23:
+        if ( a1a )
+        {
+          memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices]));
+          pOutVertices[(*pOutNumVertices)++]._rhw = 1.0 / (*((float *)v6 - 6) + 0.0000001);
+        }
+        v5 = a1a;
+        v6 += 48;
+        --uNumInVertices;
+      }
+      while ( uNumInVertices );
+    }
+    if ( (signed int)*pOutNumVertices < 3 )
+      *pOutNumVertices = 0;
+  }
+}
+
+//----- (00481D77) --------------------------------------------------------
+void _outdoor_project(RenderVertexSoft *v)
+{
+	double v1; // st7@1
+	double v2; // st7@1
+
+	v1 = 1.0 / (v->vWorldViewPosition.x + 0.0000001);
+	v->_rhw = v1;
+	v2 = v1 * (double)pODMRenderParams->int_fov_rad;
+	v->vWorldViewProjX = (double)pViewport->uScreenCenterX - v2 * v->vWorldViewPosition.y;
+	v->vWorldViewProjY = (double)pViewport->uScreenCenterY - v2 * v->vWorldViewPosition.z;
+}
+
+//----- (00436BB7) --------------------------------------------------------
+void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4)
+{
+  double v7; // st7@7
+  double v8; // st7@9
+  double v9; // st6@10
+  double v10; // st5@12
+  double v11; // st7@16
+  double v12; // st6@17
+  double v13; // st5@19
+  float uNumVerticesa; // [sp+14h] [bp+Ch]@13
+  float uNumVerticesb; // [sp+14h] [bp+Ch]@20
+
+  for (uint i = 0; i < uNumVertices; ++i)
+  {
+    if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
+    {
+      v7 = 1.0 / pVertices[i].vWorldViewPosition.x;
+
+      pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX;
+      pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportBR_Y - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY);
+    }
+    else
+    {
+      extern void _outdoor_project(RenderVertexSoft *v);
+      _outdoor_project(pVertices + i);
+    }
+
+      if ( a4 )
+      {
+//        __debugbreak();
+        v8 = (double)(signed int)pViewport->uViewportBR_X;
+        if ( v8 >= pVertices[i].vWorldViewProjX )
+          v9 = pVertices[i].vWorldViewProjX;
+        else
+          v9 = v8;
+        v10 = (double)(signed int)pViewport->uViewportTL_X;
+        if ( v10 <= v9 )
+        {
+          if ( v8 >= pVertices[i].vWorldViewProjX)
+            v8 = pVertices[i].vWorldViewProjX;
+        }
+        else
+        {
+          uNumVerticesa = v10;
+          v8 = uNumVerticesa;
+        }
+        pVertices[i].vWorldViewProjX = v8;
+        v11 = (double)(signed int)pViewport->uViewportBR_Y;
+        if ( v11 >= pVertices[i].vWorldViewProjY)
+          v12 = pVertices[i].vWorldViewProjY;
+        else
+          v12 = v11;
+        v13 = (double)(signed int)pViewport->uViewportTL_Y;
+        if ( v13 <= v12 )
+        {
+          if ( v11 >= pVertices[i].vWorldViewProjY)
+            v11 = pVertices[i].vWorldViewProjY;
+        }
+        else
+        {
+          uNumVerticesb = v13;
+          v11 = uNumVerticesb;
+        }
+        pVertices[i].vWorldViewProjY = v11;
+      }
+  }
+}
+
+//----- (00436A9A) --------------------------------------------------------
+void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6)
+{
+  double v6; // ST00_8@2
+  //double v7; // ST08_8@2
+  //double v8; // ST00_8@2
+//  signed __int64 v9; // qtt@3
+//  int v10; // ST04_4@3
+  float a2a; // [sp+18h] [bp+8h]@2
+  float a2b; // [sp+18h] [bp+8h]@2
+
+  //if ( pRenderer->pRenderD3D )
+  {
+    v6 = 1.0 / (double)x;
+    a2a = (double)y * fov * v6 + screenCenterX;
+    //v7 = a2a + 6.7553994e15;
+    *a5 = floorf(a2a + 0.5f);
+    a2b = (double)z * fov * v6 + screenCenterY;
+    //v8 = a2b + 6.7553994e15;
+    *a6 = pViewport->uViewportBR_Y - floorf(a2b + 0.5f);
+  }
+  /*else
+  {
+    LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16;
+    HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16;
+    v10 = v9 / x;
+    LODWORD(v9) = pBLVRenderParams->fov_rad_fixpoint << 16;
+    HIDWORD(v9) = pBLVRenderParams->fov_rad_fixpoint >> 16;
+    *a5 = pBLVRenderParams->uViewportCenterX
+        - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16);
+    *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16);
+  }*/
+}
+
+//----- (00436A6D) --------------------------------------------------------
+double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType)
+{
+  unsigned int v3; // edx@1
+  double result; // st7@1
+  float *v5; // ecx@2
+
+  v3 = uStripType;
+  result = 3.402823466385289e38;
+  if ( (signed int)uStripType > 0 )
+  {
+    v5 = &pVertices->vWorldPosition.z;
+    do
+    {
+      if ( *v5 < result )
+        result = *v5;
+      v5 += 12;
+      --v3;
+    }
+    while ( v3 );
+  }
+  return result;
+}
+
+//----- (00436A24) --------------------------------------------------------
+struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1)
+{
+  return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)];
+}
+
+//----- (00436A40) --------------------------------------------------------
+double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType)
+{
+  double result; // st7@1
+
+  result = 1.1754944e-38;
+  for ( uint i = 0; i < uStripType; i++ )
+  {
+    if ( pVertex[i].vWorldPosition.z > result )
+      result = pVertex[i].vWorldPosition.z;
+  }
+  return result;
+}
+
+// -- new
+// merged from IndoorCamera::Initialize2
+//         and ODMRenderParams::RotationToInts
+//         and BLVRenderParams::Reset
+void IndoorCameraD3D::CalculateRotations(int camera_rot_x, int camera_rot_y)
+{
+  sRotationX = camera_rot_x;
+  sRotationY = camera_rot_y;
+
+  fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0);
+  fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY / 2048.0);
+  if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0);
+    fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)-sRotationX / 2048.0);
+
+    int_sine_y   = stru_5C6E00->Sin( pGame->pIndoorCameraD3D->sRotationY);
+    int_cosine_y = stru_5C6E00->Cos( pGame->pIndoorCameraD3D->sRotationY);
+    int_sine_x   = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX);
+    int_cosine_x = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX);
+  }
+  else
+  {
+    fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0);
+    fRotationXCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationX / 2048.0);
+
+    int_sine_y   = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
+    int_cosine_y = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
+    int_sine_x   = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX);
+    int_cosine_x = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX);
+  }
+}
\ No newline at end of file