diff Engine/Objects/Actor.cpp @ 2497:82d5d92a097c

for MVS2012
author Ritor1
date Thu, 18 Sep 2014 23:59:29 +0600
parents
children 68cdef6879a0
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Engine/Objects/Actor.cpp	Thu Sep 18 23:59:29 2014 +0600
@@ -0,0 +1,5717 @@
+#define _CRTDBG_MAP_ALLOC
+#include <stdlib.h>
+#include <crtdbg.h>
+
+#define _CRT_SECURE_NO_WARNINGS
+
+#include "Engine/Graphics/PaletteManager.h"
+#include "ErrorHandling.h"
+
+#include "Engine/Graphics/DecalBuilder.h"
+
+#include "Engine/Graphics/Sprites.h"
+#include "stru6.h"
+
+
+#include "Actor.h"
+#include "OurMath.h"
+#include "Engine/Graphics/Outdoor.h"
+#include "AudioPlayer.h"
+#include "Game.h"
+#include "ObjectList.h"
+#include "Engine/Graphics/Overlays.h"
+#include "FactionTable.h"
+#include "TurnEngine.h"
+#include "CastSpellInfo.h"
+#include "Timer.h"
+#include "LOD.h"
+#include "Party.h"
+#include "GUIWindow.h"
+
+#include "MM7.h"
+#include "SpriteObject.h"
+#include "stru298.h"
+#include "Log.h"
+#include "Texts.h"
+#include "Engine/Graphics/Level/Decoration.h"
+#include "Engine/Graphics/Viewport.h"
+#include "Engine/Graphics/Vis.h"
+
+
+
+
+
+std::array<Actor, 500> pActors;
+size_t uNumActors;
+
+stru319 stru_50C198; // idb
+
+
+std::array<uint, 5> _4DF380_hostilityRanges = {0, 1024, 2560, 5120, 10240};
+
+
+
+
+//----- (0042FB5C) --------------------------------------------------------
+// True if monster should play attack animation when casting this spell.
+bool ShouldMonsterPlayAttackAnim(signed int spell_id)
+{
+  switch (spell_id)
+  {
+    case SPELL_FIRE_HASTE:
+    case SPELL_AIR_SHIELD:
+    case SPELL_EARTH_STONESKIN:
+    case SPELL_SPIRIT_BLESS:
+    case SPELL_SPIRIT_FATE:
+    case SPELL_SPIRIT_HEROISM:
+    case SPELL_BODY_HAMMERHANDS:
+    case SPELL_BODY_POWER_CURE:
+    case SPELL_LIGHT_DISPEL_MAGIC:
+    case SPELL_LIGHT_DAY_OF_PROTECTION:
+    case SPELL_LIGHT_HOUR_OF_POWER:
+    case SPELL_DARK_PAIN_REFLECTION:
+      return false;
+  }
+
+  return true;
+}
+
+
+//----- (0041AF52) --------------------------------------------------------
+void Actor::DrawHealthBar(Actor *actor, GUIWindow *window)
+{
+  unsigned int bar_length; // esi@1
+  unsigned int uX; // ebx@10
+  unsigned int v9; // [sp+14h] [bp-Ch]@4
+  unsigned int v10; // [sp+1Ch] [bp-4h]@4
+
+  if (actor->pMonsterInfo.uHP <= 25)
+    bar_length = 25;
+  else if ( actor->pMonsterInfo.uHP < 200 )
+    bar_length = actor->pMonsterInfo.uHP;
+  else
+    bar_length = 200;
+
+  v10 = bar_length;
+  if ( actor->sCurrentHP <= (0.34 * actor->pMonsterInfo.uHP) )
+    v9 = uTextureID_mhp_red;
+  else if ( actor->sCurrentHP <= ( 0.67 * actor->pMonsterInfo.uHP) )
+    v9 = uTextureID_mhp_yel;
+  else
+    v9 = uTextureID_mhp_grn;
+
+  if ( actor->sCurrentHP < (int)actor->pMonsterInfo.uHP )
+    v10 = bar_length / actor->pMonsterInfo.uHP * actor->sCurrentHP;
+
+  uX = window->uFrameX + (signed int)(window->uFrameWidth - bar_length) / 2;
+
+  pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + bar_length, window->uFrameY + 52);
+  pRenderer->DrawTextureIndexed(uX, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_bd));
+  pRenderer->SetTextureClipRect(uX, window->uFrameY + 32, uX + v10, window->uFrameY + 52);
+  pRenderer->DrawTextureIndexed(uX, window->uFrameY + 34, pIcons_LOD->GetTexture(v9));
+
+  pRenderer->ResetTextureClipRect();
+  pRenderer->DrawTextureIndexed(uX - 5, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capl));
+  pRenderer->DrawTextureIndexed(uX + bar_length, window->uFrameY + 32, pIcons_LOD->GetTexture(uTextureID_mhp_capr));
+}
+
+//----- (00448A40) --------------------------------------------------------
+void Actor::ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle)
+{
+  if ( uActorID >= 0 && uActorID <= (signed int)(uNumActors - 1) )
+  {
+    if ( bToggle )
+      pActors[uActorID].uAttributes |= uFlag;
+    else
+    {
+      if ( uFlag == 0x10000 )
+      {
+        if (pActors[uActorID].uAIState == Disabled )
+          pActors[uActorID].uAIState = Standing;
+      }
+      pActors[uActorID].uAttributes &= ~uFlag;
+    }
+  }
+}
+
+//----- (00448518) --------------------------------------------------------
+void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3)
+{
+  for (uint i = 0; i < uNumActors; i++)
+  {
+    if (pActors[uNumActors].sNPC_ID == npc)
+      Actor::GiveItem(i, item, a3);
+  }
+}
+
+//----- (004485A7) --------------------------------------------------------
+void Actor::GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive)
+{
+  if ( (uActorID >= 0) && (signed int)uActorID <= (signed int)(uNumActors - 1) )
+  {
+    if ( bGive )
+    {
+      if ( pActors[uActorID].uCarriedItemID == 0)
+        pActors[uActorID].uCarriedItemID = uItemID;
+      else if ( pActors[uActorID].ActorHasItems[0].uItemID == 0)
+        pActors[uActorID].ActorHasItems[0].uItemID = uItemID;
+      else if ( pActors[uActorID].ActorHasItems[1].uItemID == 0)
+        pActors[uActorID].ActorHasItems[1].uItemID = uItemID;
+    }
+    else
+    {
+      if ( pActors[uActorID].uCarriedItemID == uItemID )
+        pActors[uActorID].uCarriedItemID = 0;
+      else if ( pActors[uActorID].ActorHasItems[0].uItemID == uItemID )
+        pActors[uActorID].ActorHasItems[0].Reset();
+      else if ( pActors[uActorID].ActorHasItems[1].uItemID == uItemID )
+        pActors[uActorID].ActorHasItems[1].Reset();
+    }
+  }
+}
+
+//----- (0040894B) --------------------------------------------------------
+bool Actor::CanAct()
+{
+  bool isparalyzed; // esi@1
+  bool isstoned; // edi@2
+
+  isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned
+  isparalyzed = (signed __int64)this->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0;// paralyzed
+  return !(isstoned || isparalyzed || this->uAIState == Dying || this->uAIState == Dead
+                    || this->uAIState == Removed || this->uAIState == Summoned || this->uAIState == Disabled);
+}
+
+//----- (004089C7) --------------------------------------------------------
+bool Actor::IsNotAlive()
+{
+  bool isstoned; // esi@1
+
+  isstoned = (signed __int64)this->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0;// stoned
+  return (isstoned || (uAIState == Dying) || (uAIState == Dead) || (uAIState == Removed) || (uAIState == Summoned) || (uAIState == Disabled));
+}
+
+//----- (004086E9) --------------------------------------------------------
+void Actor::SetRandomGoldIfTheresNoItem()
+{
+  int v2; // edi@1
+
+  v2 = 0;
+  if ( !this->ActorHasItems[3].uItemID )
+  {
+    if ( this->pMonsterInfo.uTreasureDiceRolls )
+    {
+      for (int i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++)
+        v2 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1;
+      if ( v2 )
+      {
+        this->ActorHasItems[3].uItemID = 197;
+        this->ActorHasItems[3].uSpecEnchantmentType = v2;    //actual gold amount
+      }
+    }
+  }
+  if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance )
+  {
+    if ( this->pMonsterInfo.uTreasureLevel )
+      pItemsTable->GenerateItem(this->pMonsterInfo.uTreasureLevel, this->pMonsterInfo.uTreasureType, &this->ActorHasItems[2]);
+  }
+  this->uAttributes |= ACTOR_HAS_ITEM;
+}
+
+//----- (00404AC7) --------------------------------------------------------
+void Actor::AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel)
+{
+  Actor *actorPtr; // esi@1
+  unsigned int realPoints; // edi@1
+  unsigned int masteryLevel; // eax@1
+  int v8; // edi@16
+  signed int v10; // ecx@22
+  int v19; // edi@34
+  int v20; // eax@35
+  signed int v23; // eax@41
+  int v28; // st6@50
+  int v30; // esi@50
+  int v31; // ST3C_4@51
+  unsigned int v32; // edi@51
+  signed int v36; // eax@67
+  int v39; // ecx@75
+  int v42; // ecx@91
+  int v44; // ecx@100
+  int v48; // ecx@110
+  int v51; // ecx@130
+  int v54; // ecx@138
+  int v59; // edi@146
+  int v61; // edi@146
+  signed int v63; // edi@146
+  int v68; // edi@168
+  signed int v70; // ecx@172
+  int v79; // edx@185
+  int v80; // eax@185
+  signed int v91; // eax@200
+  int v94; // ecx@208
+  int v96; // ecx@217
+  int pitch; // [sp+2Ch] [bp-A4h]@51
+  int v114; // [sp+48h] [bp-88h]@41
+  SpriteObject a1; // [sp+4Ch] [bp-84h]@1
+  int v116; // [sp+BCh] [bp-14h]@49
+  int v118; // [sp+C4h] [bp-Ch]@29
+  int v119; // [sp+C8h] [bp-8h]@48
+  int v120; // [sp+CCh] [bp-4h]@1
+  int spellnuma; // [sp+D8h] [bp+8h]@29
+  int spellnumb; // [sp+D8h] [bp+8h]@48
+  int spellnumc; // [sp+D8h] [bp+8h]@50
+  int spellnume; // [sp+D8h] [bp+8h]@179
+  int a1a; // [sp+E0h] [bp+10h]@34
+  int a1c; // [sp+E0h] [bp+10h]@184
+
+
+  actorPtr = &pActors[uActorID];
+  realPoints = uSkillLevel & 0x3F;
+  masteryLevel = SkillToMastery(uSkillLevel);
+  
+  switch (uSpellID)
+  {
+    case SPELL_FIRE_FIRE_BOLT:
+    case SPELL_FIRE_FIREBALL:
+    case SPELL_FIRE_INCINERATE:
+    case SPELL_AIR_LIGHNING_BOLT:
+    case SPELL_WATER_ICE_BOLT:
+    case SPELL_WATER_ACID_BURST:
+    case SPELL_EARTH_BLADES:
+    case SPELL_EARTH_ROCK_BLAST:
+    case SPELL_MIND_MIND_BLAST:
+    case SPELL_MIND_PSYCHIC_SHOCK:
+    case SPELL_BODY_HARM:
+    case SPELL_LIGHT_LIGHT_BOLT:
+    case SPELL_DARK_TOXIC_CLOUD:
+    case SPELL_DARK_DRAGON_BREATH:
+      a1.uType = stru_4E3ACC[uSpellID].uType;
+      a1.uObjectDescID = GetObjDescId(uSpellID);
+      a1.stru_24.Reset();
+      a1.spell_id = uSpellID;
+      a1.spell_level = uSkillLevel;
+      a1.vPosition.x = actorPtr->vPosition.x;
+      a1.spell_skill = 0;
+      a1.vPosition.y = actorPtr->vPosition.y;
+      a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1);
+      a1.uFacing = LOWORD(pDir->uYawAngle);
+      a1.uSoundID = 0;
+      a1.uAttributes = 0;
+      a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
+      a1.uSpriteFrameID = 0;
+      a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+      a1.spell_target_pid = 0;
+      if ((double)pDir->uDistance < 307.2 )
+        a1.field_60_distance_related_prolly_lod = 0;
+      else if ( pDir->uDistance < 1024 )
+        a1.field_60_distance_related_prolly_lod = 1;
+      else if ( pDir->uDistance < 2560 )
+        a1.field_60_distance_related_prolly_lod = 2;
+      else 
+        a1.field_60_distance_related_prolly_lod = 3;
+
+      a1.field_61 = 2;
+      v91 = a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+      if ( v91 != -1 )
+      {
+        pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[uSpellID], PID(OBJECT_Item, v91), 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      return;
+      break;
+
+    case SPELL_FIRE_HASTE: 
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v39 = 60 * (realPoints + 60);
+      else if (masteryLevel == 3 )
+        v39 = 180 * (realPoints + 20);
+      else if (masteryLevel == 4 ) 
+        v39 = 240 * (realPoints + 15);
+      else
+        v39 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_HASTE].Apply(pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335),
+        masteryLevel, 0, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFF3C1Eu);
+      pAudioPlayer->PlaySound((SoundID)10040, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_FIRE_METEOR_SHOWER:
+      if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+        return;
+      v114 = pParty->vPosition.z + 2500;
+      v23 = 8;
+      if (masteryLevel == 2)
+        v23 = 10;
+      else if (masteryLevel == 3)
+        v23 = 12;
+      else if (masteryLevel == 4)
+        v23 = 14;
+      spellnumb = 0;
+      v28 = 0;
+      for ( int i = 0; i < v23; i++)
+      {
+        v30 = rand() % 1000;
+        spellnumc = v30 - 2500;
+        v120 = v28 * v28;
+        v119 = spellnumb * spellnumb;
+        if ( sqrt((float)(spellnumc * spellnumc + v119 + v120)) <= 1.0 )
+        {
+          v32 = 0;
+          pitch = 0;
+        }
+        else
+        {
+          v31 = (signed __int64)sqrt((float)(v119 + v120));
+          v32 = stru_5C6E00->Atan2(spellnumb, (int)v28);
+          pitch = stru_5C6E00->Atan2(v31, (int)spellnumc);
+        }
+        a1.stru_24.Reset();
+        a1.uType = stru_4E3ACC[uSpellID].uType;
+        a1.uObjectDescID = GetObjDescId(uSpellID);
+        a1.spell_level = uSkillLevel;
+        a1.vPosition.x = pParty->vPosition.x;
+        a1.vPosition.y = pParty->vPosition.y;
+        a1.vPosition.z = v30 + v114;
+        a1.spell_id = SPELL_FIRE_METEOR_SHOWER;
+        a1.spell_skill = 0;
+        a1.uAttributes = 0;
+        a1.uSectorID = 0;
+        a1.uSpriteFrameID = 0;
+        a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+        a1.spell_target_pid = 0;
+        a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500);
+        a1.uFacing = v32;
+        a1.uSoundID = 0;
+        if (pDir->uDistance < 307.2 )
+          a1.field_60_distance_related_prolly_lod = 0;
+        else if ( pDir->uDistance < 1024 )
+          a1.field_60_distance_related_prolly_lod = 1;
+        else if ( pDir->uDistance < 2560 )
+          a1.field_60_distance_related_prolly_lod = 2;
+        else 
+          a1.field_60_distance_related_prolly_lod = 3;
+        a1.field_61 = 2;
+        v36 = a1.Create(v32, pitch, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+        if ( v36 != -1 )
+          pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], PID(OBJECT_Item, v36), 0, -1, 0, 0, 0, 0);
+        spellnumb = rand() % 1024 - 512;
+        v28 = rand() % 1024 - 512;
+      }
+      return;
+      break;
+
+    case SPELL_AIR_SPARKS:
+      if (masteryLevel == 2 )
+        v10 = 5;
+      else if (masteryLevel == 3 )
+        v10 = 7;
+      else if (masteryLevel == 4 ) 
+        v10 = 9;
+      else 
+        v10 = 3;
+      spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
+      a1.uType = stru_4E3ACC[uSpellID].uType;
+      v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1);
+      a1.uObjectDescID = GetObjDescId(uSpellID);
+
+      a1.stru_24.Reset();
+      a1.spell_id = SPELL_AIR_SPARKS;
+      a1.spell_level = uSkillLevel;
+      a1.vPosition.x = actorPtr->vPosition.x;
+      a1.spell_skill = 0;
+      a1.vPosition.y = actorPtr->vPosition.y;
+      a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1);
+      a1.uFacing = pDir->uYawAngle;
+      a1.uSoundID = 0;
+      a1.uAttributes = 0;
+      a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
+      a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+      a1.uSpriteFrameID = 0;
+      a1.spell_target_pid = 0;
+      a1.field_60_distance_related_prolly_lod = 3;
+      v19 = spellnuma / -2;
+      a1a = spellnuma / 2;
+      if ( spellnuma / -2 > spellnuma / 2 )
+        v20 = spellnuma / 2;
+      else
+      {
+        do
+        {
+          a1.uFacing = v19 + LOWORD(pDir->uYawAngle);
+          v20 = a1.Create((signed __int16)a1.uFacing, pDir->uPitchAngle,
+            pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+          v19 += v118;
+        }
+        while ( v19 <= a1a );
+      }
+      if ( v20 != -1 )
+      {
+        pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[15], PID(OBJECT_Item, v20), 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      return;
+      break;
+
+    case SPELL_AIR_SHIELD:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v8 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3 )
+        v8 = 900 * realPoints + 3840;
+      else if (masteryLevel == 4 ) 
+        v8 = 3600 * (realPoints + 64);
+      else
+        v8 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_SHIELD].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335),
+        masteryLevel, 0, 0, 0);
+      return;
+
+    case SPELL_EARTH_STONESKIN:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v44 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3 )
+        v44 = 900 * realPoints + 3840;
+      else if (masteryLevel == 4 ) 
+        v44 = 3600 * (realPoints + 64);
+      else
+          v44 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_STONESKIN].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335),
+        masteryLevel, realPoints + 5, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x5C310Eu);
+      pAudioPlayer->PlaySound((SoundID)13040, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_SPIRIT_BLESS:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v42 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3 )
+        v42 = 900 * realPoints + 3840;
+      else if (masteryLevel == 4 ) 
+        v42 = 1200 * realPoints + 3840;
+      else
+        v42 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_BLESS].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335),
+        masteryLevel, realPoints + 5, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u);
+      pAudioPlayer->PlaySound((SoundID)14010, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+      break;
+
+    case SPELL_SPIRIT_FATE:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v48 = 2 * realPoints + 40;
+      else if (masteryLevel == 3 )
+        v48 = 3 * realPoints + 60;
+      else if (masteryLevel == 4 ) 
+        v48 = 2 * (3 * realPoints + 60);
+      else
+        v48 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_FATE].Apply(pParty->uTimePlayed + 1280, masteryLevel, v48, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u);
+      pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_SPIRIT_HEROISM:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v54 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3 )
+        v54 = 900 * realPoints + 3840;
+      else if (masteryLevel == 4 ) 
+        v54 = 1200 * realPoints + 3840;
+      else
+        v54 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_HEROISM].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335),
+        masteryLevel, realPoints + 5, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0xC8C805u);
+      pAudioPlayer->PlaySound((SoundID)14060, PID(OBJECT_Actor,uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_BODY_HAMMERHANDS:
+      if ( (signed int)masteryLevel <= 0 || (signed int)masteryLevel > 4 )
+        v51 = 0;
+      else
+        v51 = 3600 * realPoints;
+      actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335),
+        masteryLevel,
+        realPoints,
+        0,
+        0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u);
+      pAudioPlayer->PlaySound((SoundID)16060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_BODY_POWER_CURE:
+      actorPtr->sCurrentHP += 5 * realPoints + 10;
+      if ( actorPtr->sCurrentHP >= (signed int)actorPtr->pMonsterInfo.uHP )
+        actorPtr->sCurrentHP = LOWORD(actorPtr->pMonsterInfo.uHP);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xA81376u);
+      pAudioPlayer->PlaySound((SoundID)14020, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_LIGHT_DISPEL_MAGIC:
+      for (int i = 0; i < 20; i++ )
+        pParty->pPartyBuffs[i].Reset();
+      for (int i = 1; i <= 4; i++)
+      {
+        v59 = pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualWillpower());
+        v61 = (pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualIntelligence()) + v59) / 2;
+        v63 = v61 + pPlayers[i]->GetParameterBonus(pPlayers[i]->GetActualLuck()) + 30;
+        if ( rand() % v63 < 30 )
+        {
+          for (uint k = 0; k < pPlayers[i]->pPlayerBuffs.size(); k++)
+            pPlayers[i]->pPlayerBuffs[k].Reset();
+          pOtherOverlayList->_4418B1(11210, i + 99, 0, 65536);
+        }
+      }
+      pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[80], PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_LIGHT_DAY_OF_PROTECTION:
+       if (masteryLevel == 1 || masteryLevel == 2)
+        v96 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3 )
+      {
+        LOWORD(realPoints) = 3 * realPoints;
+        v96 = 900 * (uSkillLevel & 0x3F) + 3840;
+      }
+      else if (masteryLevel == 4 ) 
+      {
+        v96 = 1200 * realPoints + 3840;
+        LOWORD(realPoints) = 4 * realPoints;
+      }
+      else
+      {
+        LOWORD(realPoints) = uSkillLevel;
+        v96 = 0;
+      }
+      actorPtr->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335),
+        masteryLevel, realPoints, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu);
+      pAudioPlayer->PlaySound((SoundID)17070, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_LIGHT_HOUR_OF_POWER:
+      if (masteryLevel == 1 || masteryLevel == 2)
+        v94 = 300 * realPoints + 3840;
+      else if (masteryLevel == 3)
+        v94 = 900 * realPoints + 3840;
+      else if (masteryLevel == 4)
+        v94 = 1200 * realPoints + 3840;
+      else
+        v94 = 0;
+      actorPtr->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335),
+        masteryLevel, realPoints + 5, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr, 0xFFFFFFu);
+      pAudioPlayer->PlaySound((SoundID)17080, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+
+    case SPELL_DARK_SHARPMETAL:
+      if (masteryLevel == 2)
+        v70 = 5;
+      else if (masteryLevel == 3)
+        v70 = 7;
+      else if (masteryLevel == 4)
+        v70 = 9;
+      else
+        v70 = 3;
+
+      spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
+      a1.uType = stru_4E3ACC[uSpellID].uType;
+      v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1);
+      a1.uObjectDescID = GetObjDescId(uSpellID);
+      a1.stru_24.Reset();
+      a1.spell_id = uSpellID;
+      a1.spell_level = uSkillLevel;
+      a1.vPosition.x = actorPtr->vPosition.x;
+      a1.spell_skill = 0;
+      a1.vPosition.y = actorPtr->vPosition.y;
+      a1.vPosition.z = actorPtr->vPosition.z + ((signed int)actorPtr->uActorHeight >> 1);
+      a1.uFacing = pDir->uYawAngle;
+      a1.uSoundID = 0;
+      a1.uAttributes = 0;
+      a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
+      a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+      a1.uSpriteFrameID = 0;
+      a1.spell_target_pid = 0;
+      a1.field_60_distance_related_prolly_lod = 3;
+      a1c = spellnume / -2;
+      if ( spellnume / -2 > spellnume / 2 )
+        v80 = spellnume / -2;
+      else
+      {
+        do
+        {
+          v79 = pDir->uYawAngle;
+          a1.uFacing = a1c + LOWORD(pDir->uYawAngle);
+          v80 = a1.Create(v79, pDir->uPitchAngle,
+            pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+          a1c += v116;
+        }
+        while ( a1c <= spellnume / 2 );
+      }
+      if ( v80 != -1 )
+      {
+        pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[93], PID(OBJECT_Item, v80), 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      return;
+      break;
+
+    case SPELL_DARK_PAIN_REFLECTION:
+      if (masteryLevel == 0)
+        v68 = 0;
+      else if (masteryLevel == 1 || (masteryLevel == 2) || (masteryLevel == 3))
+        v68 = 300 * realPoints + 3840;
+      else
+        v68 = 900 * realPoints + 3840;
+      actorPtr->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].Apply(
+        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335),
+        masteryLevel, 0, 0, 0);
+      pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(actorPtr,0x7E7E7Eu);
+      pAudioPlayer->PlaySound((SoundID)18060, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+      return;
+  }
+}
+
+//----- (new func) --------------------------------------------------------
+unsigned short Actor::GetObjDescId( int spellId )
+{
+  for (unsigned int i = 0; i < pObjectList->uNumObjects; i++)
+  {
+    if (stru_4E3ACC[spellId].uType == pObjectList->pObjects[i].uObjectID)
+    {
+      return i;
+      break;
+    }
+  }
+  return 0;
+}
+
+
+//----- (0043ABB0) --------------------------------------------------------
+bool Actor::ArePeasantsOfSameFaction(Actor *a1, Actor *a2)
+{
+  unsigned int v2; // esi@1
+  unsigned int v3; // edi@1
+
+  v2 = a1->uAlly;
+  if ( !a1->uAlly )
+    v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1;
+
+  v3 = a2->uAlly;
+  if ( !a2->uAlly )
+    v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1;
+
+  if ( v2 >= 39 && v2 <= 44 && v3 >= 39 && v3 <= 44
+    || v2 >= 45 && v2 <= 50 && v3 >= 45 && v3 <= 50
+    || v2 >= 51 && v2 <= 62 && v3 >= 51 && v3 <= 62
+    || v2 >= 78 && v2 <= 83 && v3 >= 78 && v3 <= 83 
+    || v2 == v3
+    )
+    return true;
+  else
+    return false;
+}
+
+//----- (0043AC45) --------------------------------------------------------
+void Actor::AggroSurroundingPeasants(unsigned int uActorID, int a2)
+{
+  int v4; // ebx@8
+  int v5; // ST1C_4@8
+  int v6; // eax@8
+
+  int x = 0; x |= 0x80000;
+  int y = 0; y |= 0x80000;
+  Actor* victim = &pActors[uActorID];
+  if ( a2 == 1 )
+    victim->uAttributes |= ACTOR_AGGRESSOR;
+
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    Actor* actor = &pActors[i];
+    if (!actor->CanAct() || i == uActorID)
+      continue;
+
+    if (Actor::ArePeasantsOfSameFaction(victim, actor))
+    {
+      v4 = abs(actor->vPosition.x - victim->vPosition.x);
+      v5 = abs(actor->vPosition.y - victim->vPosition.y);
+      v6 = abs(actor->vPosition.z - victim->vPosition.z);
+      if (int_get_vector_length(v4, v5, v6) < 4096)
+      {
+        actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
+        if ( a2 == 1 )
+          actor->uAttributes |= ACTOR_AGGRESSOR;
+
+      }
+    }
+  }
+}
+
+//----- (00404874) --------------------------------------------------------
+void Actor::AI_RangedAttack( unsigned int uActorID, struct AIDirection *pDir, int type, char a4 )
+{
+  char specAb; // al@1
+  int v13; // edx@28
+
+  SpriteObject a1; // [sp+Ch] [bp-74h]@1
+
+  switch ( type )
+  {
+    case 1:
+      a1.uType = 545;
+      break;
+    case 2:
+      a1.uType = 550;
+      break;
+    case 3:
+      a1.uType = 510;
+      break;
+    case 4:
+      a1.uType = 500;
+      break;
+    case 5:
+      a1.uType = 515;
+      break;
+    case 6:
+      a1.uType = 505;
+      break;
+    case 7:
+      a1.uType = 530;
+      break;
+    case 8:
+      a1.uType = 525;
+      break;
+    case 9:
+      a1.uType = 520;
+      break;
+    case 10:
+      a1.uType = 535;
+      break;
+    case 11:
+      a1.uType = 540;
+      break;
+    case 13:
+      a1.uType = 555;
+      break;
+    default:
+      return;
+  }
+  bool found = false;
+  for ( uint i = 0; i < pObjectList->uNumObjects; i++)
+  {
+    if (pObjectList->pObjects[i].uObjectID == a1.uType)
+    {
+      a1.uObjectDescID = i;
+      found = true;
+      break;
+    }
+  }
+  if (!found)
+  {
+    Error("Item not found");
+    return;
+  }
+  a1.stru_24.Reset();
+  a1.spell_id = 0;
+  a1.vPosition.x = pActors[uActorID].vPosition.x;
+  a1.vPosition.y = pActors[uActorID].vPosition.y;
+  a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75);
+  a1.spell_level = 0;
+  a1.spell_skill = 0;
+  a1.uFacing = pDir->uYawAngle;
+  a1.uSoundID = 0;
+  a1.uAttributes = 0;
+  a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
+  a1.uSpriteFrameID = 0;
+  a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+  a1.spell_target_pid = 0;
+  if (pDir->uDistance < 307.2 )
+    a1.field_60_distance_related_prolly_lod = 0;
+  else if ( pDir->uDistance < 1024 )
+    a1.field_60_distance_related_prolly_lod = 1;
+  else if ( pDir->uDistance < 2560 )
+    a1.field_60_distance_related_prolly_lod = 2;
+  else 
+    a1.field_60_distance_related_prolly_lod = 3;
+
+  a1.field_61 = a4;
+  a1.Create(pDir->uYawAngle, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+  if ( pActors[uActorID].pMonsterInfo.uSpecialAbilityType == 1 )
+  {
+    specAb = pActors[uActorID].pMonsterInfo.uSpecialAbilityDamageDiceBonus;
+    if ( specAb == 2 )
+    {
+      a1.vPosition.z += 40;
+      v13 = pDir->uYawAngle;
+    }
+    else
+    {
+      if ( specAb != 3 )
+        return;
+      a1.Create(pDir->uYawAngle + 30,      //TODO find out why the YawAngle change
+        pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+      v13 = pDir->uYawAngle - 30;
+    }
+    a1.Create(v13, pDir->uPitchAngle, pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed, 0);
+  }
+  return;
+}
+
+//----- (00404736) --------------------------------------------------------
+void Actor::Explode( unsigned int uActorID )
+{
+  SpriteObject a1; // [sp+Ch] [bp-78h]@1
+
+  a1.uType = 600;
+  a1.uObjectDescID = GetObjDescId(a1.uType);
+  a1.stru_24.Reset();
+  a1.spell_id = 0;
+  a1.spell_level = 0;
+  a1.spell_skill = 0;
+  a1.vPosition.x = pActors[uActorID].vPosition.x;
+  a1.vPosition.y = pActors[uActorID].vPosition.y;
+  a1.vPosition.z = pActors[uActorID].vPosition.z - (unsigned int)(pActors[uActorID].uActorHeight * -0.75);
+  a1.uFacing = 0;
+  a1.uSoundID = 0;
+  a1.uAttributes = 0;
+  a1.uSectorID = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
+  a1.uSpriteFrameID = 0;
+  a1.spell_caster_pid = PID(OBJECT_Actor, uActorID);
+  a1.spell_target_pid = 0;
+  a1.field_60_distance_related_prolly_lod = 3;
+  a1.field_61 = 4;
+  a1.Create(0, 0, 0, 0);
+  return;
+}
+
+//----- (004040E9) --------------------------------------------------------
+// // Get direction vector from object1 to object2,
+// // distance from object1 to object2 and Euler angles of the direction vector
+// //
+// //
+// // object1 & object2 format :  objectType | (objectID << 3)
+// //    objectType == 2 - SpriteObject
+// //    objectType == 3 - Actor
+// //    objectType == 4 - Party
+// //    objectType == 5 - Decoration
+// //
+// // originally this function had following prototype:
+// // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4)
+// // but compiler converts functions returning structures by value in the such way
+void Actor::GetDirectionInfo( unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4 )
+{
+  signed int v4; // eax@1
+  signed int v5; // ecx@1
+  int v18; // edx@15
+  float v31; // st7@45
+  float v32; // st6@45
+  float v33; // st7@45
+  Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15
+  AIDirection v41; // [sp+14h] [bp-38h]@46
+  float outy2; // [sp+38h] [bp-14h]@33
+  float outx2; // [sp+3Ch] [bp-10h]@33
+  int outz; // [sp+40h] [bp-Ch]@6
+  int outy; // [sp+44h] [bp-8h]@6
+  int outx; // [sp+48h] [bp-4h]@6
+  float a4a; // [sp+58h] [bp+Ch]@45
+
+  v4 = PID_ID(uObj1ID);
+  //v6 = uObj2ID;
+  v5 = PID_ID(uObj2ID);
+  switch( PID_TYPE(uObj1ID) )
+  {
+    case OBJECT_Item:
+    {
+      outx = pSpriteObjects[v4].vPosition.x;
+      outy = pSpriteObjects[v4].vPosition.y;
+      outz = pSpriteObjects[v4].vPosition.z;
+      break;
+    }
+    case OBJECT_Actor:
+    {
+      outx = pActors[v4].vPosition.x;
+      outy = pActors[v4].vPosition.y;
+      outz = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v4].uActorHeight * -0.75);
+      break;
+    }
+    case OBJECT_Player:
+    {
+      if ( !v4 )
+      {
+        outx = pParty->vPosition.x;
+        outy = pParty->vPosition.y;
+        outz = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
+        break;
+      }
+      if ( v4 == 4 )
+      {
+        v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
+        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
+        v37.x = pParty->vPosition.x;
+        v37.y = pParty->vPosition.y;
+        Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz);
+        break;
+      }
+      if ( v4 == 3 )
+      {
+        v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
+        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
+        v37.x = pParty->vPosition.x;
+        v37.y = pParty->vPosition.y;
+        Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz);
+        break;
+      }
+      if ( v4 == 2 )
+      {
+        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
+        v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
+        v37.x = pParty->vPosition.x;
+        v37.y = pParty->vPosition.y;
+        Vec3_int_::Rotate(8, v18, 0, v37, &outx, &outy, &outz);
+        break;
+      }
+      if ( v4 == 1 )
+      {
+        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
+        v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
+        v37.x = pParty->vPosition.x;
+        v37.y = pParty->vPosition.y;
+        Vec3_int_::Rotate(24, v18, 0, v37, &outx, &outy, &outz);
+        break;
+      }
+    }
+    case OBJECT_Decoration:
+    {
+      outx = pLevelDecorations[v4].vPosition.x;
+      outy = pLevelDecorations[v4].vPosition.y;
+      outz = pLevelDecorations[v4].vPosition.z;
+      break;
+    }
+    default:
+    {
+      outz = 0;
+      outy = 0;
+      outx = 0;
+      break;
+    }
+    case OBJECT_BModel:
+    {
+      if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+      {
+        outx = (pIndoor->pFaces[v4].pBounding.x1 + pIndoor->pFaces[v4].pBounding.x2) >> 1;
+        outy = (pIndoor->pFaces[v4].pBounding.y1 + pIndoor->pFaces[v4].pBounding.y2) >> 1;
+        outz = (pIndoor->pFaces[v4].pBounding.z1 + pIndoor->pFaces[v4].pBounding.z2) >> 1;
+      }
+      break;
+    }
+  }
+
+  switch( PID_TYPE(uObj2ID) )
+  {
+    case OBJECT_Item:
+    {
+      outx2 = (float)pSpriteObjects[v5].vPosition.x;
+      outy2 =(float) pSpriteObjects[v5].vPosition.y;
+      a4 = pSpriteObjects[v5].vPosition.z;
+      break;
+    }
+    case OBJECT_Actor:
+    {
+      outx2 = (float)pActors[v5].vPosition.x;
+      outy2 = (float)pActors[v5].vPosition.y;
+      a4 = pActors[v5].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v5].uActorHeight * -0.75);
+      break;
+    }
+    case OBJECT_Player:
+    {
+      outx2 = (float)pParty->vPosition.x;
+      outy2 = (float)pParty->vPosition.y;
+      if ( !a4 )
+        a4 = pParty->sEyelevel;
+      a4 = pParty->vPosition.z + a4;
+      break;
+    }
+    case OBJECT_Decoration:
+    {
+      outx2 = (float)pLevelDecorations[v5].vPosition.x;
+      outy2 = (float)pLevelDecorations[v5].vPosition.y;
+      a4 = pLevelDecorations[v5].vPosition.z;
+      break;
+    }
+    default:
+    {
+      outx2 = 0.0;
+      outy2 = 0.0;
+      a4 = 0;
+      break;
+    }
+    case OBJECT_BModel:
+    {
+      if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+      {
+        outx2 = (float)((pIndoor->pFaces[v5].pBounding.x1 + pIndoor->pFaces[v5].pBounding.x2) >> 1);
+        outy2 = (float)((pIndoor->pFaces[v5].pBounding.y1 + pIndoor->pFaces[v5].pBounding.y2) >> 1);
+        a4 = (pIndoor->pFaces[v5].pBounding.z1 + pIndoor->pFaces[v5].pBounding.z2) >> 1;
+      }
+      break;
+    }
+  }
+  
+  v31 = (float)outx2 - (float)outx;
+  v32 = (float)outy2 - (float)outy;
+  a4a = (float)a4 - (float)outz;
+  outx2 = v32 * v32;
+  outy2 = v31 * v31;
+  v33 = sqrt(a4a * a4a + outy2 + outx2);
+  if ( v33 <= 1.0 )
+  {
+    pOut->vDirection.x = 65536;
+    pOut->vDirection.y = 0;
+    pOut->vDirection.z = 0;
+    pOut->uDistance = 1;
+    pOut->uDistanceXZ = 1;
+    pOut->uYawAngle = 0;
+    pOut->uPitchAngle = 0;
+  }
+  else
+  {
+    pOut->vDirection.x = (int32_t)(1.0 / v33 * v31 * 65536.0);
+    pOut->vDirection.y = (int32_t)(1.0 / v33 * v32 * 65536.0);
+    pOut->vDirection.z = (int32_t)(1.0 / v33 * a4a * 65536.0);
+    pOut->uDistance = (uint)v33;
+    pOut->uDistanceXZ = (uint)sqrt(outy2 + outx2);
+    pOut->uYawAngle = stru_5C6E00->Atan2((signed __int64)v31, (signed __int64)v32);
+    pOut->uPitchAngle = stru_5C6E00->Atan2(pOut->uDistanceXZ, (signed __int64)a4a);
+  }
+}
+
+//----- (00404030) --------------------------------------------------------
+void Actor::AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4)
+{
+  AIDirection *v7; // eax@3
+  AIDirection v1; // eax@3
+  AIDirection a3; // [sp+8h] [bp-38h]@4
+
+  if ( rand() % 100 >= 5 )
+  {
+    //v9 = &pActors[uActorID];
+    if ( !a4 )
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), uObjID, &v1, 0);
+      v7 = &v1;
+    }
+    else
+      v7 = a4;
+    pActors[uActorID].uYawAngle = v7->uYawAngle;
+    pActors[uActorID].uCurrentActionTime = 0;
+    pActors[uActorID].vVelocity.z = 0;
+    pActors[uActorID].vVelocity.y = 0;
+    pActors[uActorID].vVelocity.x = 0;
+    pActors[uActorID].uPitchAngle = v7->uPitchAngle;
+    pActors[uActorID].uCurrentActionLength = 256;
+    pActors[uActorID].uAIState = Interacting;
+    pActors[uActorID].UpdateAnimation();
+  }
+  else
+    Actor::AI_Bored(uActorID, uObjID, a4);
+}
+
+//----- (00403F58) --------------------------------------------------------
+void Actor::AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4)
+{
+  if (rand() % 2)//0 or 1
+    AI_Bored(uActorID, uObjID, a4);
+  else
+    AI_Stand(uActorID, uObjID, uActionLength, a4);
+}
+
+//----- (00403EB6) --------------------------------------------------------
+void Actor::AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, AIDirection *a4)
+{
+  assert(uActorID < uNumActors);
+ // Actor* actor = &pActors[uActorID];
+  
+  AIDirection a3;
+  if (!a4)
+  {
+    Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), object_to_face_pid, &a3, 0);
+    a4 = &a3;
+  }
+
+  pActors[uActorID].uAIState = Standing;
+  if (!uActionLength)
+    pActors[uActorID].uCurrentActionLength = rand() % 256 + 256;// от 256 до 256 + 256 
+  else
+    pActors[uActorID].uCurrentActionLength = uActionLength;
+  pActors[uActorID].uCurrentActionTime = 0;
+  pActors[uActorID].uYawAngle = a4->uYawAngle;
+  pActors[uActorID].uPitchAngle = a4->uPitchAngle;
+  pActors[uActorID].vVelocity.z = 0;
+  pActors[uActorID].vVelocity.y = 0;
+  pActors[uActorID].vVelocity.x = 0;
+  pActors[uActorID].UpdateAnimation();
+}
+
+//----- (00403E61) --------------------------------------------------------
+void __fastcall Actor::StandAwhile(unsigned int uActorID)
+{
+  pActors[uActorID].uCurrentActionLength = rand() % 128 + 128;
+  pActors[uActorID].uCurrentActionTime = 0;
+  pActors[uActorID].uAIState = Standing;
+  pActors[uActorID].vVelocity.z = 0;
+  pActors[uActorID].vVelocity.y = 0;
+  pActors[uActorID].vVelocity.x = 0;
+  pActors[uActorID].UpdateAnimation();
+}
+
+//----- (00403C6C) --------------------------------------------------------
+void Actor::AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0)
+{
+  int16_t v6; // esi@6
+  int16_t v7; // edi@6
+  signed int v8; // eax@7
+  Vec3_int_ v10; // ST04_12@9
+  AIDirection *v12; // eax@11
+  AIDirection a3; // [sp+Ch] [bp-48h]@12
+  AIDirection v20; // [sp+28h] [bp-2Ch]@12
+  int v23; // [sp+4Ch] [bp-8h]@6
+  unsigned int v25; // [sp+5Ch] [bp+8h]@13
+
+  assert(uActorID < uNumActors);
+
+  if ( pActors[uActorID].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY && pActors[uActorID].pMonsterInfo.uAIType == 1 )
+  {
+    Actor::AI_Stand(uActorID, sTargetPid, 0, arg0);
+    return;
+  }
+
+  if ( PID_TYPE(sTargetPid) == OBJECT_Actor)
+  {
+	  v8 = PID_ID(sTargetPid);
+    v6 = pActors[v8].vPosition.x;
+    v7 = pActors[v8].vPosition.y;
+    v23 = (int)(pActors[v8].uActorHeight * 0.75 + pActors[v8].vPosition.z);
+  }
+  else if ( PID_TYPE(sTargetPid) == OBJECT_Player)
+  {
+	  v6 = pParty->vPosition.x;
+    v7 = pParty->vPosition.y;
+    v23 = pParty->vPosition.z + pParty->sEyelevel;
+  }
+  else
+  {
+    Error("Should not get here");
+    return;
+  }
+
+  v10.x = pActors[uActorID].vPosition.x;
+  v10.y = pActors[uActorID].vPosition.y;
+  v10.z = (int32_t)(pActors[uActorID].uActorHeight * 0.75 + pActors[uActorID].vPosition.z);
+
+  if ( sub_407A1C((int)v6, (int)v7, v23, v10) )
+  {
+    if (arg0 != nullptr)
+      v12 = arg0;
+    else
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor, uActorID), sTargetPid, &a3, 0);
+      v12 = &a3;
+    }
+    pActors[uActorID].uYawAngle = LOWORD(v12->uYawAngle);
+    pActors[uActorID].uCurrentActionLength = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_AtkMelee]].uAnimLength * 8;
+    pActors[uActorID].uCurrentActionTime = 0;
+    pActors[uActorID].uAIState = AttackingMelee;
+    Actor::PlaySound(uActorID, 0);
+    v25 = pMonsterStats->pInfos[pActors[uActorID].pMonsterInfo.uID].uRecoveryTime;
+    if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 )
+      v25 *= 2;
+    if ( pParty->bTurnBasedModeOn != 1 )
+      pActors[uActorID].pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * v25 * 2.133333333333333);
+    else
+      pActors[uActorID].pMonsterInfo.uRecoveryTime = v25;
+    pActors[uActorID].vVelocity.z = 0;
+    pActors[uActorID].vVelocity.y = 0;
+    pActors[uActorID].vVelocity.x = 0;
+    pActors[uActorID].UpdateAnimation();
+  }
+  else
+	Actor::AI_Pursue1(uActorID, sTargetPid, rand() % 2, 64, arg0);
+}
+
+//----- (00438CF3) --------------------------------------------------------
+void Actor::ApplyFineForKillingPeasant(unsigned int uActorID)
+{
+  if ( uLevelMapStatsID == 0 || !pActors[uActorID].IsPeasant())
+    return;
+
+  if ( (uLevelMapStatsID == 6 || uLevelMapStatsID == 7) && pParty->IsPartyEvil())   //celeste and bracada
+    return;
+
+  if ( (uLevelMapStatsID == 5 || uLevelMapStatsID == 8) && pParty->IsPartyGood())   // the pit and deyja
+    return;
+
+  pParty->uFine += 100 * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm + pActors[uActorID].pMonsterInfo.uLevel + pParty->GetPartyReputation());
+  if ( pParty->uFine < 0 )
+    pParty->uFine = 0;
+  if ( pParty->uFine > 4000000 )
+    pParty->uFine = 4000000;
+
+  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+  {
+    if (pOutdoor->ddm.uReputation < 10000)
+      pOutdoor->ddm.uReputation++;
+  }
+  else if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    if (pIndoor->dlv.uReputation < 10000)
+      pIndoor->dlv.uReputation++;
+  }
+  else assert(false);
+
+  if ( pParty->uFine )
+  {
+    for ( int i = 1; i <= 4; i++)
+    {
+      if ( !_449B57_test_bit(pPlayers[i]->_achieved_awards_bits, 1) )
+        _449B7E_toggle_bit(pPlayers[i]->_achieved_awards_bits, 1, 1u);
+    }
+  }
+}
+
+//----- (0043AE80) --------------------------------------------------------
+void Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3)
+{
+  unsigned int v4; // esi@1
+
+  v4 = PID(OBJECT_Actor,uActorID);
+  switch ( a2 )
+  {
+    case 1:
+      if ( a3 )
+        pOtherOverlayList->_4418B6(904, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0);
+      return;
+    case 2:
+      if ( a3 )
+        pOtherOverlayList->_4418B6(905, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0);
+      return;
+    case 3:
+      if ( a3 )
+        pOtherOverlayList->_4418B6(906, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0);
+      return;
+    case 4:
+      if ( a3 )
+        pOtherOverlayList->_4418B6(907, v4, 0, (int)(sub_43AE12(a3) * 65536.0), 0);
+      return;
+    case 5:
+      pOtherOverlayList->_4418B6(901, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    case 6:
+      pOtherOverlayList->_4418B6(902, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    case 7:
+      pOtherOverlayList->_4418B6(903, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    case 8:
+      pOtherOverlayList->_4418B6(900, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    case 9:
+      pOtherOverlayList->_4418B6(909, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    case 10:
+      pOtherOverlayList->_4418B6(908, v4, 0, PID(OBJECT_Actor,uActorID), 0);
+      return;
+    default:
+      return;
+  }
+  return;
+}
+
+//----- (0043B3E0) --------------------------------------------------------
+int Actor::_43B3E0_CalcDamage( signed int dmgSource )
+{
+  signed int v2; // ebp@1
+  int v3; // eax@9
+  signed int v4; // edi@9
+  int v5; // esi@9
+  unsigned __int16 v8; // si@21
+  int v9; // edi@21
+  signed int v10; // eax@23
+  int v11; // [sp+10h] [bp-4h]@1
+
+  v2 = 0;
+  v11 = 0;
+
+  switch( dmgSource )
+  {
+    case 0: 
+      if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+        v2 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+      if ( this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower > v2 )
+        v2 = this->pActorBuffs[ACTOR_BUFF_HEROISM].uPower;
+      if ( this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime > 0 )
+        v2 += this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uPower;
+      v3 = this->pMonsterInfo.uAttack1DamageDiceRolls;
+      v4 = this->pMonsterInfo.uAttack1DamageDiceSides;
+      v5 = this->pMonsterInfo.uAttack1DamageBonus;
+      break;
+    case 1: 
+      v3 = this->pMonsterInfo.uAttack2DamageDiceRolls;
+      v4 = this->pMonsterInfo.uAttack2DamageDiceSides;
+      v5 = this->pMonsterInfo.uAttack2DamageBonus;
+      break;
+    case 2: 
+      v8 = this->pMonsterInfo.uSpellSkillAndMastery1;
+      v9 = this->pMonsterInfo.uSpell1ID;
+      v10 = SkillToMastery(v8);
+      return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0);
+      break;
+    case 3: 
+      v8 = this->pMonsterInfo.uSpellSkillAndMastery2;
+      v9 = this->pMonsterInfo.uSpell2ID;
+      v10 = SkillToMastery(v8);
+      return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0);
+      break;
+    case 4:
+      v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
+      v4 = this->pMonsterInfo.uSpecialAbilityDamageDiceSides;
+      v5 = this->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
+    default:
+      return 0;
+  }
+  for ( int i = 0; i < v3; i++)
+    v11 += rand() % v4 + 1;
+  return v11 + v5 + v2;
+}
+
+//----- (00438B9B) --------------------------------------------------------
+bool Actor::IsPeasant()
+{
+  unsigned int InHostile_Id; // eax@1
+
+  InHostile_Id = this->uAlly;
+  if ( !this->uAlly )
+    InHostile_Id = (this->pMonsterInfo.uID - 1) / 3 + 1;
+  return (signed int)InHostile_Id >= 39 && (signed int)InHostile_Id <= 44//Dwarfs peasants
+      || (signed int)InHostile_Id >= 45 && (signed int)InHostile_Id <= 50//Elves peasants
+      || (signed int)InHostile_Id >= 51 && (signed int)InHostile_Id <= 62//Humans peasants
+      || (signed int)InHostile_Id >= 78 && (signed int)InHostile_Id <= 83;//Goblins peasants
+}
+
+//----- (0042EBEE) --------------------------------------------------------
+void Actor::StealFrom( unsigned int uActorID )
+{
+  Player *pPlayer; // edi@1
+  int v4; // ebx@2
+  unsigned int v5; // eax@2
+  DDM_DLV_Header *v6; // esi@4
+  int v8; // [sp+8h] [bp-4h]@6
+
+  pPlayer = &pParty->pPlayers[uActiveCharacter-1];
+  if ( pPlayer->CanAct() )
+  {
+    CastSpellInfoHelpers::_427D48();
+    v4 = 0;
+    v5 = pMapStats->GetMapInfo(pCurrentMapName);
+    if ( v5 )
+      v4 = pMapStats->pInfos[v5]._steal_perm;
+    v6 = &pOutdoor->ddm;
+    if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor)
+      v6 = &pIndoor->dlv;
+    pPlayer->StealFromActor(uActorID, v4, v6->uReputation++);
+    v8 = pPlayer->GetAttackRecoveryTime(0);
+    if ( v8 < 30 )
+      v8 = 30;
+    if ( !pParty->bTurnBasedModeOn )
+      pPlayer->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * v8 * 2.133333333333333));
+    pTurnEngine->ApplyPlayerAction();
+  }
+  return;
+}
+
+//----- (00403A60) --------------------------------------------------------
+void Actor::AI_SpellAttack2(unsigned int uActorID, signed int edx0, AIDirection *pDir)
+{
+  Actor *v3; // ebx@1
+  int16_t v4; // esi@3
+  int16_t v5; // edi@3
+  signed int v6; // eax@4
+  Vec3_int_ v7; // ST04_12@6
+  AIDirection *v9; // eax@8
+  __int16 v13; // ax@10
+  AIDirection a3; // [sp+Ch] [bp-48h]@9
+  AIDirection v18; // [sp+28h] [bp-2Ch]@9
+  int v19; // [sp+44h] [bp-10h]@6
+  signed int a2; // [sp+48h] [bp-Ch]@1
+  int v21; // [sp+4Ch] [bp-8h]@3
+  unsigned int pDira; // [sp+5Ch] [bp+8h]@10
+
+  v3 = &pActors[uActorID];
+  a2 = edx0;
+  if ( PID_TYPE(edx0) == OBJECT_Actor)
+  {
+    v6 = PID_ID(edx0);
+    v4 = pActors[v6].vPosition.x;
+    v5 = pActors[v6].vPosition.y;
+    v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z);
+  }
+  else if ( PID_TYPE(edx0) == OBJECT_Player)
+  {
+    v4 = pParty->vPosition.x;
+    v5 = pParty->vPosition.y;
+    v21 = pParty->vPosition.z + pParty->sEyelevel;
+  }
+  else
+  {
+    Error("Should not get here");
+    return;
+  }
+  v19 = v3->uActorHeight;
+  v7.z = v3->vPosition.z - (int)(v19 * -0.75);
+  v7.y = v3->vPosition.y;
+  v7.x = v3->vPosition.x;
+  if ( sub_407A1C(v4, v5, v21, v7) )
+  {
+    if ( pDir == nullptr)
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), a2, &a3, 0);
+      v9 = &a3;
+    }
+    else
+      v9 = pDir;
+    v3->uYawAngle = LOWORD(v9->uYawAngle);
+    v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength;
+    v3->uCurrentActionLength = 8 * v13;
+    v3->uCurrentActionTime = 0;
+    v3->uAIState = AttackingRanged4;
+    Actor::PlaySound(uActorID, 0);
+    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
+    if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0)
+      pDira *= 2;
+    if ( pParty->bTurnBasedModeOn == 1 )
+      v3->pMonsterInfo.uRecoveryTime = pDira;
+    else
+      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333);
+    v3->vVelocity.z = 0;
+    v3->vVelocity.y = 0;
+    v3->vVelocity.x = 0;
+    if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell2ID) )
+    {
+      v3->uCurrentActionLength = 64;
+      v3->uCurrentActionTime = 0;
+      v3->uAIState = Fidgeting;
+      v3->UpdateAnimation();
+      v3->uAIState = AttackingRanged4;
+    }
+    else
+      v3->UpdateAnimation();
+  }
+  else
+    Actor::AI_Pursue1(uActorID, a2, uActorID, 64, pDir);
+}
+
+//----- (00403854) --------------------------------------------------------
+void Actor::AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir)
+{
+  Actor *v3; // ebx@1
+  int16_t v4; // esi@3
+  int16_t v5; // edi@3
+  signed int v6; // eax@4
+  Vec3_int_ v7; // ST04_12@6
+  AIDirection *v9; // eax@8
+  __int16 v13; // ax@10
+  signed int v16; // ecx@17
+  AIDirection a3; // [sp+Ch] [bp-48h]@9
+  AIDirection v18; // [sp+28h] [bp-2Ch]@9
+  int v19; // [sp+44h] [bp-10h]@6
+  int v21; // [sp+4Ch] [bp-8h]@3
+  unsigned int pDira; // [sp+5Ch] [bp+8h]@10
+
+  v3 = &pActors[uActorID];
+  if ( PID_TYPE(sTargetPid) == OBJECT_Actor)
+  {
+    v6 = PID_ID(sTargetPid);
+    v4 = pActors[v6].vPosition.x;
+    v5 = pActors[v6].vPosition.y;
+    v21 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z);
+  }
+  else if ( PID_TYPE(sTargetPid) == OBJECT_Player)
+  {
+    v4 = pParty->vPosition.x;
+    v5 = pParty->vPosition.y;
+    v21 = pParty->vPosition.z + pParty->sEyelevel;
+  }
+  else
+  {
+    Error("Should not get here");
+    return;
+  }
+  v19 = v3->uActorHeight;
+  v7.z = v3->vPosition.z - (int)(v19 * -0.75);
+  v7.y = v3->vPosition.y;
+  v7.x = v3->vPosition.x;
+  if ( sub_407A1C(v4, v5, v21, v7) )
+  {
+    if ( pDir == nullptr )
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0);
+      v9 = &a3;
+    }
+    else
+      v9 = pDir;
+    v3->uYawAngle = LOWORD(v9->uYawAngle);
+    v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength;
+    v3->uCurrentActionLength = 8 * v13;
+    v3->uCurrentActionTime = 0;
+    v3->uAIState = AttackingRanged3;
+    Actor::PlaySound(uActorID, 0);
+    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
+    if (v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0)
+      pDira *= 2;
+    if ( pParty->bTurnBasedModeOn == 1 )
+      v3->pMonsterInfo.uRecoveryTime = pDira;
+    else
+      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength + (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333);
+    v16 = v3->pMonsterInfo.uSpell1ID;
+    v3->vVelocity.z = 0;
+    v3->vVelocity.y = 0;
+    v3->vVelocity.x = 0;
+    if ( ShouldMonsterPlayAttackAnim(v3->pMonsterInfo.uSpell1ID) )
+    {
+      v3->uCurrentActionLength = 64;
+      v3->uCurrentActionTime = 0;
+      v3->uAIState = Fidgeting;
+      v3->UpdateAnimation();
+      v3->uAIState = AttackingRanged3;
+    }
+    else
+      v3->UpdateAnimation();
+  }
+  else
+    Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir);
+}
+
+//----- (0040368B) --------------------------------------------------------
+void Actor::AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir)
+{
+  Actor *v3; // ebx@1
+  int16_t v4; // esi@3
+  int16_t v5; // edi@3
+  signed int v6; // eax@4
+  Vec3_int_ v7; // ST04_12@6
+  AIDirection *v9; // eax@8
+  __int16 v13; // ax@10
+  AIDirection a3; // [sp+Ch] [bp-48h]@9
+  AIDirection v17; // [sp+28h] [bp-2Ch]@9
+  int v18; // [sp+44h] [bp-10h]@6
+  int v20; // [sp+4Ch] [bp-8h]@3
+  unsigned int pDira; // [sp+5Ch] [bp+8h]@10
+
+  v3 = &pActors[uActorID];
+  if ( PID_TYPE(sTargetPid) == OBJECT_Actor)
+  {
+    v6 = PID_ID(sTargetPid);
+    v4 = pActors[v6].vPosition.x;
+    v5 = pActors[v6].vPosition.y;
+    v20 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z);
+  }
+  else if ( PID_TYPE(sTargetPid) == OBJECT_Player)
+  {
+    v4 = pParty->vPosition.x;
+    v5 = pParty->vPosition.y;
+    v20 = pParty->vPosition.z + pParty->sEyelevel;
+  }
+  else
+  {
+    Error("Should not get here");
+    return;
+  }
+  v18 = v3->uActorHeight;
+  v7.z = v3->vPosition.z - (int)(v18 * -0.75);
+  v7.y = v3->vPosition.y;
+  v7.x = v3->vPosition.x;
+  if ( sub_407A1C(v4, v5, v20, v7) )
+  {
+    if ( pDir == nullptr )
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0);
+      v9 = &a3;
+    }
+    else
+      v9 = pDir;
+    v3->uYawAngle = LOWORD(v9->uYawAngle);
+    v13 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength;
+    v3->uCurrentActionLength = 8 * v13;
+    v3->uCurrentActionTime = 0;
+    v3->uAIState = AttackingRanged2;
+    Actor::PlaySound(uActorID, 0);
+    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
+    if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 )
+      pDira *= 2;
+    if ( pParty->bTurnBasedModeOn != 1 )
+      v3->pMonsterInfo.uRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * pDira * 2.133333333333333);
+    else
+      v3->pMonsterInfo.uRecoveryTime = pDira;
+    v3->vVelocity.z = 0;
+    v3->vVelocity.y = 0;
+    v3->vVelocity.x = 0;
+    v3->UpdateAnimation();
+  }
+  else
+    Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir);
+}
+
+//----- (00403476) --------------------------------------------------------
+void Actor::AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, AIDirection *pDir)
+{
+  Actor *v3; // ebx@1
+  int v4; // esi@3
+  int v5; // edi@3
+  signed int v6; // eax@4
+  Vec3_int_ v7; // ST04_12@6
+  AIDirection *v10; // eax@9
+  __int16 v14; // ax@11
+  AIDirection a3; // [sp+Ch] [bp-48h]@10
+  AIDirection v18; // [sp+28h] [bp-2Ch]@10
+  int v19; // [sp+44h] [bp-10h]@6
+  //signed int a2; // [sp+48h] [bp-Ch]@1
+  int v22; // [sp+50h] [bp-4h]@3
+  unsigned int pDira; // [sp+5Ch] [bp+8h]@11
+
+  v3 = &pActors[uActorID];
+  //a2 = edx0;
+  if ( PID_TYPE(sTargetPid) == OBJECT_Actor)
+  {
+    v6 = PID_ID(sTargetPid);
+    v4 = pActors[v6].vPosition.x;
+    v5 = pActors[v6].vPosition.y;
+    v22 = (int)(pActors[v6].uActorHeight * 0.75 + pActors[v6].vPosition.z);
+  }
+  else
+  {
+    if ( PID_TYPE(sTargetPid) == OBJECT_Player)
+    {
+      v4 = pParty->vPosition.x;
+      v5 = pParty->vPosition.y;
+      v22 = pParty->vPosition.z + pParty->sEyelevel;
+    }
+    else
+    {
+      v4 = (int)pDir;
+      v5 = (int)pDir;
+    }
+  }
+  v19 = v3->uActorHeight;
+  v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
+  v7.y = v3->vPosition.y;
+  v7.x = v3->vPosition.x;
+  if ( sub_407A1C(v4, v5, v22, v7) || sub_407A1C(v7.x, v7.y, v7.z, Vec3_int_(v4, v5, v22)))
+  {
+    if ( pDir == nullptr )
+    {
+      Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), sTargetPid, &a3, 0);
+      v10 = &a3;
+    }
+    else
+      v10 = pDir;
+    v3->uYawAngle = LOWORD(v10->uYawAngle);
+    v14 = pSpriteFrameTable->pSpriteSFrames[v3->pSpriteIDs[ANIM_AtkRanged]].uAnimLength;
+    v3->uCurrentActionLength = 8 * v14;
+    v3->uCurrentActionTime = 0;
+    v3->uAIState = AttackingRanged1;
+    Actor::PlaySound(uActorID, 0);
+    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
+    if ( v3->pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 )
+      pDira *= 2;
+    if ( pParty->bTurnBasedModeOn == 1 )
+      v3->pMonsterInfo.uRecoveryTime = pDira;
+    else
+      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength - (int)(flt_6BE3A8_debug_recmod2 * pDira * -2.133333333333333);
+    v3->vVelocity.z = 0;
+    v3->vVelocity.y = 0;
+    v3->vVelocity.x = 0;
+    v3->UpdateAnimation();
+  }
+  else
+    Actor::AI_Pursue1(uActorID, sTargetPid, uActorID, 64, pDir);
+}
+
+//----- (004032B2) --------------------------------------------------------
+void Actor::AI_RandomMove( unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength )
+{
+  int x; // ebx@1
+  int absy; // eax@1
+  unsigned int v9; // ebx@11
+  int v10; // ebx@13
+  AIDirection doNotInitializeBecauseShouldBeRandom; // [sp+Ch] [bp-30h]@7
+  int y; // [sp+30h] [bp-Ch]@1
+  int absx; // [sp+38h] [bp-4h]@1
+
+  x = pActors[uActor_id].vInitialPosition.x - pActors[uActor_id].vPosition.x;
+  y = pActors[uActor_id].vInitialPosition.y - pActors[uActor_id].vPosition.y;
+  absx = abs(x);
+  absy = abs(y);
+  if ( absx <= absy )
+    absx = absy + (absx / 2 );
+  else
+    absx = absx + absy / 2;
+  if ( MonsterStats::BelongsToSupertype(pActors[uActor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    Actor::AI_StandOrBored(uActor_id, OBJECT_Player, uActionLength, &doNotInitializeBecauseShouldBeRandom);
+    return;
+  }
+  if ( pActors[uActor_id].pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_GLOBAL && absx < 128 )
+  {
+    Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom);
+    return;
+  }
+  absx += ((rand() & 0xF) * radius) / 16;
+  v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(x, y);
+  if ( rand() % 100 < 25 )
+  {
+    Actor::StandAwhile(uActor_id);
+    return;
+  }
+  v10 = v9 + rand() % 256 - 128;
+  if ( abs(v10 - pActors[uActor_id].uYawAngle) > 256 && !(pActors[uActor_id].uAttributes & ACTOR_ANIMATION) )
+  {
+    Actor::AI_Stand(uActor_id, uTarget_id, 256, &doNotInitializeBecauseShouldBeRandom);
+    return;
+  }
+  pActors[uActor_id].uYawAngle = v10;
+  if ( pActors[uActor_id].uMovementSpeed)
+    pActors[uActor_id].uCurrentActionLength = 32 * absx / pActors[uActor_id].uMovementSpeed;
+  else
+    pActors[uActor_id].uCurrentActionLength = 0;
+  pActors[uActor_id].uCurrentActionTime = 0;
+  pActors[uActor_id].uAIState = Tethered;
+  if ( rand() % 100 < 2 )
+    Actor::PlaySound(uActor_id, 3);
+  pActors[uActor_id].UpdateAnimation();
+}
+
+//----- (004031C1) --------------------------------------------------------
+char __fastcall Actor::_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3)   //attempted to implement something like jobs for actors, but apparently was never finished
+{
+  return 0;
+  /*unsigned int v3; // edi@1
+  Actor *v4; // esi@1
+  ActorJob *v5; // eax@1
+  signed int v6; // edx@2
+  ActorJob *v7; // eax@2
+  signed int v8; // edi@2
+  ActorJob *v9; // ecx@2
+  __int16 v10; // cx@15
+  signed int v12; // [sp+8h] [bp-4h]@1
+
+  v3 = uActorID;
+  v12 = a2;
+  v4 = &pActors[uActorID];
+  v5 = (ActorJob *)pActors[uActorID].CanAct();
+  if ( v5 )
+  {
+    v6 = 65535;
+    v7 = &v4->pScheduledJobs[v3];
+    v8 = 7;
+    v9 = &v7[7];//(char *)&v7[7].uHour;
+	while ( !(v9->uAttributes & 1) || v9->uHour > v12 )
+    {
+      --v8;
+      --v9;
+      if ( v8 < 0 )
+        break;
+    }
+	if( v8 >= 0 )
+		v6 = v8;
+    if ( !v8 && v6 == 65535 )
+      v6 = 7;
+    v5 = &v7[v6];
+    if ( v4->vInitialPosition.x != v5->vPos.x
+      || v4->vInitialPosition.y != v5->vPos.y
+      || v4->vInitialPosition.z != v5->vPos.z
+      || v4->pMonsterInfo.uMovementType != v5->uAction )
+    {
+      v4->vInitialPosition.x = v5->vPos.x;
+      v4->vInitialPosition.y = v5->vPos.y;
+      v10 = v5->vPos.z;
+      v4->vInitialPosition.z = v10;
+      LOBYTE(v5) = v5->uAction;
+      v4->pMonsterInfo.uMovementType = MONSTER_MOVEMENT_TYPE_STAIONARY;
+      if ( a3 == 1 )
+      {
+        v4->vPosition.x = v4->vInitialPosition.x;
+        v4->vPosition.y = v4->vInitialPosition.y;
+        LOBYTE(v5) = v10;
+        v4->vPosition.z = v10;
+      }
+    }
+  }
+  return (char)v5;*/
+}
+
+//----- (004030AD) --------------------------------------------------------
+void Actor::AI_Stun(unsigned int uActorID, signed int edx0, int stunRegardlessOfState)
+{
+  __int16 v7; // ax@16
+  AIDirection a3; // [sp+Ch] [bp-40h]@16
+
+  if ( pActors[uActorID].uAIState == Fleeing )
+    pActors[uActorID].uAttributes |= ACTOR_FLEEING;
+  if ( pActors[uActorID].pMonsterInfo.uHostilityType != 4 )
+  {
+    pActors[uActorID].uAttributes &= 0xFFFFFFFB;//~0x4
+    pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
+  }
+  if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 )
+    pActors[uActorID].pActorBuffs[ACTOR_BUFF_CHARM].Reset();
+  if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0 )
+    pActors[uActorID].pActorBuffs[ACTOR_BUFF_AFRAID].Reset();
+  if ( stunRegardlessOfState || (pActors[uActorID].uAIState != Stunned
+    && pActors[uActorID].uAIState != AttackingRanged1
+    && pActors[uActorID].uAIState != AttackingRanged2
+    && pActors[uActorID].uAIState != AttackingRanged3
+    && pActors[uActorID].uAIState != AttackingRanged4
+    && pActors[uActorID].uAIState != AttackingMelee))
+  {
+    Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), edx0, &a3, 0);
+    //v10 = &a3;
+    pActors[uActorID].uYawAngle = LOWORD(a3.uYawAngle);
+    v7 = pSpriteFrameTable->pSpriteSFrames[pActors[uActorID].pSpriteIDs[ANIM_GotHit]].uAnimLength;
+    pActors[uActorID].uCurrentActionTime = 0;
+    pActors[uActorID].uAIState = Stunned;
+    pActors[uActorID].uCurrentActionLength = 8 * v7;
+    Actor::PlaySound(uActorID, 2);
+    pActors[uActorID].UpdateAnimation();
+  }
+}
+
+//----- (00402F87) --------------------------------------------------------
+void Actor::AI_Bored(unsigned int uActorID, unsigned int uObjID, AIDirection *a4)
+{
+  unsigned int v7; // eax@3
+  unsigned int v9; // eax@3
+  
+  Actor* actor = &pActors[uActorID];
+  
+  AIDirection a3; // [sp+Ch] [bp-5Ch]@2
+  if (!a4)
+  {
+    Actor::GetDirectionInfo(PID(OBJECT_Actor,uActorID), uObjID, &a3, 0);
+    a4 = &a3;
+  }
+
+  actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength;
+
+  v7 = stru_5C6E00->Atan2(actor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+  v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7;
+
+  if ( v9 & 0x700 )      // turned away - just stand
+    Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4);
+  else                      // facing player - play bored anim
+  {
+    actor->uAIState = Fidgeting;
+    actor->uCurrentActionTime = 0;
+    actor->uYawAngle = a4->uYawAngle;
+    actor->vVelocity.z = 0;
+    actor->vVelocity.y = 0;
+    actor->vVelocity.x = 0;
+    if ( rand() % 100 < 5 )
+      Actor::PlaySound(uActorID, 3);
+    actor->UpdateAnimation();
+  }
+}
+
+//----- (00402F27) --------------------------------------------------------
+void Actor::Resurrect(unsigned int uActorID)
+{
+  Actor *pActor; // esi@1
+
+  pActor = &pActors[uActorID];
+  pActor->uCurrentActionTime = 0;
+  pActor->uAIState = Resurrected;
+  pActor->uCurrentActionAnimation = ANIM_Dying;
+  pActor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[pActor->pSpriteIDs[ANIM_Dying]].uAnimLength;
+  pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP);
+  Actor::PlaySound(uActorID, 1);
+  pActor->UpdateAnimation();
+}
+
+//----- (00402D6E) --------------------------------------------------------
+void Actor::Die(unsigned int uActorID)
+{
+  Actor* actor = &pActors[uActorID];
+
+  actor->uCurrentActionTime = 0;
+  actor->uAIState = Dying;
+  actor->uCurrentActionAnimation = ANIM_Dying;
+  actor->sCurrentHP = 0;
+  actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Dying]].uAnimLength;
+  actor->pActorBuffs[ACTOR_BUFF_PARALYZED].Reset();
+  actor->pActorBuffs[ACTOR_BUFF_STONED].Reset();
+  Actor::PlaySound(uActorID, 1);
+  actor->UpdateAnimation();
+
+  for (uint i = 0; i < 5; ++i)
+    if (pParty->monster_id_for_hunting[i] == actor->pMonsterInfo.uID)
+      pParty->monster_for_hunting_killed[i] = true;
+
+  for (uint i = 0; i < 22; ++i)
+    actor->pActorBuffs[i].Reset();
+
+  ItemGen drop;
+  drop.Reset();
+  switch (actor->pMonsterInfo.uID)
+  {
+    case MONSTER_HARPY_1: case MONSTER_HARPY_2: case MONSTER_HARPY_3:
+      drop.uItemID = ITEM_HARPY_FEATHER;
+    break;
+
+    case MONSTER_OOZE_1: case MONSTER_OOZE_2: case MONSTER_OOZE_3:
+      drop.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE;
+    break;
+
+    case MONSTER_TROLL_1: case MONSTER_TROLL_2: case MONSTER_TROLL_3:
+      drop.uItemID = ITEM_TROLL_BLOOD;
+    break;
+
+    case MONSTER_DEVIL_1: case MONSTER_DEVIL_2: case MONSTER_DEVIL_3:
+      drop.uItemID = ITEM_DEVIL_ICHOR;
+    break;
+
+    case MONSTER_DRAGON_1: case MONSTER_DRAGON_2: case MONSTER_DRAGON_3:
+      drop.uItemID = ITEM_DRAGON_EYE;
+    break;
+  }
+
+  if (rand() % 100 < 20 && drop.uItemID != 0)
+  {
+    SpriteObject::sub_42F7EB_DropItemAt(pItemsTable->pItems[drop.uItemID].uSpriteID,
+      actor->vPosition.x,
+      actor->vPosition.y,
+      actor->vPosition.z + 16,
+      rand() % 200 + 200,
+      1,
+      1,
+      0,
+      &drop);
+  }
+
+  if (actor->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE)
+    Actor::Explode(uActorID);
+}
+
+//----- (00402CED) --------------------------------------------------------
+void Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID)
+{
+  unsigned __int16 v3; // dx@1
+
+  v3 = pActors[uActorID].pSoundSampleIDs[uSoundID];
+  if ( v3 )
+  {
+    if ( pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 )
+      pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+    else
+    {
+      switch(pActors[uActorID].pActorBuffs[ACTOR_BUFF_SHRINK].uPower)
+      {
+        case 1: 
+          pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075);
+          break;
+        case 2: 
+          pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075);
+          break;
+        case 3: 
+        case 4: 
+          pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, 0, 0, 0, 0, 33075);
+          break;
+        default:
+          pAudioPlayer->PlaySound((SoundID)v3, PID(OBJECT_Actor, uActorID), 0, -1, 0, 0, 0, 0);
+          break;
+      }
+    }
+  }
+}
+
+//----- (00402AD7) --------------------------------------------------------
+void Actor::AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir)
+{
+  int v6; // eax@1
+  Actor *v7; // ebx@1
+  unsigned int v8; // ecx@1
+  AIDirection *v10; // esi@6
+  AIDirection a3; // [sp+Ch] [bp-5Ch]@7
+  unsigned int v18; // [sp+64h] [bp-4h]@1
+
+  v6 = 0;
+  v7 = &pActors[uActorID];
+  v8 = PID(OBJECT_Actor,uActorID);
+  if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying )                //TODO: Does v6 have a point?
+  {
+    if ( v7->pMonsterInfo.uMissleAttack1Type )
+      v6 = v7->uActorRadius + 512;
+    else
+      v6 = pParty->uPartyHeight;
+  }
+
+  if ( pDir == nullptr )
+  {
+    Actor::GetDirectionInfo(v8, a2, &a3, v6);
+    v10 = &a3;
+  }
+  else
+    v10 = pDir;
+  if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10);
+    return;
+  }
+  if ( v10->uDistance < 307.2 )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    Actor::AI_Stand(uActorID, a2, uActionLength, v10);
+    return;
+  }
+  if ( v7->uMovementSpeed == 0 )
+  {
+    Actor::AI_Stand(uActorID, a2, uActionLength, v10);
+    return;
+  }
+  if ( arg0 % 2 )
+    v18 = -16;
+  else
+    v18 = 16;
+
+  v7->uYawAngle = stru_5C6E00->Atan2(
+                    pParty->vPosition.x + (int)fixpoint_mul(stru_5C6E00->Cos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.x,
+                      pParty->vPosition.y + (int)fixpoint_mul(stru_5C6E00->Sin(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle), v10->uDistanceXZ) - v7->vPosition.y);
+  if ( uActionLength )
+    v7->uCurrentActionLength = uActionLength;
+  else
+    v7->uCurrentActionLength = 128;
+  v7->uPitchAngle = LOWORD(v10->uPitchAngle);
+  v7->uAIState = Pursuing;
+  v7->UpdateAnimation();
+}
+
+//----- (00402968) --------------------------------------------------------
+void Actor::AI_Flee(unsigned int uActorID, signed int sTargetPid, int uActionLength, AIDirection *a4)
+{
+  Actor *v5; // ebx@1
+  int v7; // ecx@2
+  unsigned __int16 v9; // ax@15
+  AIDirection v10; // [sp+8h] [bp-7Ch]@4
+  AIDirection a3; // [sp+24h] [bp-60h]@3
+  AIDirection* v13; // [sp+5Ch] [bp-28h]@4
+
+  v5 = &pActors[uActorID];
+  if ( v5->CanAct() )
+  {
+    v7 = PID(OBJECT_Actor,uActorID);
+    if ( !a4 )
+    {
+      Actor::GetDirectionInfo(v7, sTargetPid, &a3, v5->pMonsterInfo.uFlying);
+      a4 = &a3;
+    }
+    Actor::GetDirectionInfo(v7, 4u, &v10, 0);
+    v13 = &v10;
+    if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)
+      || PID_TYPE(sTargetPid) == OBJECT_Actor && v13->uDistance < 307.2 )
+    {
+      if ( !uActionLength )
+        uActionLength = 256;
+      Actor::AI_StandOrBored(uActorID, 4, uActionLength, v13);
+    }
+    else
+    {
+      if ( v5->uMovementSpeed )
+        v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v5->uMovementSpeed;
+      else
+        v5->uCurrentActionLength = 0;
+      if ( v5->uCurrentActionLength > 256 )
+        v5->uCurrentActionLength = 256;
+      v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle);
+      v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi);
+      v9 = LOWORD(a4->uPitchAngle);
+      v5->uCurrentActionTime = 0;
+      v5->uPitchAngle = v9;
+      v5->uAIState = Fleeing;
+      v5->UpdateAnimation();
+    }
+  }
+}
+
+//----- (0040281C) --------------------------------------------------------
+void Actor::AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5)
+{
+  int v6; // eax@1
+  Actor *v7; // ebx@1
+  unsigned int v8; // ecx@1
+  AIDirection *v10; // esi@7
+  signed __int16 v13; // cx@19
+  unsigned __int16 v14; // ax@25
+  AIDirection a3; // [sp+Ch] [bp-40h]@8
+  AIDirection v18; // [sp+28h] [bp-24h]@8
+
+  v6 = 0;
+  v7 = &pActors[uActorID];
+  v8 = PID(OBJECT_Actor,uActorID);
+  if ( v7->pMonsterInfo.uFlying != 0 && !pParty->bFlying )
+  {
+    if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+      v6 = v7->uActorRadius + 512;
+    else
+      v6 = pParty->uPartyHeight;
+  }
+  v10 = pDir;
+  if ( !pDir )
+  {
+    Actor::GetDirectionInfo(v8, a2, &a3, v6);
+    v10 = &a3;
+  }
+  if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    Actor::AI_StandOrBored(uActorID, 4, uActionLength, v10);
+    return;
+  }
+  if ( (signed int)v10->uDistance < a5 )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    Actor::AI_StandOrBored(uActorID, a2, uActionLength, v10);
+    return;
+  }
+  if ( uActionLength )
+  {
+    v7->uCurrentActionLength = uActionLength;
+  }
+  else
+  {
+    v13 = v7->uMovementSpeed;
+    if ( v13 )
+      v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13;
+    else
+      v7->uCurrentActionLength = 0;
+    if ( v7->uCurrentActionLength > 32 )
+      v7->uCurrentActionLength = 32;
+  }
+  v7->uYawAngle = LOWORD(v10->uYawAngle);
+  v14 = LOWORD(v10->uPitchAngle);
+  v7->uCurrentActionTime = 0;
+  v7->uPitchAngle = v14;
+  v7->uAIState = Pursuing;
+  v7->UpdateAnimation();
+}
+
+//----- (00402686) --------------------------------------------------------
+void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4)
+{
+  int v5; // eax@1
+  Actor *v6; // ebx@1
+  int v7; // ecx@1
+  signed __int16 v12; // cx@19
+  __int16 v14; // ax@25
+  unsigned __int16 v16; // ax@28
+  AIDirection a3; // [sp+Ch] [bp-40h]@8
+  AIDirection* v20; // [sp+28h] [bp-24h]@8
+
+  v5 = 0;
+  v6 = &pActors[uActorID];
+  v7 = PID(OBJECT_Actor,uActorID);
+  if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying )
+  {
+    if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+      v5 = v6->uActorRadius + 512;
+    else
+      v5 = pParty->uPartyHeight;
+  }
+  if ( !a4 )
+  {
+    Actor::GetDirectionInfo(v7, a2, &a3, v5);
+    v20 = &a3;
+  }
+  if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4);
+  }
+  if ( a4->uDistance < 307.2 )
+  {
+    if ( !uActionLength )
+      uActionLength = 256;
+    return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4);
+  }
+  if ( uActionLength )
+    v6->uCurrentActionLength = uActionLength + rand() % uActionLength;
+  else
+  {
+    v12 = v6->uMovementSpeed;
+    if ( v12 )
+      v6->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v12;
+    else
+      v6->uCurrentActionLength = 0;
+    if ( v6->uCurrentActionLength > 128 )
+      v6->uCurrentActionLength = 128;
+  }
+  v14 = LOWORD(a4->uYawAngle);
+  if ( rand() % 2 )
+    v14 += 256;
+  else
+    v14 -= 256;
+  v6->uYawAngle = v14;
+  v16 = LOWORD(a4->uPitchAngle);
+  v6->uCurrentActionTime = 0;
+  v6->uPitchAngle = v16;
+  v6->uAIState = Pursuing;
+  if ( rand() % 100 < 2 )
+    Actor::PlaySound(uActorID, 2u);
+  v6->UpdateAnimation();
+}
+
+//----- (00401221) --------------------------------------------------------
+void Actor::_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party)
+{
+  int v5; // ecx@1
+  signed int v10; // eax@13
+  uint v11; // ebx@16
+  uint v12; // eax@16
+  signed int v14; // eax@31
+  uint v15; // edi@43
+  uint v16; // ebx@45
+  uint v17; // eax@45
+  signed int closestId; // [sp+14h] [bp-1Ch]@1
+  uint v23; // [sp+1Ch] [bp-14h]@16
+  unsigned int lowestRadius; // [sp+24h] [bp-Ch]@1
+  uint v27; // [sp+2Ch] [bp-4h]@16
+  uint v28; // [sp+2Ch] [bp-4h]@45
+
+  lowestRadius = UINT_MAX;
+  v5 = 0;
+  *a2 = 0;
+  closestId = 0;
+  assert(uActorID < uNumActors);
+  Actor* thisActor = &pActors[uActorID];
+
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    Actor* actor = &pActors[i];
+    if (actor->uAIState == Dead || actor->uAIState == Dying ||
+        actor->uAIState == Removed || actor->uAIState == Summoned || actor->uAIState == Disabled || uActorID == i )
+      continue;
+
+		if (thisActor->uLastCharacterIDToHit == 0 || PID(OBJECT_Actor,v5) != thisActor->uLastCharacterIDToHit )
+		{
+		  v10 = thisActor->GetActorsRelation(actor);
+		  if ( v10 == 0 )
+			continue;
+		}
+		else if (thisActor->IsNotAlive())
+		{
+		  thisActor->uLastCharacterIDToHit = 0;
+		  v10 = thisActor->GetActorsRelation(actor);
+		  if ( v10 == 0 )
+			continue;
+		}
+		else
+		{
+			if ( (actor->uGroup != 0 || thisActor->uGroup != 0) && actor->uGroup == thisActor->uGroup )
+				continue;
+			v10 = 4;
+		}
+		if ( thisActor->pMonsterInfo.uHostilityType )
+		  v10 = pMonsterStats->pInfos[thisActor->pMonsterInfo.uID].uHostilityType;
+		v11 = _4DF380_hostilityRanges[v10];
+		v23 = abs(thisActor->vPosition.x - actor->vPosition.x);
+		v27 = abs(thisActor->vPosition.y - actor->vPosition.y);
+		v12 = abs(thisActor->vPosition.z - actor->vPosition.z);
+		if ( v23 <= v11
+		  && v27 <= v11
+		  && v12 <= v11
+		  && sub_4070EF_prolly_detect_player(PID(OBJECT_Actor, i), PID(OBJECT_Actor, uActorID))
+		  && v23 * v23 + v27 * v27 + v12 * v12 < lowestRadius )
+		{
+		  lowestRadius = v23 * v23 + v27 * v27 + v12 * v12;
+		  closestId = i;
+		}
+  }
+
+  if ( lowestRadius != UINT_MAX )
+  {
+    *a2 = PID(OBJECT_Actor, closestId);
+  }
+  
+  if (can_target_party && !pParty->Invisible())
+  {
+    if ( thisActor->ActorEnemy()
+      && thisActor->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0
+      && thisActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime <= 0
+      && thisActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime <= 0 )
+      v14 = 4;
+    else
+      v14 = thisActor->GetActorsRelation(0);
+    if ( v14 != 0 )
+    {
+      if ( !thisActor->pMonsterInfo.uHostilityType )
+        v15 = _4DF380_hostilityRanges[v14];
+      else
+        v15 = _4DF380_hostilityRanges[4];
+      v16 = abs(thisActor->vPosition.x - pParty->vPosition.x);
+      v28 = abs(thisActor->vPosition.y - pParty->vPosition.y);
+      v17 = abs(thisActor->vPosition.z - pParty->vPosition.z);
+      if ( v16 <= v15 && v28 <= v15 && v17 <= v15 && (v16 * v16 + v28 * v28 + v17 * v17 < lowestRadius))
+      {
+        *a2 = OBJECT_Player;
+      }
+    }
+  }
+}
+// 4DF380: using guessed type int dword_4DF380[];
+// 4DF390: using guessed type int dword_4DF390;
+
+//----- (0040104C) --------------------------------------------------------
+signed int Actor::GetActorsRelation(Actor *otherActPtr)
+{
+  unsigned int thisGroup; // ebp@19
+  int otherGroup; // eax@22
+  unsigned int thisAlly; // edx@25
+  unsigned int otherAlly; // edx@33
+
+  if ( otherActPtr)
+  {
+    if ( otherActPtr->uGroup != 0 && this->uGroup != 0 && otherActPtr->uGroup == this->uGroup )
+      return 0;
+  }
+
+  if (this->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0)
+    return 4;
+  thisAlly = this->uAlly;
+  if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || thisAlly == 9999)
+    thisGroup = 0;
+  else if ( thisAlly > 0 )
+    thisGroup = thisAlly;
+  else
+    thisGroup = (this->pMonsterInfo.uID - 1) / 3 + 1;
+
+  if ( otherActPtr )
+  {
+    if (otherActPtr->pActorBuffs[ACTOR_BUFF_BERSERK].uExpireTime > 0)
+      return 4;
+    otherAlly = otherActPtr->uAlly;
+    if ( otherActPtr->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 || otherAlly == 9999)
+      otherGroup = 0;
+    else  if ( otherAlly > 0 )
+      otherGroup = otherAlly;
+    else
+      otherGroup = (otherActPtr->pMonsterInfo.uID - 1) / 3 + 1;
+  }
+  else
+    otherGroup = 0;
+
+  if ( this->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !otherGroup
+    || otherActPtr && otherActPtr->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 && !thisGroup )
+    return 0;
+  if ( this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime <= 0 && this->ActorEnemy() && !otherGroup )
+    return 4;
+  if (thisGroup >= 89 || otherGroup >= 89)
+    return 0;
+
+  if ( thisGroup == 0  )
+  {
+    if ( (!otherActPtr || this->pActorBuffs[ACTOR_BUFF_ENSLAVED].uExpireTime > 0 && otherActPtr->ActorFriend()) && !pFactionTable->relations[otherGroup][0])
+      return pFactionTable->relations[0][otherGroup];
+    else
+      return 4;
+  }
+  else
+    return pFactionTable->relations[thisGroup][otherGroup];
+}
+
+//----- (0045976D) --------------------------------------------------------
+void Actor::UpdateAnimation()
+{
+  ResetAnimation();
+  switch (uAIState)
+  {
+    case Tethered:
+      uCurrentActionAnimation = ANIM_Walking;
+    break;
+
+    case AttackingMelee:
+      uCurrentActionAnimation = ANIM_AtkMelee;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case AttackingRanged1:
+    case AttackingRanged2:
+    case AttackingRanged3:
+    case AttackingRanged4:
+      uCurrentActionAnimation = ANIM_AtkRanged;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Dying:
+    case Resurrected:
+      uCurrentActionAnimation = ANIM_Dying;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Pursuing:
+    case Fleeing:
+      uCurrentActionAnimation = ANIM_Walking;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Stunned:
+      uCurrentActionAnimation = ANIM_GotHit;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Fidgeting:
+      uCurrentActionAnimation = ANIM_Bored;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Standing:
+    case Interacting:
+    case Summoned:
+      uCurrentActionAnimation = ANIM_Standing;
+      uAttributes |= ACTOR_ANIMATION;
+    break;
+
+    case Dead:
+      if (pSpriteFrameTable->pSpriteSFrames[pSpriteIDs[ANIM_Dead]].pHwSpriteIDs[0] <= 0)
+        uAIState = Removed;
+      else
+        uCurrentActionAnimation = ANIM_Dead;
+    break;
+
+    case Removed:
+    case Disabled:
+      return;
+
+    default:
+      assert(false);
+  }
+}
+
+//----- (00459671) --------------------------------------------------------
+void Actor::Reset()
+{
+  this->pActorName[0] = 0;
+  this->word_000086_some_monster_id = 0;
+  this->sNPC_ID = 0;
+  this->vPosition.z = 0;
+  this->vPosition.y = 0;
+  this->vPosition.x = 0;
+  this->vVelocity.z = 0;
+  this->vVelocity.y = 0;
+  this->vVelocity.x = 0;
+  this->uYawAngle = 0;
+  this->uPitchAngle = 0;
+  this->uAttributes = 0;
+  this->uSectorID = 0;
+  this->uCurrentActionTime = 0;
+  this->vInitialPosition.z = 0;
+  this->vInitialPosition.y = 0;
+  this->vInitialPosition.x = 0;
+  this->vGuardingPosition.z = 0;
+  this->vGuardingPosition.y = 0;
+  this->vGuardingPosition.x = 0;
+  this->uTetherDistance = 256;
+  this->uActorRadius = 32;
+  this->uActorHeight = 128;
+  this->uAIState = Standing;
+  this->uCurrentActionAnimation = ANIM_Standing;
+  this->uMovementSpeed = 200;
+  this->uCarriedItemID = 0;
+  this->uGroup = 0;
+  this->uAlly = 0;
+  this->uSummonerID = 0;
+  this->uLastCharacterIDToHit = 0;
+  this->dword_000334_unique_name = 0;
+  memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs));
+  memset(this->pActorBuffs, 0, 0x160u);
+}
+
+//----- (0045959A) --------------------------------------------------------
+void Actor::PrepareSprites(char load_sounds_if_bit1_set)
+{
+  
+  MonsterDesc *v3; // esi@1 
+  MonsterInfo *v9; // [sp+84h] [bp-10h]@1
+ 
+  v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1];
+  v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1];
+  //v12 = pSpriteIDs;
+  //Source = (char *)v3->pSpriteNames;
+  //do
+  for (uint i = 0; i < 8; ++i)
+  {
+    //strcpy(pSpriteName, v3->pSpriteNames[i]);
+    pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]);
+    pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]);
+  }
+  uActorHeight = v3->uMonsterHeight;
+  uActorRadius = v3->uMonsterRadius;
+  uMovementSpeed = v9->uBaseSpeed;
+  if ( !(load_sounds_if_bit1_set & 1) )
+  {
+    for ( int i = 0; i < 4; ++i )
+      pSoundSampleIDs[i] = v3->pSoundSampleIDs[i];
+  }
+}
+
+//----- (00459667) --------------------------------------------------------
+void Actor::Remove()
+{
+  this->uAIState = Removed;
+}
+
+
+//----- (0043B1B0) --------------------------------------------------------
+void Actor::ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, Vec3_int_ *pVelocity, signed int a4)
+{
+  int v4; // ebx@1
+  int dmgToRecv; // qax@8
+  signed int v12; // ecx@20
+  int finalDmg; // edi@30
+  int pushDistance; // [sp+20h] [bp+Ch]@34
+
+  v4 = 0;
+  if ( PID_TYPE(attacker_id) == OBJECT_Item)
+  {
+    v4 = pSpriteObjects[PID_ID(attacker_id)].field_60_distance_related_prolly_lod;
+    attacker_id = pSpriteObjects[PID_ID(attacker_id)].spell_caster_pid;
+  }
+  if ( PID_TYPE(attacker_id) == OBJECT_Actor)
+  {
+    if ( !pActors[actor_id].IsNotAlive() )
+    {
+      pActors[actor_id].uLastCharacterIDToHit = attacker_id;
+      if ( pActors[actor_id].uAIState == Fleeing )
+        pActors[actor_id].uAttributes |= ACTOR_FLEEING;
+      if ( pActors[PID_ID(attacker_id)]._4273BB_DoesHitOtherActor(&pActors[actor_id], v4, 0) )
+      {
+        dmgToRecv = pActors[PID_ID(attacker_id)]._43B3E0_CalcDamage(a4);
+        if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
+        {
+          if ( pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower )
+            dmgToRecv = dmgToRecv / pActors[PID_ID(attacker_id)].pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
+        }
+        if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 )
+          dmgToRecv = 0;
+        if ( a4 == 0 )
+          v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack1Type;
+        else if ( a4 == 1 )
+        {
+          v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.uAttack2Type;
+          if ( SHIDWORD(pActors[actor_id].pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime) > 0 )
+            dmgToRecv = dmgToRecv / 2;
+        }
+        else if ( a4 == 2 )
+          v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell1ID].uSchool;
+        else if ( a4 == 3 )
+          v12 = pSpellStats->pInfos[pActors[actor_id].pMonsterInfo.uSpell2ID].uSchool;
+        else if ( a4 == 4 )
+          v12 = pActors[PID_ID(attacker_id)].pMonsterInfo.field_3C_some_special_attack;
+        else
+          v12 = 4;
+        finalDmg = pActors[actor_id].CalcMagicalDamageToActor((DAMAGE_TYPE)v12, dmgToRecv);
+        pActors[actor_id].sCurrentHP -= finalDmg;
+        if ( finalDmg )
+        {
+          if ( pActors[actor_id].sCurrentHP > 0 )
+            Actor::AI_Stun(actor_id, attacker_id, 0);
+          else
+            Actor::Die(actor_id);
+          Actor::AggroSurroundingPeasants(actor_id, 0);
+          pushDistance = 20 * finalDmg / pActors[actor_id].pMonsterInfo.uHP;
+          if ( pushDistance > 10 )
+            pushDistance = 10;
+          if ( !MonsterStats::BelongsToSupertype(pActors[actor_id].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+          {
+            pVelocity->x = (int32)fixpoint_mul(pushDistance, pVelocity->x);
+            pVelocity->y = (int32)fixpoint_mul(pushDistance, pVelocity->y);
+            pVelocity->z = (int32)fixpoint_mul(pushDistance, pVelocity->z);
+            pActors[actor_id].vVelocity.x = 50 * LOWORD(pVelocity->x);
+            pActors[actor_id].vVelocity.y = 50 * LOWORD(pVelocity->y);
+            pActors[actor_id].vVelocity.z = 50 * LOWORD(pVelocity->z);
+          }
+          Actor::AddBloodsplatOnDamageOverlay(actor_id, 1, finalDmg);
+        }
+        else
+          Actor::AI_Stun(actor_id, attacker_id, 0);
+        return;
+      }
+    }
+  }
+}
+
+//----- (0044FD29) --------------------------------------------------------
+void Actor::SummonMinion( int summonerId )
+{
+  unsigned __int8 extraSummonLevel; // al@1
+  int summonMonsterBaseType; // esi@1
+  int v5; // edx@2
+  int v7; // edi@10
+  Actor *actor; // esi@10
+  MonsterInfo *v9; // ebx@10
+  //MonsterDesc *v10; // edi@10
+  int v13; // ebx@10
+  int v15; // edi@10
+  int v17; // ebx@10
+  unsigned int v19; // qax@10
+  int result; // eax@13
+  unsigned int monsterId; // [sp+10h] [bp-18h]@8
+  int v27; // [sp+18h] [bp-10h]@10
+  int actorSector; // [sp+1Ch] [bp-Ch]@8
+
+
+  actorSector = 0;
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+    actorSector = pIndoor->GetSector(this->vPosition.x, this->vPosition.y, this->vPosition.z);
+
+  v19 = this->uAlly;
+  if ( !this->uAlly )
+  {
+    monsterId = this->pMonsterInfo.uID - 1;
+    v19 = (uint)(monsterId * 0.33333334);
+  }
+  v27 = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? 128 : 64;
+  v13 = rand() % 2048;
+  v15 = fixpoint_mul(stru_5C6E00->Cos(v13), v27) + this->vPosition.x;
+  v17 = fixpoint_mul(stru_5C6E00->Sin(v13), v27) + this->vPosition.y;
+
+  if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    result = pIndoor->GetSector(v15, v17, this->vPosition.z);
+    if (result != actorSector)
+      return;
+    result = BLV_GetFloorLevel(v15, v17, v27, result, &monsterId);
+    if (result != -30000)
+      return;
+    if (abs(result - v27) > 1024)
+      return;
+  }
+
+  extraSummonLevel = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
+  summonMonsterBaseType = this->pMonsterInfo.field_3C_some_special_attack;
+  if ( extraSummonLevel )
+  {
+    if ( extraSummonLevel >= 1 && extraSummonLevel <= 3 )
+      summonMonsterBaseType = summonMonsterBaseType + extraSummonLevel - 1;
+  }
+  else
+  {
+    v5 = rand() % 100;
+    if ( v5 >= 90 )
+      summonMonsterBaseType += 2;
+    else if ( v5 >= 60 )
+      summonMonsterBaseType += 1;
+  }
+  v7 = summonMonsterBaseType - 1;
+  actor = &pActors[uNumActors];
+  v9 = &pMonsterStats->pInfos[v7 + 1];
+  pActors[uNumActors].Reset();
+  strcpy(actor->pActorName, v9->pName);
+  actor->sCurrentHP = LOWORD(v9->uHP);
+  memcpy(&actor->pMonsterInfo, v9, sizeof(actor->pMonsterInfo));
+  actor->word_000086_some_monster_id = summonMonsterBaseType;
+  actor->uActorRadius = pMonsterList->pMonsters[v7].uMonsterRadius;
+  actor->uActorHeight = pMonsterList->pMonsters[v7].uMonsterHeight;
+  actor->pMonsterInfo.uTreasureDiceRolls = 0;
+  actor->pMonsterInfo.uTreasureType = 0;
+  actor->pMonsterInfo.uExp = 0;
+  actor->uMovementSpeed = pMonsterList->pMonsters[v7].uMovementSpeed;
+
+  actor->vInitialPosition.x = v15;
+  actor->vInitialPosition.y = v17;
+  actor->vInitialPosition.z = this->vPosition.z;
+  actor->vPosition.x = v15;
+  actor->vPosition.y = v17;
+  actor->vPosition.z = this->vPosition.z;
+
+  actor->uTetherDistance = 256;
+  actor->uSectorID = actorSector;
+  actor->PrepareSprites(0);
+  actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+  actor->uAlly = v19;
+  actor->uCurrentActionTime = 0;
+  actor->uGroup = this->uGroup;
+  actor->uAIState = Summoned;
+  actor->uCurrentActionLength = 256;
+  actor->UpdateAnimation();
+
+  ++uNumActors;
+  ++this->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
+  if ( ActorEnemy())
+    actor->uAttributes |= ACTOR_AGGRESSOR;
+  actor->uSummonerID = PID(OBJECT_Actor,summonerId);
+
+}
+// 46DF1A: using guessed type int __fastcall 46DF1A_collide_against_actor(int, int);
+//----- (0046DF1A) --------------------------------------------------------
+bool Actor::_46DF1A_collide_against_actor( int a1, int a2 )
+{
+  Actor *v2; // edi@1
+  unsigned __int16 v3; // ax@1
+  int v4; // esi@6
+  int v8; // ecx@14
+  int v9; // eax@14
+  int v10; // ebx@14
+  int v11; // esi@14
+  int v12; // ebx@15
+  int v13; // ebx@17
+
+  v2 = &pActors[a1];
+  v3 = v2->uAIState;
+  if ( v3 == Removed || v3 == Dying || v3 == Disabled || v3 == Dead || v3 == Summoned )
+    return 0;
+  v4 = v2->uActorRadius;
+  if ( a2 )
+    v4 = a2;
+
+  if (stru_721530.sMaxX > v2->vPosition.x + v4 || 
+      stru_721530.sMinX < v2->vPosition.x - v4 || 
+      stru_721530.sMaxY > v2->vPosition.y + v4 || 
+      stru_721530.sMinY < v2->vPosition.y - v4 ||
+      stru_721530.sMaxZ > v2->vPosition.z + v2->uActorHeight ||
+      stru_721530.sMinZ < v2->vPosition.z)
+  {
+    return false;
+  }
+  v8 = v2->vPosition.x - stru_721530.normal.x;
+  v9 = v2->vPosition.y - stru_721530.normal.y;
+  v10 = stru_721530.prolly_normal_d + v4;
+  v11 = (v8 * stru_721530.direction.y - v9 * stru_721530.direction.x) >> 16;
+  v12 = (v8 * stru_721530.direction.x + v9 * stru_721530.direction.y) >> 16;
+  if ( abs(v11) > v10 || v12 <= 0)
+    return false;
+  if (fixpoint_mul(stru_721530.direction.z, v12) + stru_721530.normal.z < v2->vPosition.z)
+    return false;
+
+  v13 = v12 - integer_sqrt(v10 * v10 - v11 * v11);
+  if ( v13 < 0 )
+    v13 = 0;
+  if ( v13 < stru_721530.field_7C )
+  {
+    stru_721530.field_7C = v13;
+    stru_721530.uFaceID = PID(OBJECT_Actor,a1);
+  }
+  return true;
+}
+//----- (00401A91) --------------------------------------------------------
+void  Actor::UpdateActorAI()
+{
+	signed int v4; // edi@10
+	signed int sDmg; // eax@14
+	Player *pPlayer; // ecx@21
+	Actor *pActor; // esi@34
+	//unsigned __int16 v22; // ax@86
+	unsigned int v27; // ecx@123
+	unsigned int v28; // eax@123
+	int v33; // eax@144
+	int v34; // eax@147
+	char v35; // al@150
+	unsigned int v36; // edi@152
+	signed int v37; // eax@154
+	double v42; // st7@176
+	double v43; // st6@176
+	int v45; // eax@192
+	unsigned __int8 v46; // cl@197
+	signed int v47; // st7@206
+	uint v58; // st7@246
+	unsigned int v65; // [sp-10h] [bp-C0h]@144
+	int v70; // [sp-10h] [bp-C0h]@213
+	AIDirection v72; // [sp+0h] [bp-B0h]@246
+	AIDirection a3; // [sp+1Ch] [bp-94h]@129
+	int target_pid_type; // [sp+70h] [bp-40h]@83
+	signed int a1; // [sp+74h] [bp-3Ch]@129
+	int v78; // [sp+78h] [bp-38h]@79
+	AIDirection* pDir; // [sp+7Ch] [bp-34h]@129
+	float radiusMultiplier; // [sp+98h] [bp-18h]@33
+	int v81; // [sp+9Ch] [bp-14h]@100
+	signed int target_pid; // [sp+ACh] [bp-4h]@83
+	AIState uAIState;
+	uint v38;
+	
+	//Build AI array
+	if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+		Actor::MakeActorAIList_ODM();
+	else
+		Actor::MakeActorAIList_BLV();
+	
+	//Armageddon damage mechanic
+	if ( uCurrentlyLoadedLevelType != LEVEL_Indoor && pParty->armageddon_timer > 0 )
+	{
+		if ( pParty->armageddon_timer > 417 )
+			pParty->armageddon_timer = 0;
+		else
+		{
+			pParty->sRotationY = (stru_5C6E00->uIntegerDoublePi - 1) & (pParty->sRotationY + rand() % 16 - 8);
+			pParty->sRotationX = pParty->sRotationX + rand() % 16 - 8;
+			if ( pParty->sRotationX > 128) 
+				pParty->sRotationX = 128;
+			else if ( pParty->sRotationX < -128 )
+				pParty->sRotationX = -128;
+				
+			pParty->uFlags |= 2u;
+			pParty->armageddon_timer -= pMiscTimer->uTimeElapsed;
+			v4 = pParty->armageddonDamage + 50;
+			if ( pParty->armageddon_timer <= 0 )
+			{
+				pParty->armageddon_timer = 0;
+				for(size_t i = 0; i < uNumActors; i++)
+				{
+					pActor=&pActors[i];
+					if ( pActor->CanAct() )
+					{
+						sDmg = pActor->CalcMagicalDamageToActor((DAMAGE_TYPE)5, v4);
+						pActor->sCurrentHP -= sDmg;
+						if ( sDmg )
+						{
+							if ( pActor->sCurrentHP >= 0 )
+								Actor::AI_Stun(i, 4, 0);
+							else
+							{
+								Actor::Die(i);
+								if ( pActor->pMonsterInfo.uExp )
+									pParty->GivePartyExp(pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uExp);
+							}
+						}
+					}
+				}
+				for(int i = 1; i <= 4; i++)
+				{
+					pPlayer = pPlayers[i];
+					if ( !pPlayer->pConditions[Condition_Dead] && !pPlayer->pConditions[Condition_Pertified] && !pPlayer->pConditions[Condition_Eradicated] )
+						pPlayer->ReceiveDamage(v4, DMGT_MAGICAL);
+				}
+			}
+			if (pTurnEngine->pending_actions)
+				--pTurnEngine->pending_actions;
+		}
+	}
+	
+	//Turn-based mode: return
+	if (pParty->bTurnBasedModeOn)
+	{
+		pTurnEngine->AITurnBasedAction();
+		return;
+	}
+	
+	for (uint i = 0; i < uNumActors; ++i)
+	{
+		pActor = &pActors[i];
+		ai_near_actors_targets_pid[i] = OBJECT_Player;
+
+		//Skip actor if: Dead / Removed / Disabled / uAttributes & 0x0400
+		if (pActor->uAIState == Dead || pActor->uAIState == Removed || pActor->uAIState == Disabled || pActor->uAttributes & ACTOR_ALIVE)
+			continue;
+		
+		//Kill actor if HP == 0
+		if (!pActor->sCurrentHP && pActor->uAIState != Dying)
+			Actor::Die(i);
+		
+		//Kill buffs if expired
+		for (uint j = 0; j < 22; ++j)
+		{
+			if (j != 10)
+				pActor->pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed);
+		}
+
+		//If shrink expired: reset height
+		if (pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0)
+			pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight;
+		
+		//If Charm still active: make actor friendly
+		if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0)
+			pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+		//Else: reset hostilty
+		else if (pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0)
+			pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType;
+		
+		//If actor Paralyzed or Stoned: skip
+		if (pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 || pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0)
+		    continue;
+		
+		//Calculate RecoveryTime
+		pActor->pMonsterInfo.uRecoveryTime = max(pActor->pMonsterInfo.uRecoveryTime - pMiscTimer->uTimeElapsed, 0);
+			
+		pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed;
+		if (pActor->uCurrentActionTime < pActor->uCurrentActionLength)
+			continue;
+			
+		if (pActor->uAIState == Dying)
+			pActor->uAIState = Dead;
+		else
+		{
+			if (pActor->uAIState != Summoned)
+			{
+				Actor::AI_StandOrBored(i, OBJECT_Player, 256, nullptr);
+				continue;
+			}
+			pActor->uAIState = Standing;
+		}
+			
+		pActor->uCurrentActionTime = 0;
+		pActor->uCurrentActionLength = 0;
+		pActor->UpdateAnimation();
+	}
+		
+	for(v78 = 0; v78 < ai_arrays_size; ++v78)
+	{
+		uint actor_id = ai_near_actors_ids[v78];
+		assert(actor_id < uNumActors);
+			
+		pActor = &pActors[actor_id];
+
+		v47 = (signed int)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333);
+
+		Actor::_SelectTarget(actor_id, &ai_near_actors_targets_pid[actor_id], true);
+		
+		if (pActor->pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[actor_id])
+			pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+		
+		target_pid = ai_near_actors_targets_pid[actor_id];
+		target_pid_type = PID_TYPE(target_pid);
+		
+		if ( target_pid_type == OBJECT_Actor)
+			radiusMultiplier = 0.5;
+		else
+			radiusMultiplier = 1.0;
+		
+		//v22 = pActor->uAIState;
+		if ( pActor->uAIState == Dying || pActor->uAIState == Dead || pActor->uAIState == Removed
+			                       || pActor->uAIState == Disabled || pActor->uAIState == Summoned)
+			continue;
+		
+		if ( !pActor->sCurrentHP )
+			Actor::Die(actor_id);
+		
+		for( int i = 0;i < 22; i++ )
+		{
+			if ( i != 10 )
+				pActor->pActorBuffs[i].IsBuffExpiredToTime(pParty->uTimePlayed);
+		}
+		
+		if ( pActor->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime < 0 )
+			pActor->uActorHeight = pMonsterList->pMonsters[pActor->pMonsterInfo.uID - 1].uMonsterHeight;
+		if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime > 0 )
+			pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+		else if ( pActor->pActorBuffs[ACTOR_BUFF_CHARM].uExpireTime < 0 )
+			pActor->pMonsterInfo.uHostilityType = pMonsterStats->pInfos[pActor->pMonsterInfo.uID].uHostilityType;
+		
+		//If actor is summoned and buff expired: continue and set state to Removed
+		if ( pActor->pActorBuffs[ACTOR_BUFF_SUMMONED].uExpireTime < 0 )
+		{
+			pActor->uAIState = Removed;
+			continue;
+		}
+		
+		if ( (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0	|| (signed __int64)pActor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0)
+		{
+			continue;
+		}
+		
+		v27 = pMiscTimer->uTimeElapsed;
+		v28 = pActor->pMonsterInfo.uRecoveryTime;
+		pActor->uCurrentActionTime += pMiscTimer->uTimeElapsed;
+		
+		if ( (signed int)v28 > 0 )
+			pActor->pMonsterInfo.uRecoveryTime = v28 - v27;
+		if ( pActor->pMonsterInfo.uRecoveryTime < 0 )
+			pActor->pMonsterInfo.uRecoveryTime = 0;
+		if ( !pActor->ActorNearby() )
+			pActor->uAttributes |= ACTOR_NEARBY;
+		
+		a1 = PID(OBJECT_Actor,actor_id);
+		Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), target_pid, &a3, 0);
+		pDir = &a3;
+		uAIState = pActor->uAIState; 
+		
+		if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly
+			|| (signed int)pActor->pMonsterInfo.uRecoveryTime > 0
+			|| radiusMultiplier * 307.2 < pDir->uDistance
+			|| uAIState != Pursuing && uAIState != Standing && uAIState != Tethered && uAIState != Fidgeting
+			&&  !pActor->pMonsterInfo.uMissleAttack1Type || uAIState != Stunned )
+		{
+			if ( (signed int)pActor->uCurrentActionTime < pActor->uCurrentActionLength )
+				continue;
+			else if ( pActor->uAIState == AttackingMelee )
+			{
+				v35 = pActor->special_ability_use_check(actor_id);
+				AttackerInfo.Add(a1, 5120, pActor->vPosition.x, pActor->vPosition.y, pActor->vPosition.z + ((signed int)pActor->uActorHeight >> 1), v35, 1 );
+			}
+			else if ( pActor->uAIState == AttackingRanged1 )
+			{
+				v34 = pActor->pMonsterInfo.uMissleAttack1Type;
+				Actor::AI_RangedAttack(actor_id, pDir, v34, 0);
+			}
+			else if ( pActor->uAIState == AttackingRanged2 )
+			{
+				v34 = pActor->pMonsterInfo.uMissleAttack2Type;
+				Actor::AI_RangedAttack(actor_id, pDir, v34, 1);
+			}
+			else if ( pActor->uAIState == AttackingRanged3 )
+			{
+				v65 = pActor->pMonsterInfo.uSpellSkillAndMastery1;
+				v33 = pActor->pMonsterInfo.uSpell1ID;
+				Actor::AI_SpellAttack(actor_id, pDir, v33, 2, v65);
+			}
+			else if ( pActor->uAIState == AttackingRanged4 )
+			{
+				v65 = pActor->pMonsterInfo.uSpellSkillAndMastery2;
+				v33 = pActor->pMonsterInfo.uSpell2ID;
+				Actor::AI_SpellAttack(actor_id, pDir, v33, 3, v65);
+			}
+		}
+
+		v36 = pDir->uDistance;
+		
+		if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Friendly)
+		{
+			if ( target_pid_type == OBJECT_Actor )
+			{
+				v36 = pDir->uDistance;
+				v37 =pFactionTable->relations[(pActor->pMonsterInfo.uID-1) / 3 + 1][(pActors[PID_ID(target_pid)].pMonsterInfo.uID - 1) / 3 + 1];
+			}
+			else
+				v37 = 4;
+			v38 = 0;
+			if ( v37 == 2 )
+				v38 = 1024;
+			else if ( v37 == 3 )
+				v38 = 2560;
+			else if ( v37 == 4 )
+				v38 = 5120;
+			if ( v37 >= 1 && v37 <= 4 && v36 < v38  || v37 == 1 )
+				pActor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
+		}
+
+		//If actor afraid: flee or if out of range random move
+		if (pActor->pActorBuffs[ACTOR_BUFF_AFRAID].uExpireTime > 0)
+		{
+			if ( (signed int)v36 >= 10240 )
+              Actor::AI_RandomMove(actor_id, target_pid, 1024, 0);
+			else
+              Actor::AI_Flee(actor_id, target_pid, 0, pDir);
+			continue;
+		}
+
+		if ( pActor->pMonsterInfo.uHostilityType == MonsterInfo::Hostility_Long && target_pid )
+		{
+			if ( pActor->pMonsterInfo.uAIType == 1 )
+			{
+				if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+					Actor::AI_Stand(actor_id, target_pid, (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333),	pDir);
+				else
+				{
+					Actor::AI_Flee(actor_id, target_pid, 0, pDir);
+					continue;
+				}
+						
+			}
+			if ( !(pActor->uAttributes & ACTOR_FLEEING) )
+			{
+				if ( pActor->pMonsterInfo.uAIType == 2 || pActor->pMonsterInfo.uAIType == 3)
+				{
+					if ( pActor->pMonsterInfo.uAIType == 2 )
+						v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.2;
+					if ( pActor->pMonsterInfo.uAIType == 3 )
+						v43 = (double)(signed int)pActor->pMonsterInfo.uHP * 0.1;
+					v42 = (double)pActor->sCurrentHP;
+					if ( v43 > v42 && (signed int)v36 < 10240 )
+					{
+						Actor::AI_Flee(actor_id, target_pid, 0, pDir);
+						continue;
+					}
+				}
+			}
+				
+			v81 = v36 - pActor->uActorRadius;
+			if ( target_pid_type == OBJECT_Actor )
+				v81 -= pActors[PID_ID(target_pid)].uActorRadius;
+			if ( v81 < 0 )
+				v81 = 0;
+			rand();
+			pActor->uAttributes &= ~ACTOR_UNKNOW5;//~0x40000
+			if ( v81 < 5120 )
+			{
+				v45 = pActor->special_ability_use_check(actor_id);
+				if ( v45 == 0 )
+				{
+					if ( pActor->pMonsterInfo.uMissleAttack1Type )
+					{
+						if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 )
+							Actor::AI_MissileAttack1(actor_id, target_pid, pDir);
+						else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+							Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+						else
+						{
+							if ( radiusMultiplier * 307.2 > (double)v81 )
+								Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+							else
+								Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir);
+						}
+					}
+					else
+					{
+						if ( (double)v81 >= radiusMultiplier * 307.2 )
+						{
+							if (pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY)
+								Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+							else if ( v81 >= 1024 )//monsters
+								Actor::AI_Pursue3(actor_id, target_pid, 0, pDir);
+							else
+							{
+								v70 = (signed int)(radiusMultiplier * 307.2);
+								//monsters
+								//guard after player runs away
+								// follow player
+								Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70);
+							}
+						}
+						else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 )
+						{
+							Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+						}
+						else
+						{
+							//monsters
+							Actor::AI_MeleeAttack(actor_id, target_pid, pDir);
+						}
+					}
+					continue;
+				}
+				else if ( v45 == 2 || v45 == 3 )
+				{
+					if ( v45 == 2 )
+						v46 = pActor->pMonsterInfo.uSpell1ID;
+					else
+						v46 = pActor->pMonsterInfo.uSpell2ID;
+					if ( v46 )
+					{
+						if ( (signed int)pActor->pMonsterInfo.uRecoveryTime <= 0 )
+						{
+							if ( v45 == 2 )
+								Actor::AI_SpellAttack1(actor_id, target_pid, pDir);
+							else
+								Actor::AI_SpellAttack2(actor_id, target_pid, pDir);
+						}
+						else if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+							Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+						else
+							Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir);
+					}
+					else
+					{
+						if ( (double)v81 >= radiusMultiplier * 307.2 ) 
+						{
+							if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+								Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+							else if ( v81 >= 1024 )
+								Actor::AI_Pursue3(actor_id, target_pid, 256, pDir);
+							else
+							{
+								v70 = (signed int)(radiusMultiplier * 307.2);
+								Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70);
+							}
+						}
+						else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 )
+						{
+							Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+						}
+						else
+						{								
+							Actor::AI_MeleeAttack(actor_id, target_pid, pDir);
+						}
+					}
+					continue;
+				}
+			}
+		}
+			
+		if ( pActor->pMonsterInfo.uHostilityType != MonsterInfo::Hostility_Long || !target_pid || v81 >= 5120 || v45 != 1 )
+		{
+			if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_SHORT )
+				Actor::AI_RandomMove(actor_id, 4, 1024, 0);
+			else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_MEDIUM )
+				Actor::AI_RandomMove(actor_id, 4, 2560, 0);
+			else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_LONG )
+				Actor::AI_RandomMove(actor_id, 4, 5120, 0);
+			else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_FREE )
+				Actor::AI_RandomMove(actor_id, 4, 10240, 0);
+			else if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+			{
+				Actor::GetDirectionInfo(a1, 4, &v72, 0);
+				v58 = (uint)(pActor->pMonsterInfo.uRecoveryTime * 2.133333333333333);
+				Actor::AI_Stand(actor_id, 4, v58, &v72);
+			}				
+		}
+		else if ( !pActor->pMonsterInfo.uMissleAttack2Type )
+		{
+			if ( (double)v81 >= radiusMultiplier * 307.2 )
+			{
+				if ( pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+				  Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+				else if ( v81 >= 1024 )
+					Actor::AI_Pursue3(actor_id, target_pid, 256, pDir);
+				else
+				{
+					v70 = (int)(radiusMultiplier * 307.2);
+					Actor::AI_Pursue2(actor_id, target_pid, 0, pDir, v70);
+				}
+			}
+			else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 )
+				Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+			else
+				Actor::AI_MeleeAttack(actor_id, target_pid, pDir);
+		}
+		else if ( (signed int)pActor->pMonsterInfo.uRecoveryTime > 0 )
+		{
+			if ( radiusMultiplier * 307.2 > (double)v81 || pActor->pMonsterInfo.uMovementType == MONSTER_MOVEMENT_TYPE_STAIONARY )
+				Actor::AI_Stand(actor_id, target_pid, v47, pDir);
+			else
+				Actor::AI_Pursue1(actor_id, target_pid, actor_id, v47, pDir);
+		}
+		else
+			Actor::AI_MissileAttack2(actor_id, target_pid, pDir);
+	}
+}
+//----- (0044665D) --------------------------------------------------------
+// uType:     0 -> any monster
+//            1 -> uParam is GroupID
+//            2 -> uParam is MonsterID
+//            3 -> uParam is ActorID
+// uNumAlive: 0 -> all must be alive
+int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive)
+{
+  unsigned int uAliveActors; // eax@6
+  unsigned int uTotalActors; // [sp+0h] [bp-4h]@1
+
+  uTotalActors = 0;
+  if ( uType )
+  {
+    if ( uType == 1 )
+      uAliveActors = Actor::SearchActorByGroup(&uTotalActors, uParam);
+    else
+    {
+      if ( uType == 2 )
+        uAliveActors = Actor::SearchActorByMonsterID(&uTotalActors, uParam);
+      else
+      {
+        if ( uType != 3 )
+          return 0;
+        uAliveActors = Actor::SearchActorByID(&uTotalActors, uParam);
+      }
+    }
+  }
+  else
+    uAliveActors = Actor::SearchAliveActors(&uTotalActors);
+
+  if (uNumAlive)
+    return uAliveActors >= uNumAlive;
+  else
+    return uTotalActors == uAliveActors;
+}
+//----- (00408B54) --------------------------------------------------------
+unsigned int Actor::SearchActorByID(unsigned int *pTotalActors, unsigned int a2)
+{
+  //int v4; // eax@1
+  unsigned int result; // ebx@1
+
+  //v4 = GetAlertStatus();
+  *pTotalActors = 0;
+  result = 0;
+  if ( (pActors[a2].uAttributes & ACTOR_UNKNOW7) == GetAlertStatus() )
+  {
+    *pTotalActors = 1;
+    if ( pActors[a2].IsNotAlive() == 1 )
+      result = 1;
+  }
+  return result;
+}
+//----- (00408AE7) --------------------------------------------------------
+unsigned int Actor::SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup)
+{
+  unsigned int result; // [sp+10h] [bp-4h]@1
+
+  int v8 = GetAlertStatus();
+  *pTotalActors = 0;
+  result = 0;
+  for ( uint i = 0; i < uNumActors; i++)
+  {
+    if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].uGroup == uGroup)
+    {
+      ++*pTotalActors;
+      if ( pActors[i].IsNotAlive() == 1 )
+        ++result;
+    }
+  }
+  return result;
+}
+//----- (00408A7E) --------------------------------------------------------
+unsigned int Actor::SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID)
+{
+  int v8; // [sp+Ch] [bp-8h]@1
+  unsigned int result; // [sp+10h] [bp-4h]@1
+
+  v8 = GetAlertStatus();
+  *pTotalActors = 0;
+  result = 0;
+  for ( uint i = 0; i < uNumActors; i++)
+  {
+    if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v8 && pActors[i].pMonsterInfo.field_33 == uMonsterID)
+    {
+      ++*pTotalActors;
+      if ( pActors[i].IsNotAlive() == 1 )
+        ++result;
+    }
+  }
+  return result;
+}
+//----- (00408A27) --------------------------------------------------------
+unsigned int Actor::SearchAliveActors(unsigned int *pTotalActors)
+{
+  int v2; // eax@1
+  unsigned int result; // ebp@1
+
+  v2 = GetAlertStatus();
+  result = 0;
+  *pTotalActors = 0;
+  for ( uint i = 0; i < uNumActors; i++)
+  {
+    if ( (pActors[i].uAttributes & ACTOR_UNKNOW7) == v2 )
+    {
+      ++*pTotalActors;
+      if ( pActors[i].IsNotAlive() == 1 )
+        ++result;
+    }
+  }
+  return result;
+}
+//----- (00408768) --------------------------------------------------------
+void Actor::InitializeActors()
+{
+  bool evil; // [sp+Ch] [bp-10h]@1
+  bool bPit; // [sp+10h] [bp-Ch]@1
+  bool good; // [sp+14h] [bp-8h]@1
+  bool bCelestia; // [sp+18h] [bp-4h]@1
+
+  bCelestia = false;
+  bPit = false;
+  good = false;
+  evil = false;
+  if ( !_stricmp(pCurrentMapName, "d25.blv") )//the Celestia
+    bCelestia = true;
+  if ( !_stricmp(pCurrentMapName, "d26.blv") )//the Pit
+    bPit = true;
+  if (pParty->IsPartyGood())
+    good = true;
+  if (pParty->IsPartyEvil())
+    evil = true;
+
+  Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0;  original code behaviour is identical
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    Actor* actor = &pActors[i];
+
+    if (actor->CanAct() || actor->uAIState == Disabled)
+    {
+      actor->vPosition.x = actor->vInitialPosition.x;
+      actor->vPosition.y = actor->vInitialPosition.y;
+      actor->vPosition.z = actor->vInitialPosition.z;
+      actor->sCurrentHP = actor->pMonsterInfo.uHP;
+      if (actor->uAIState != Disabled)
+      {
+        Actor::AI_Stand(i, ai_near_actors_targets_pid[i], actor->pMonsterInfo.uRecoveryTime, 0);
+      }
+    }
+
+    actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+
+    if (!bCelestia || good)
+      if (!bPit || evil)
+        if (actor->IsPeasant())
+          actor->ResetAggressor();//~0x80000
+
+    actor->ResetHasItem();//~0x800000
+    if (actor->uAttributes & ACTOR_UNKNOW9)
+        Actor::_4031C1_update_job_never_gets_called(i, pParty->uCurrentHour, 1);
+  }
+}
+//----- (00439474) --------------------------------------------------------
+void Actor::DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity)
+{
+  SpriteObject *projectileSprite; // ebx@1
+  Actor *pMonster; // esi@7
+  unsigned __int16 v16; // cx@25
+  int v33; // eax@100
+  int v40; // ebx@107
+  int extraRecoveryTime; // qax@125
+  unsigned __int16 v43; // ax@132
+  unsigned __int16 v45; // ax@132
+  unsigned __int64 v46; // [sp+Ch] [bp-60h]@6
+  char *pPlayerName; // [sp+18h] [bp-54h]@12
+  char *pMonsterName; // [sp+1Ch] [bp-50h]@6
+  signed int a4; // [sp+44h] [bp-28h]@1
+  bool IsAdditionalDamagePossible; // [sp+50h] [bp-1Ch]@1
+  int v61; // [sp+58h] [bp-14h]@1
+  bool isLifeStealing; // [sp+5Ch] [bp-10h]@1
+  int uDamageAmount; // [sp+60h] [bp-Ch]@1
+  DAMAGE_TYPE attackElement; // [sp+64h] [bp-8h]@27
+
+  projectileSprite = 0;
+  uDamageAmount = 0;
+  a4 = 0;
+  v61 = 0;
+  IsAdditionalDamagePossible = false;
+  isLifeStealing = 0;
+  if ( PID_TYPE(a1) == OBJECT_Item)
+  {
+    projectileSprite = &pSpriteObjects[PID_ID(a1)];
+    v61 = projectileSprite->field_60_distance_related_prolly_lod;
+    a1 = projectileSprite->spell_caster_pid;
+  }
+  if (PID_TYPE(a1) != OBJECT_Player)
+    return;
+
+  assert(PID_ID(abs(a1)) < 4);
+  Player* player = &pParty->pPlayers[PID_ID(a1)];
+  pMonster = &pActors[uActorID_Monster];
+  if (pMonster->IsNotAlive())
+    return;
+
+  pMonster->uAttributes |= 0xC000;
+  if ( pMonster->uAIState == Fleeing )
+    pMonster->uAttributes |= ACTOR_FLEEING;
+  bool hit_will_stun = false,
+       hit_will_paralyze = false;
+  if ( !projectileSprite )
+  {
+    int main_hand_idx = player->pEquipment.uMainHand;
+    IsAdditionalDamagePossible = true;
+    if ( player->HasItemEquipped(EQUIP_TWO_HANDED) )
+    {
+      uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType();
+      uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]);
+      switch (main_hand_skill)
+      {
+        case PLAYER_SKILL_STAFF:
+          if (main_hand_mastery >= 3)
+          {
+            if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_STAFF) & 0x3F))  // stun chance when mastery >= 3
+              hit_will_stun = true;
+          }
+        break;
+
+        case PLAYER_SKILL_MACE:
+          if (main_hand_mastery >= 3)
+          {
+            if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F))
+              hit_will_stun = true;
+          }
+          if (main_hand_mastery >= 4)
+          {
+            if (rand() % 100 < (player->GetActualSkillLevel(PLAYER_SKILL_MACE) & 0x3F))
+              hit_will_paralyze = true;
+          }
+        break;
+      }
+    }
+    attackElement = DMGT_PHISYCAL;
+    uDamageAmount = player->CalculateMeleeDamageTo(false, false, pMonster->pMonsterInfo.uID);
+    if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
+    {
+      player->PlaySound(SPEECH_52, 0);
+      return;
+    }
+  }
+  else
+  {
+    v61 = projectileSprite->field_60_distance_related_prolly_lod;
+    if ( projectileSprite->spell_id != SPELL_DARK_SOULDRINKER )
+    {
+      int d1 = abs(pParty->vPosition.x - projectileSprite->vPosition.x);
+      int d2 = abs(pParty->vPosition.y - projectileSprite->vPosition.y);
+      int d3 = abs(pParty->vPosition.z - projectileSprite->vPosition.z);
+      v61 = int_get_vector_length(d1, d2, d3);
+
+      if ( v61 >= 5120 && !(pMonster->uAttributes & ACTOR_ALIVE) )//0x400
+        return;
+      else if ( v61 >= 2560 )
+        v61 = 2;
+      else
+        v61 = 1;
+    }
+
+    switch (projectileSprite->spell_id)
+    {
+      case SPELL_LASER_PROJECTILE:
+        v16 = player->pActiveSkills[PLAYER_SKILL_BLASTER];
+        v61 = 1;
+        if ( SkillToMastery(v16) >= 3 )
+          a4 = player->pActiveSkills[PLAYER_SKILL_BLASTER] & 0x3F;
+        attackElement = DMGT_PHISYCAL;
+        uDamageAmount = player->CalculateMeleeDamageTo(true, true, 0);
+        if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
+        {
+          player->PlaySound(SPEECH_52, 0);
+          return;
+        }
+        break;
+      case SPELL_101:
+        attackElement = DMGT_FIRE;
+        uDamageAmount = player->CalculateRangedDamageTo(0);
+        if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 )
+          uDamageAmount >>= 1;
+        IsAdditionalDamagePossible = true;
+        if ( !player->PlayerHitOrMiss(pMonster, v61, a4) )
+        {
+          player->PlaySound(SPEECH_52, 0);
+          return;
+        }
+        break;
+      case SPELL_EARTH_BLADES:
+        a4 = 5 * projectileSprite->spell_level;
+        attackElement = (DAMAGE_TYPE)player->GetSpellSchool(SPELL_EARTH_BLADES);
+        uDamageAmount = _43AFE3_calc_spell_damage(39, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP);
+        if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 )
+          uDamageAmount >>= 1;
+        IsAdditionalDamagePossible = false;
+        if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
+        {
+          player->PlaySound(SPEECH_52, 0);
+          return;
+        }
+        break;
+      case SPELL_EARTH_STUN:
+        uDamageAmount = 0;
+        attackElement = DMGT_PHISYCAL;
+        hit_will_stun = 1;
+        if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
+        {
+          player->PlaySound(SPEECH_52, 0);
+          return;
+        }
+        break;
+      case SPELL_BOW_ARROW:
+        attackElement = DMGT_PHISYCAL;
+        uDamageAmount = player->CalculateRangedDamageTo(pMonster->word_000086_some_monster_id);
+        if ( pMonster->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime > 0 )
+          uDamageAmount /= 2;
+        IsAdditionalDamagePossible = true;
+        if ( projectileSprite->stru_24.uItemID != 0 && projectileSprite->stru_24.uSpecEnchantmentType == 3 )  //of carnage
+        {
+          attackElement = DMGT_FIRE;
+        }
+        else if ( !player->PlayerHitOrMiss( pMonster, v61, a4) )
+        {
+          player->PlaySound(SPEECH_52, 0);
+          return;
+        }
+        break;
+
+      default:
+        attackElement = (DAMAGE_TYPE)player->GetSpellSchool(projectileSprite->spell_id);
+        IsAdditionalDamagePossible = false;
+        uDamageAmount = _43AFE3_calc_spell_damage(projectileSprite->spell_id, projectileSprite->spell_level, projectileSprite->spell_skill, pMonster->sCurrentHP);
+        break;
+    }
+  }
+
+  if (player->IsWeak())
+    uDamageAmount /= 2;
+  if ( pMonster->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 )
+    uDamageAmount = 0;
+  v61 = pMonster->CalcMagicalDamageToActor(attackElement, uDamageAmount);
+  if ( !projectileSprite && player->IsUnarmed() && player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uExpireTime > 0 )
+  {
+    v61 += pMonster->CalcMagicalDamageToActor((DAMAGE_TYPE)8, player->pPlayerBuffs[PLAYER_BUFF_HAMMERHANDS].uPower);
+  }
+  uDamageAmount = v61;
+  if ( IsAdditionalDamagePossible )
+  {
+    if ( projectileSprite )
+    {
+      a4 = projectileSprite->stru_24._439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing);
+      if ( isLifeStealing && pMonster->sCurrentHP > 0 )
+      {
+        player->sHealth += v61 / 5;
+        if ( player->sHealth > player->GetMaxHealth() )
+          player->sHealth = player->GetMaxHealth();
+      }
+      uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4);
+    }
+    else
+    {
+      for (int i = 0; i < 2; i++)
+      {
+        if ( player->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+        {
+          ItemGen* item;
+          if (i == 0)
+            item = player->GetOffHandItem();
+          else
+            item = player->GetMainHandItem();
+          a4 = item->_439DF3_get_additional_damage((int*)&attackElement, &isLifeStealing);
+          if ( isLifeStealing && pMonster->sCurrentHP > 0 )
+          {
+            player->sHealth += v61 / 5;
+            if ( player->sHealth > player->GetMaxHealth() )
+              player->sHealth = player->GetMaxHealth();
+          }
+          uDamageAmount += pMonster->CalcMagicalDamageToActor(attackElement, a4);
+        }
+      }
+    }
+  }
+  pMonster->sCurrentHP -= uDamageAmount;
+  if ( uDamageAmount == 0 && !hit_will_stun )
+  {
+    player->PlaySound(SPEECH_52, 0);
+    return;
+  }
+  if ( pMonster->sCurrentHP > 0 )
+  {
+    Actor::AI_Stun(uActorID_Monster, a1, 0);
+    Actor::AggroSurroundingPeasants(uActorID_Monster, 1);
+    if ( bShowDamage )
+    {
+      if ( projectileSprite )
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[189], player->pName, pMonster->pActorName, uDamageAmount);// "%s shoots %s for %lu points"
+      else
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[164], player->pName, pMonster->pActorName, uDamageAmount);// "%s hits %s for %lu damage"
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+    }
+  }
+  else
+  {
+    if ( pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].bQuestMonster & 1 )
+    {
+      if ( /*pRenderer->pRenderD3D &&*/ pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
+      {
+        v33 = byte_4D864C && pGame->uFlags & 0x80000 ? 10 * pMonster->uActorRadius : pMonster->uActorRadius;
+        pDecalBuilder->AddBloodsplat((float)pMonster->vPosition.x, (float)pMonster->vPosition.y, (float)pMonster->vPosition.z, 1.0, 0.0, 0.0, (float)v33, 0, 0);
+      }
+    }
+    Actor::Die(uActorID_Monster);
+    Actor::ApplyFineForKillingPeasant(uActorID_Monster);
+    Actor::AggroSurroundingPeasants(uActorID_Monster, 1);
+    if ( pMonster->pMonsterInfo.uExp )
+      pParty->GivePartyExp(pMonsterStats->pInfos[pMonster->pMonsterInfo.uID].uExp);
+    v40 = SPEECH_51;
+    if ( rand() % 100 < 20 )
+      v40 = ((signed int)pMonster->pMonsterInfo.uHP >= 100) + 1;
+    player->PlaySound((PlayerSpeech)v40, 0);
+    if ( bShowDamage )
+    {
+      pMonsterName = (char *)uDamageAmount;
+      pPlayerName = player->pName;             // "%s inflicts %lu points killing %s"
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[175], player->pName, uDamageAmount, pMonster);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+    }
+  }
+  if ( pMonster->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime > 0
+    && uDamageAmount != 0 )
+    player->ReceiveDamage(uDamageAmount, attackElement);
+  int knockbackValue = 20 * v61 / (signed int)pMonster->pMonsterInfo.uHP;
+  if ( (player->GetSpecialItemBonus(24) || hit_will_stun) && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH) )
+  {
+    extraRecoveryTime = 20;
+    knockbackValue = 10;
+    if ( !pParty->bTurnBasedModeOn )
+      extraRecoveryTime = (int)(flt_6BE3A8_debug_recmod2 * 42.66666666666666);
+    pMonster->pMonsterInfo.uRecoveryTime += extraRecoveryTime;
+    if ( bShowDamage  )
+    {
+      pMonsterName = player->pName;            // "%s stuns %s"
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[635], player->pName, pMonster);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+    }
+  }
+  if ( hit_will_paralyze && pMonster->CanAct() && pMonster->DoesDmgTypeDoDamage(DMGT_EARTH))
+  {
+    v43 = player->GetActualSkillLevel(PLAYER_SKILL_MACE);
+    v45 = SkillToMastery(v43);
+    v46 = pParty->uTimePlayed + (signed int)(signed __int64)((double)(signed int)(7680 * (v43 & 0x3F)) * 0.033333335);
+    pMonster->pActorBuffs[ACTOR_BUFF_PARALYZED].Apply(v46, v45, 0, 0, 0);
+    if ( bShowDamage )
+    {
+      pMonsterName = player->pName;        // "%s paralyzes %s"
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[636], player->pName, pMonster);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+    }
+  }
+  if ( knockbackValue > 10 )
+    knockbackValue = 10;
+  if ( !MonsterStats::BelongsToSupertype(pMonster->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
+  {
+    pVelocity->x = fixpoint_mul(knockbackValue, pVelocity->x);
+    pVelocity->y = fixpoint_mul(knockbackValue, pVelocity->y);
+    pVelocity->z = fixpoint_mul(knockbackValue, pVelocity->z);
+    pMonster->vVelocity.x = 50 * LOWORD(pVelocity->x);
+    pMonster->vVelocity.y = 50 * LOWORD(pVelocity->y);
+    pMonster->vVelocity.z = 50 * LOWORD(pVelocity->z);
+  }
+  Actor::AddBloodsplatOnDamageOverlay(uActorID_Monster, 1, v61);
+}
+//----- (004BBF61) --------------------------------------------------------
+void Actor::Arena_summon_actor( int monster_id, __int16 x, int y, int z )
+{
+  int v12; // ebx@7
+  int v13; // eax@8
+  __int16 v16; // [sp+10h] [bp-4h]@3
+
+  if (uNumActors < 500)
+  {
+    v16 = 0;
+    if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+      v16 = pIndoor->GetSector(x, y, z);
+    pActors[uNumActors].Reset();
+    strcpy(pActors[uNumActors].pActorName, pMonsterStats->pInfos[monster_id].pName);
+    pActors[uNumActors].sCurrentHP = LOWORD(pMonsterStats->pInfos[monster_id].uHP);
+    memcpy(&pActors[uNumActors].pMonsterInfo, &pMonsterStats->pInfos[monster_id], 0x58u);
+    pActors[uNumActors].word_000086_some_monster_id = monster_id;
+    pActors[uNumActors].uActorRadius = pMonsterList->pMonsters[monster_id - 1].uMonsterRadius;
+    pActors[uNumActors].uActorHeight = pMonsterList->pMonsters[monster_id - 1].uMonsterHeight;
+    pActors[uNumActors].uMovementSpeed = pMonsterList->pMonsters[monster_id - 1].uMovementSpeed;
+    pActors[uNumActors].vInitialPosition.x = x;
+    pActors[uNumActors].vPosition.x = x;
+    pActors[uNumActors].uAttributes |= ACTOR_AGGRESSOR;
+    pActors[uNumActors].pMonsterInfo.uTreasureType = 0;
+    pActors[uNumActors].pMonsterInfo.uTreasureLevel = 0;
+    pActors[uNumActors].pMonsterInfo.uTreasureDiceSides = 0;
+    pActors[uNumActors].pMonsterInfo.uTreasureDiceRolls = 0;
+    pActors[uNumActors].pMonsterInfo.uTreasureDropChance = 0;
+    pActors[uNumActors].vInitialPosition.y = y;
+    pActors[uNumActors].vPosition.y = y;
+    pActors[uNumActors].vInitialPosition.z = z;
+    pActors[uNumActors].vPosition.z = z;
+    pActors[uNumActors].uTetherDistance = 256;
+    pActors[uNumActors].uSectorID = v16;
+    pActors[uNumActors].uGroup = 1;
+    pActors[uNumActors].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
+    pActors[uNumActors].PrepareSprites(0);
+     for ( int i = 0; i < 4; i++)
+      pSoundList->LoadSound(pMonsterList->pMonsters[monster_id - 1].pSoundSampleIDs[i], 0);
+    v12 = 0;
+    do
+    {
+      v13 = pSoundList->LoadSound(v12 + word_4EE088_sound_ids[pMonsterStats->pInfos[monster_id].uSpell1ID], 1);
+      v12++;
+    }
+    while ( v13 );
+    ++uNumActors;
+  }
+}
+//----- (00426E10) --------------------------------------------------------
+int stru319::which_player_to_attack(Actor *pActor)
+{
+  signed int v2; // ebx@1
+  bool flag; // edi@37
+  int v22; // [sp+8h] [bp-140h]@3
+  int Victims_list[60]; // [sp+48h] [bp-100h]@48
+  int for_sex; // [sp+13Ch] [bp-Ch]@1
+  int for_race; // [sp+140h] [bp-8h]@1
+  int for_class; // [sp+144h] [bp-4h]@1
+
+  for_class = -1;
+  for_race = -1;
+  for_sex = -1;
+  v2 = 0;
+  if ( pActor->pMonsterInfo.uAttackPreference )
+  {
+    for ( uint i = 0; i < 16; i++ )
+    {
+      v22 = pActor->pMonsterInfo.uAttackPreference & (1 << i);
+      if ( v22 )
+      {
+        switch ( v22 )
+        {
+          case 1:
+            for_class = 0;
+            break;
+          case 2:
+            for_class = 12;
+            break;
+          case 4:
+            for_class = 16;
+            break;
+          case 8:
+            for_class = 28;
+            break;
+          case 16:
+            for_class = 24;
+            break;
+          case 32:
+            for_class = 32;
+            break;
+          case 64:
+            for_class = 20;
+            break;
+          case 128:
+            for_class = 4;
+            break;
+          case 256:
+            for_class = 8;
+            break;
+          case 512:
+            for_sex = 0;
+            break;
+          case 1024:
+            for_sex = 1;
+            break;
+          case 2048:
+            for_race = 0;
+            break;
+          case 4096:
+            for_race = 1;
+            break;
+          case 8192:
+            for_race = 3;
+            break;
+          case 16384:
+            for_race = 2;
+            break;
+        }
+        v2 = 0;
+        for ( uint j = 0; j < 4; ++j )
+        {
+          flag = 0;
+          if ( for_class != -1 && for_class == pPlayers[j + 1]->classType )
+            flag = true;
+          if ( for_sex != -1 && for_sex == pPlayers[j + 1]->uSex )
+            flag = true;
+          if ( for_race != -1 && for_race == pPlayers[j + 1]->GetRace() )
+            flag = true;
+          if ( flag == true )
+          {
+            if ( !(pPlayers[j + 1]->pConditions[Condition_Paralyzed] | pPlayers[j + 1]->pConditions[Condition_Unconcious]
+                 | pPlayers[j + 1]->pConditions[Condition_Dead] | pPlayers[j + 1]->pConditions[Condition_Pertified] | pPlayers[j + 1]->pConditions[Condition_Eradicated]) )
+              Victims_list[v2++] = j;
+          }
+        }
+      }
+    }
+    if ( v2 )
+      return Victims_list[rand() % v2];
+  }
+  for ( uint i = 0; i < 4; ++i )
+  {
+    if ( !(pPlayers[i + 1]->pConditions[Condition_Paralyzed] | pPlayers[i + 1]->pConditions[Condition_Unconcious]
+         | pPlayers[i + 1]->pConditions[Condition_Dead] | pPlayers[i + 1]->pConditions[Condition_Pertified] | pPlayers[i + 1]->pConditions[Condition_Eradicated]) )
+      Victims_list[v2++] = i;
+  }
+  if ( v2 )
+    return Victims_list[rand() % v2];
+  else
+    return 0;
+}
+//----- (00427546) --------------------------------------------------------
+int stru319::_427546(int a2)
+{
+	int result; // eax@2
+
+	if (a2 >= 0)
+	{
+		if (a2 >= 1)
+			result = (a2 >= 2) + 2;
+		else
+			result = 1;
+	}
+	else
+	{
+		result = 0;
+	}
+	return result;
+}
+//----- (0042F184) --------------------------------------------------------
+int stru319::FindClosestActor(int pick_depth, int a3, int a4)
+{
+	int v4; // edi@1
+	stru319 *v5; // esi@1
+	int v6; // eax@2
+	int v7; // eax@4
+	//  int result; // eax@5
+	//  int *v9; // edx@8
+	//  signed int v10; // ebx@10
+	//  int v11; // edi@11
+	//Actor *v12; // esi@12
+	//unsigned __int16 v13; // ax@12
+	//  int v14; // eax@22
+	//char v15; // zf@30
+	//  int v16; // esi@32
+	//  int v17; // ecx@34
+	//  stru319 *v18; // eax@39
+	//  int v19; // edx@39
+	//  int v20; // ecx@41
+	//  unsigned __int16 v21; // ax@42
+	//  unsigned int v22; // [sp+8h] [bp-24h]@11
+	//unsigned int v23; // [sp+Ch] [bp-20h]@7
+	stru319 *v24; // [sp+10h] [bp-1Ch]@1
+	//  unsigned int v25; // [sp+14h] [bp-18h]@8
+	//  int *v26; // [sp+18h] [bp-14h]@8
+	//  int v27; // [sp+1Ch] [bp-10h]@10
+	//  int *v28; // [sp+20h] [bp-Ch]@10
+	//unsigned int v29; // [sp+24h] [bp-8h]@7
+	//  int v30; // [sp+28h] [bp-4h]@6
+	//  int i; // [sp+38h] [bp+Ch]@33
+	//  signed int v32; // [sp+3Ch] [bp+10h]@32
+
+	v4 = 0;
+	v5 = this;
+	v24 = this;
+	//if ( pRenderer->pRenderD3D )
+	{
+		v6 = a3 != 0;
+		if (a4)
+			LOBYTE(v6) = v6 | 8;
+		v7 = pGame->pVisInstance->PickClosestActor(OBJECT_Actor, pick_depth, v6, 657456, -1);
+		if (v7 != -1)
+			return (unsigned __int16)v7;
+		else return 0;
+	}
+	/*else // software impl
+	{
+	v30 = 0;
+	if ( pRenderer->pActiveZBuffer )
+	{
+	if ( (signed int)viewparams->uScreen_topL_Y < (signed int)viewparams->uScreen_BttmR_Y )
+	{
+	v9 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y];
+	v26 = &pRenderer->pActiveZBuffer[viewparams->uScreen_topL_X + 640 * viewparams->uScreen_topL_Y];
+	for ( v25 = viewparams->uScreen_BttmR_Y - viewparams->uScreen_topL_Y; v25; --v25 )
+	{
+	if ( (signed int)viewparams->uScreen_topL_X < (signed int)viewparams->uScreen_BttmR_X )
+	{
+	v28 = v9;
+	v10 = v4;
+	for ( v27 = viewparams->uScreen_BttmR_X - viewparams->uScreen_topL_X; v27; --v27 )
+	{
+	v22 = *v28;
+	v11 = *v28 & 0xFFFF;
+	if (PID_TYPE(v11) == OBJECT_Actor)
+	{
+	if ( pActors[PID_ID(v11)].uAIState != Dead )
+	{
+	if ( pActors[PID_ID(v11)].uAIState != Dying && pActors[PID_ID(v11)].uAIState != Removed
+	&& pActors[PID_ID(v11)].uAIState != Summoned && pActors[PID_ID(v11)].uAIState != Disabled
+	&& (!a3 || pActors[PID_ID(v11)].GetActorsRelation(0)) )
+	{
+	if ( (!a4 || MonsterStats::BelongsToSupertype(pActors[PID_ID(v11)].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD))
+	&& v22 <= pick_depth << 16 )
+	{
+	v14 = 0;
+	if ( v10 > 0 )
+	{
+	for ( v14; v14 < v30; ++v14 )
+	{
+	if ( dword_50BDA0[v14] == v11 )
+	break;
+	}
+	}
+	if ( v14 == v30 && v10 < 100 )
+	{
+	++v30;
+	dword_50BC10[v10] = v22;
+	dword_50BDA0[v10] = v11;
+	++v10;
+	}
+	}
+	}
+	}
+	}
+	++v28;
+	}
+	v4 = v30;
+	v5 = v24;
+	}
+	v9 = v26 + 640;
+	v26 += 640;
+	}
+	}
+	if ( v4 > 0 )
+	{
+	v16 = (int)dword_50BC10.data();
+	for ( v32 = 1; v32 - 1 < v4; ++v32 )
+	{
+	for ( i = v32; i < v4; ++i )
+	{
+	v17 = dword_50BC10[i];
+	if ( dword_50BC10[i] < *(int *)v16 )
+	{
+	dword_50BC10[i] = *(int *)v16;
+	*(int *)v16 = v17;
+	}
+	}
+	v16 += 4;
+	}
+	v5 = v24;
+	if ( v4 > 0 )
+	{
+	v18 = v24;
+	for ( v19 = v4; v19; --v19 )
+	{
+	*(int *)&v18->field_0 = (*(int *)&v18[(char *)dword_50BC10.data() - (char *)v24].field_0 >> 3) & 0x1FFF;
+	v18 += 4;
+	}
+	}
+	}
+	v20 = 0;
+	for ( *(int *)&v5[2000].field_0 = v4; v20 < v4; ++v20 )
+	{
+	v21 = pActors[*(int *)&v5[4 * v20].field_0].uAIState;
+	if ( v21 != 4 && v21 != 5 )
+	break;
+	}
+	if ( v20 != v4 )
+	{
+	result = 8 * *(int *)&v5[4 * v20].field_0;
+	LOBYTE(result) = result | 3;
+	return result;
+	}
+	}
+	}
+	return 0;*/
+}
+
+//----- (0042F4DA) --------------------------------------------------------
+bool CheckActors_proximity()
+{
+  signed int distance; // edi@1
+  int for_x; // ebx@5
+  int for_y; // [sp+Ch] [bp-10h]@5
+  int for_z; // [sp+10h] [bp-Ch]@5
+
+
+  distance = 5120;
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
+    distance = 2560;
+  
+  if ( (signed int)uNumActors <= 0 )
+    return false;
+  for ( uint i = 0; i < (signed int)uNumActors; ++i )
+  {
+    for_x = abs(pActors[i].vInitialPosition.x - pParty->vPosition.x);
+    for_y = abs(pActors[i].vInitialPosition.y - pParty->vPosition.y);
+    for_z = abs(pActors[i].vInitialPosition.z - pParty->vPosition.z);
+    if ( int_get_vector_length(for_x, for_y, for_z) < distance )
+    {
+      if ( pActors[i].uAIState != Dead )
+      {
+        if ( pActors[i].uAIState != Dying && pActors[i].uAIState != Removed
+          && pActors[i].uAIState != Disabled && pActors[i].uAIState != Summoned
+          && (pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) ) )
+          return true;
+      }
+    }
+  }
+  return false;
+}
+
+
+//----- (00426A5A) --------------------------------------------------------
+void Actor::LootActor()
+{
+  signed int v2; // edi@1
+  unsigned __int8 v7; // al@30
+  char *v9; // [sp-4h] [bp-3Ch]@10
+  char *v10; // [sp-4h] [bp-3Ch]@31
+  char *v11; // [sp-4h] [bp-3Ch]@38
+  ItemGen Dst; // [sp+Ch] [bp-2Ch]@1
+  bool itemFound; // [sp+30h] [bp-8h]@1
+  int v14; // [sp+34h] [bp-4h]@1
+
+  pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+  Dst.Reset();
+  v2 = 0;
+  itemFound = false;
+  v14 = 0;
+  if ( !ActorHasItem() )
+  {
+    for (uchar i = 0; i < this->pMonsterInfo.uTreasureDiceRolls; i++ )
+        v14 += rand() % this->pMonsterInfo.uTreasureDiceSides + 1;
+    if ( v14 )
+      {
+        pParty->PartyFindsGold(v14, 0);
+        viewparams->bRedrawGameUI = 1;
+      }
+    }
+  else
+  {
+    if ( this->ActorHasItems[3].uItemID != 0 &&  this->ActorHasItems[3].GetItemEquipType() == EQUIP_GOLD )
+    {
+      v14 = this->ActorHasItems[3].uSpecEnchantmentType;
+      this->ActorHasItems[3].Reset();
+      if ( v14 )
+      {
+        pParty->PartyFindsGold(v14, 0);
+        viewparams->bRedrawGameUI = 1;
+      }
+    }
+  }
+  if ( this->uCarriedItemID )
+  {
+    Dst.Reset();
+    Dst.uItemID = this->uCarriedItemID;
+    v9 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName;
+    if ( v14 )
+      sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v9);
+    else
+      sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v9);
+    ShowStatusBarString(pTmpBuf2.data(), 2);
+    if ( Dst.GetItemEquipType() == 12 )
+    {
+      Dst.uNumCharges = rand() % 6 + Dst.GetDamageMod() + 1;
+      Dst.uMaxCharges = Dst.uNumCharges;
+    }
+    if ( pItemsTable->pItems[Dst.uItemID].uEquipType == 14 && Dst.uItemID != 220 )
+      Dst.uEnchantmentType = 2 * rand() % 4 + 2;
+    pItemsTable->SetSpecialBonus(&Dst);
+    if ( !pParty->AddItemToParty(&Dst) )
+      pParty->SetHoldingItem(&Dst);
+    this->uCarriedItemID = 0;
+    if ( this->ActorHasItems[0].uItemID )
+    {
+      if ( !pParty->AddItemToParty(this->ActorHasItems) )
+      {
+        pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+        pParty->SetHoldingItem(this->ActorHasItems);
+      }
+      this->ActorHasItems[0].Reset();
+    }
+    if ( this->ActorHasItems[1].uItemID )
+    {
+      if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) )
+      {
+        pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+        pParty->SetHoldingItem(&this->ActorHasItems[1]);
+      }
+      this->ActorHasItems[1].Reset();
+    }
+    this->Remove();
+    return;
+  }
+  if ( this->ActorHasItem() )
+  {
+    if ( this->ActorHasItems[3].uItemID )
+    {
+      memcpy(&Dst, &this->ActorHasItems[3], sizeof(Dst));
+      this->ActorHasItems[3].Reset();
+      //v11 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName;
+      if ( v14 )
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, pItemsTable->pItems[Dst.uItemID].pUnidentifiedName);
+      else
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[Dst.uItemID].pUnidentifiedName);
+      ShowStatusBarString(pTmpBuf2.data(), 2);
+      if ( !pParty->AddItemToParty(&Dst) )
+        pParty->SetHoldingItem(&Dst);
+      itemFound = true;
+    }
+  }
+  else
+  {
+    if ( rand() % 100 < this->pMonsterInfo.uTreasureDropChance && (v7 = this->pMonsterInfo.uTreasureLevel) != 0 )
+    {
+      pItemsTable->GenerateItem(v7, this->pMonsterInfo.uTreasureType, &Dst);
+      v10 = pItemsTable->pItems[Dst.uItemID].pUnidentifiedName;
+      if ( v14 )
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[490], v14, v10);//Вы нашли ^I[%d] золот^L[ой;ых;ых] и предмет (%s)!
+      else
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], v10);//Вы нашли ^Pv[%s]!
+      ShowStatusBarString(pTmpBuf2.data(), 2);
+      if ( !pParty->AddItemToParty(&Dst) )
+        pParty->SetHoldingItem(&Dst);
+      itemFound = true;
+    }
+  }
+  if ( this->ActorHasItems[0].uItemID )
+  {
+    if ( !pParty->AddItemToParty(this->ActorHasItems) )
+    {
+      pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+      pParty->SetHoldingItem(this->ActorHasItems);
+      itemFound = true;
+    }
+    this->ActorHasItems[0].Reset();
+  }
+  if ( this->ActorHasItems[1].uItemID )
+  {
+    if ( !pParty->AddItemToParty(&this->ActorHasItems[1]) )
+    {
+      pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+      pParty->SetHoldingItem(&this->ActorHasItems[1]);
+      itemFound = true;
+    }
+    this->ActorHasItems[1].Reset();
+  }
+  if ( !itemFound || rand() % 100 < 90 )//for repeatedly get gold and item
+    this->Remove();
+}
+
+
+//----- (00427102) --------------------------------------------------------
+bool Actor::_427102_IsOkToCastSpell( signed int a2 )
+{
+  switch(a2)
+  {
+  case SPELL_BODY_POWER_CURE:
+    {
+      if ( this->sCurrentHP >= (signed int)this->pMonsterInfo.uHP )
+        return false;
+      return true;
+    }
+  case SPELL_LIGHT_DISPEL_MAGIC:
+    {
+      for (int i = 0; i < 20; i++)
+      {
+        if (pParty->pPartyBuffs[i].uExpireTime > 0)
+          return true;
+      }
+      for ( int i = 1; i <= 4; i++ )
+      {
+        for ( int j = 0; j < 22; j++ )
+        {
+          if (pPlayers[i]->pPlayerBuffs[j].uExpireTime > 0)
+            return true;
+        }
+      }
+      return false;
+    }
+  case SPELL_LIGHT_DAY_OF_PROTECTION:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_DAY_OF_PROTECTION].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_LIGHT_HOUR_OF_POWER:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_DARK_PAIN_REFLECTION:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_PAIN_REFLECTION].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_BODY_HAMMERHANDS:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_PAIN_HAMMERHANDS].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_FIRE_HASTE:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_HASTE].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_AIR_SHIELD:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_SHIELD].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_EARTH_STONESKIN:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_SPIRIT_BLESS:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_SPIRIT_FATE:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime <= 0;
+      break;
+    }
+  case SPELL_SPIRIT_HEROISM:
+    {
+      return this->pActorBuffs[ACTOR_BUFF_HEROISM].uExpireTime <= 0;
+      break;
+    }
+  default:
+      return true;
+  }
+}
+
+
+//----- (0042704B) --------------------------------------------------------
+ABILITY_INDEX Actor::special_ability_use_check( int a2 )
+{
+  signed int okToCastSpell1; // ebx@5
+  signed int okToCastSpell2; // edi@5
+
+  if ( this->pMonsterInfo.uSpecialAbilityType == 2
+    && this->pMonsterInfo.uSpecialAbilityDamageDiceBonus < 3
+    && rand() % 100 < 5 )
+    this->SummonMinion(a2);
+  okToCastSpell1 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell1ID);
+  okToCastSpell2 = this->_427102_IsOkToCastSpell(this->pMonsterInfo.uSpell2ID);
+  if ( okToCastSpell1 && this->pMonsterInfo.uSpell1UseChance && rand() % 100 < this->pMonsterInfo.uSpell1UseChance )
+    return ABILITY_SPELL1;
+  if ( okToCastSpell2 && this->pMonsterInfo.uSpell2UseChance && rand() % 100 < this->pMonsterInfo.uSpell2UseChance )
+    return ABILITY_SPELL2;
+  if (this->pMonsterInfo.uAttack2Chance && rand() % 100 < this->pMonsterInfo.uAttack2Chance)
+    return ABILITY_ATTACK2;
+  return ABILITY_ATTACK1;
+}
+
+
+
+//----- (004273BB) --------------------------------------------------------
+bool Actor::_4273BB_DoesHitOtherActor( Actor *defender, int a3, int a4 )
+{
+  signed int v6; // ebx@1
+  signed int v7; // esi@1
+  int armorSum; // ebx@10
+  signed int a2a; // [sp+18h] [bp+Ch]@1
+
+  v6 = defender->pMonsterInfo.uAC;
+  v7 = 0;
+  a2a = 0;
+  if ( defender->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
+    v6 /= 2;
+  if ( defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    v7 = defender->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  if ( defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > v7 )
+    v7 = defender->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
+  armorSum = v7 + v6;
+  if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    a2a = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > a2a )
+    a2a = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 )
+  {
+    a2a += this->pActorBuffs[ACTOR_BUFF_FATE].uPower;
+    this->pActorBuffs[ACTOR_BUFF_FATE].Reset();
+  }
+  return rand() % (armorSum + 2 * this->pMonsterInfo.uLevel + 10) + a2a + 1 > armorSum + 5;
+}
+
+//----- (004274AD) --------------------------------------------------------
+bool Actor::ActorHitOrMiss(Player *pPlayer)
+{
+  signed int v3; // edi@1
+  signed int v4; // esi@8
+  int v5; // esi@8
+
+  v3 = 0;
+  if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    v3 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_BLESS].uExpireTime > 0 && this->pActorBuffs[ACTOR_BUFF_BLESS].uPower > v3 )
+    v3 = this->pActorBuffs[ACTOR_BUFF_BLESS].uPower;
+  if ( this->pActorBuffs[ACTOR_BUFF_FATE].uExpireTime > 0 )
+  {
+    v3 += this->pActorBuffs[ACTOR_BUFF_FATE].uPower;
+    this->pActorBuffs[ACTOR_BUFF_FATE].Reset();
+  }
+  v4 = pPlayer->GetActualAC() + 2 * this->pMonsterInfo.uLevel + 10;
+  v5 = rand() % v4 + 1;
+  return (v3 + v5 > pPlayer->GetActualAC() + 5);
+}
+
+
+//----- (0042756B) --------------------------------------------------------
+int Actor::CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, signed int incomingDmg)
+{
+  int v4; // edx@1
+  int v5; // ecx@1
+  signed int v6; // eax@4
+  signed int result; // eax@17
+  signed int v8; // esi@18
+
+  v4 = 0;
+  v5 = 0;
+  if ( this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    v5 = this->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uPower;
+  switch ( dmgType )
+  {
+  case DMGT_FIRE:
+    v6 = this->pMonsterInfo.uResFire;
+    v4 = v5;
+    break;
+  case DMGT_ELECTR:
+    v6 = this->pMonsterInfo.uResAir;
+    v4 = v5;
+    break;
+  case DMGT_COLD:
+    v6 = this->pMonsterInfo.uResWater;
+    v4 = v5;
+    break;
+  case DMGT_EARTH:
+    v6 = this->pMonsterInfo.uResEarth;
+    v4 = v5;
+    break;
+  case DMGT_PHISYCAL:
+    v6 = this->pMonsterInfo.uResPhysical;
+    break;
+  case DMGT_SPIRIT:
+    v6 = this->pMonsterInfo.uResSpirit;
+    break;
+  case DMGT_MIND:
+    v6 = this->pMonsterInfo.uResMind;
+    v4 = v5;
+    break;
+  case DMGT_BODY:
+    v6 = this->pMonsterInfo.uResBody;
+    v4 = v5;
+    break;
+  case DMGT_LIGHT:
+    v6 = this->pMonsterInfo.uResLight;
+    break;
+  case DMGT_DARK:
+    v6 = this->pMonsterInfo.uResDark;
+    break;
+  default:
+    v6 = 0;
+    break;
+  }
+  if ( v6 < 200 )
+  {
+    v8 = v4 + v6 + 30;
+    for (int i = 0; i < 4; i++)
+    {
+      if ( rand() % v8 < 30 )
+        break;
+      incomingDmg /= 2;
+    }
+    result = incomingDmg;
+  }
+  else
+    result = 0;
+  return result;
+}
+
+//----- (00427662) --------------------------------------------------------
+bool Actor::DoesDmgTypeDoDamage(DAMAGE_TYPE uType)
+{
+  signed int resist; // esi@2
+  bool result; // eax@13
+
+  switch ( uType )
+  {
+  case 0:
+    resist = this->pMonsterInfo.uResFire;
+    break;
+  case 1:
+    resist = this->pMonsterInfo.uResAir;
+    break;
+  case 2:
+    resist = this->pMonsterInfo.uResWater;
+    break;
+  case 3:
+    resist = this->pMonsterInfo.uResEarth;
+    break;
+  case 4:
+    resist = this->pMonsterInfo.uResPhysical;
+    break;
+  case 6:
+    resist = this->pMonsterInfo.uResSpirit;
+    break;
+  case 7:
+    resist = this->pMonsterInfo.uResMind;
+  case 8:
+    resist = this->pMonsterInfo.uResBody;
+    break;
+  case 9:
+    resist = this->pMonsterInfo.uResLight;
+    break;
+  case 10:
+    resist = this->pMonsterInfo.uResDark;
+    break;
+  default:
+    return 1;
+  }
+  if ( resist < 200 )
+    result = rand() % ((this->pMonsterInfo.uLevel >> 2) + resist + 30) < 30;
+  else
+    result = 0;
+  return result;
+}
+
+//----- (00448A98) --------------------------------------------------------
+void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle)
+{
+  if ( uGroupID )
+  {
+    if ( bToggle )
+    {
+      for ( uint i = 0; i < (unsigned int)uNumActors; ++i )
+      {
+        if ( pActors[i].uGroup == uGroupID )
+        {
+          pActors[i].uAttributes |= uFlag;
+          if ( uFlag == 0x10000 )
+          {
+            pActors[i].uAIState = Disabled;
+            pActors[i].UpdateAnimation();
+          }
+        }
+      }
+    }
+    else
+    {
+      for ( uint i = 0; i < (unsigned int)uNumActors; ++i )
+      {
+        if ( pActors[i].uGroup == uGroupID )
+        {
+          if ( uFlag == 0x10000 )
+          {
+            if ( pActors[i].uAIState != Dead )
+            {
+              if ( pActors[i].uAIState != 4 && pActors[i].uAIState != 11 )
+                pActors[i].uAIState = Standing;
+            }
+          }
+          LODWORD(pActors[i].uAttributes) &= ~uFlag;
+        }
+      }
+    }
+  }
+}
+
+//----- (004014E6) --------------------------------------------------------
+void Actor::MakeActorAIList_ODM()
+{
+  int v1; // eax@4
+  unsigned int v7; // ST20_4@10
+  int distance; // edi@10
+  int v10; // ebx@14
+  int v21; // [sp+Ch] [bp-14h]@4
+  int v22; // [sp+10h] [bp-10h]@4
+
+  pParty->uFlags &= 0xFFFFFFCF;//~0x30
+
+  ai_arrays_size = 0;
+  for (uint i = 0; i < uNumActors; ++i)
+  {
+    Actor* actor = &pActors[i];
+
+    actor->ResetAlive();//~0x400
+    if (!actor->CanAct())
+    {
+      actor->ResetActive();
+      continue;
+    }
+
+    v22 = abs(pParty->vPosition.z - actor->vPosition.z);
+    v21 = abs(pParty->vPosition.y - actor->vPosition.y);
+    v1 = abs(pParty->vPosition.x - actor->vPosition.x);
+    v7 = int_get_vector_length(v22, v21, v1);
+    distance = v7 - actor->uActorRadius;
+    if ( distance < 0 )
+      distance = 0;
+
+    if (distance < 5632)
+    {
+      actor->ResetHostile();
+      if ( actor->ActorEnemy() || actor->GetActorsRelation(0) )
+      {
+        //v11 = (pParty->uFlags & 0x10) == 0;
+        actor->uAttributes |= ACTOR_HOSTILE;
+        if (distance < 5120 )
+          pParty->SetYellowAlert();
+        if (distance < 307)
+          pParty->SetRedAlert();
+      }
+	  actor->uAttributes |= ACTOR_ACTIVE;
+      ai_near_actors_distances[ai_arrays_size] = distance;
+      ai_near_actors_ids[ai_arrays_size++] = i;
+    }
+    else
+	  actor->ResetActive();
+  }
+
+  /*
+  result = v27;
+  if ( v27 > 0 )
+  {
+    v14 = 0;
+    v15 = 1;
+    v26 = 1;
+    do
+    {
+      while ( 1 )
+      {
+        v24 = v15;
+        if ( v15 >= result )
+          break;
+        v16 = ai_near_actors_distances[v14];
+        if ( v16 > ai_near_actors_distances[v15] )
+        {
+          v17 = &ai_near_actors_ids[v15];
+          v18 = ai_near_actors_ids[v14];
+          ai_near_actors_ids[v14] = *v17;
+          *v17 = v18;
+          v15 = v24;
+          ai_near_actors_distances[v14] = ai_near_actors_distances[v24];
+          ai_near_actors_distances[v24] = v16;
+        }
+        result = v27;
+        ++v15;
+      }
+      ++v14;
+      v15 = v26 + 1;
+      v26 = v15;
+    }
+    while ( v15 - 1 < result );
+  }*/
+
+  for (uint i = 0; i < ai_arrays_size; ++i)
+    for (uint j = 0; j < i; ++j)
+      if (ai_near_actors_distances[j] > ai_near_actors_distances[i])
+      {
+        int tmp = ai_near_actors_distances[j];
+        ai_near_actors_distances[j] = ai_near_actors_distances[i];
+        ai_near_actors_distances[i] = tmp;
+
+        tmp = ai_near_actors_ids[j];
+        ai_near_actors_ids[j] = ai_near_actors_ids[i];
+        ai_near_actors_ids[i] = tmp;
+      }
+
+
+  if (ai_arrays_size > 30)
+    ai_arrays_size = 30;
+
+  for (uint i = 0; i < ai_arrays_size; ++i)
+    pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400
+}
+
+//----- (004016FA) --------------------------------------------------------
+int  Actor::MakeActorAIList_BLV()
+{
+  int v1; // eax@4
+  int distance; // edi@10
+  int v13; // edx@24
+  int v15; // ebx@26
+  unsigned int v17; // esi@27
+  int v18; // ecx@31
+  signed int v19; // edi@31
+  signed int v25; // eax@40
+  int j; // edi@45
+  int v30; // eax@48
+  int v37; // [sp+Ch] [bp-18h]@1
+  int v38; // [sp+10h] [bp-14h]@4
+  int v39; // [sp+14h] [bp-10h]@4
+  int i; // [sp+18h] [bp-Ch]@31
+  uint v45; // [sp+20h] [bp-4h]@1
+
+  //  __debugbreak(); // refactor for blv ai
+  pParty->uFlags &= 0xFFFFFFCF;//~0x30
+  v37 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+  v45 = 0;
+  for ( uint i = 0; i < (signed int)uNumActors; ++i )
+  {
+    pActors[i].ResetAlive();//~0x0400
+    if ( !pActors[i].CanAct() )
+    {
+      pActors[i].ResetActive();
+      continue;
+    }
+    v1 = abs(pParty->vPosition.x - pActors[i].vPosition.x);
+    v38 = abs(pParty->vPosition.y - pActors[i].vPosition.y);
+    v39 = abs(pParty->vPosition.z - pActors[i].vPosition.z);
+
+    distance = int_get_vector_length(v39, v38, v1) - pActors[i].uActorRadius;
+    if ( distance < 0 )
+      distance = 0;
+    if ( distance < 10240 )
+    {
+      pActors[i].ResetHostile();//~0x01000000
+      if ( pActors[i].ActorEnemy() || pActors[i].GetActorsRelation(0) )
+      {
+        pActors[i].uAttributes |= ACTOR_HOSTILE;
+        if ( !(pParty->uFlags & 0x10) && (double)distance < 307.2 )
+          pParty->SetRedAlert();
+        if ( !(pParty->uFlags & 0x20) && distance < 5120 )
+          pParty->SetYellowAlert();
+      }
+      ai_near_actors_distances[v45] = distance;
+      ai_near_actors_ids[v45] = i;
+	  v45++;
+    }
+    else
+      pActors[i].ResetActive();
+  }
+  v13 = 0;
+  if ( v45 > 0 )
+  {
+    for ( uint i = 1; i < v45; i++ )
+    {
+      for ( uint j = 1; j < v45; ++j )
+      {
+        v15 = ai_near_actors_distances[v13];
+        if ( ai_near_actors_distances[v13] > ai_near_actors_distances[j] )
+        {
+          v17 = ai_near_actors_ids[v13];
+          ai_near_actors_ids[v13] = ai_near_actors_ids[j];
+          ai_near_actors_ids[j] = v17;
+          ai_near_actors_distances[v13] = ai_near_actors_distances[j];
+          ai_near_actors_distances[j] = v15;
+        }
+      }
+      ++v13;
+    }
+  }
+  v18 = 0;
+  v19 = 0;
+  for ( i = 0; i < v45; i++ )
+  {
+    if ( pActors[ai_near_actors_ids[i]].ActorNearby()
+      || sub_4070EF_prolly_detect_player(PID(OBJECT_Actor,ai_near_actors_ids[i]), 4) )
+    {
+      pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_NEARBY;
+      ai_array_4F6638_actor_ids[v19] = ai_near_actors_ids[i];
+      ai_array_4F5E68[v19++] = ai_near_actors_distances[i];
+      if ( v19 >= 30 )
+        break;
+    }
+  }
+  ai_arrays_size = v19;
+  if ( (signed int)uNumActors > 0 )
+  {
+    for ( uint i = 0; i < (signed int)uNumActors; ++i )
+    {
+      if ( pActors[i].CanAct() && pActors[i].uSectorID == v37 )
+      {
+        v25 = 0;
+        if ( v19 <= 0 )
+        {
+          pActors[i].uAttributes |= ACTOR_ACTIVE;
+          ai_array_4F6638_actor_ids[ai_arrays_size++] = i;
+        }
+        else
+        {
+          while ( ai_array_4F6638_actor_ids[v25] != i )
+          {
+            ++v25;
+            if ( v25 >= v19 )
+            {
+              pActors[i].uAttributes |= ACTOR_ACTIVE;
+              ai_array_4F6638_actor_ids[ai_arrays_size++] = i;
+              break;
+            }
+          }
+        }
+      }
+    }
+  }
+  for ( j = 0; j < v45; ++j )
+  {
+    if ( pActors[ai_near_actors_ids[j]].uAttributes & 0xC000 && pActors[ai_near_actors_ids[j]].CanAct() )
+    {
+      v30 = 0;
+      if ( ai_arrays_size <= 0 )
+        ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j];
+      else
+      {
+        while ( ai_array_4F6638_actor_ids[v30] != ai_near_actors_ids[j] )
+        {
+          ++v30;
+          if ( v30 >= ai_arrays_size )
+          {
+            ai_array_4F6638_actor_ids[ai_arrays_size++] = ai_near_actors_ids[j];
+            break;
+          }
+        }
+      }
+    }
+  }
+  if ( ai_arrays_size > 30 )
+    ai_arrays_size = 30;
+  memcpy(ai_near_actors_ids.data(), ai_array_4F6638_actor_ids.data(), 4 * ai_arrays_size);
+  memcpy(ai_near_actors_distances.data(), ai_array_4F5E68.data(), 4 * ai_arrays_size);
+  for ( uint i = 0; i < ai_arrays_size; i++ )
+    pActors[ai_near_actors_ids[i]].uAttributes |= ACTOR_ALIVE;//0x400
+  return ai_arrays_size;
+}
+
+
+//----- (004070EF) --------------------------------------------------------
+bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID)
+{
+  signed int v2; // eax@1
+  int obj1_sector; // eax@4
+  float v8; // ST24_4@5
+  signed int v12; // eax@7
+  int obj2_z; // edi@11
+  int obj2_x; // esi@11
+  int obj2_sector; // eax@13
+  float v20; // ST24_4@14
+  int dist_x; // ebx@16
+  signed int dist_3d; // ecx@16
+  int v25; // eax@18
+  BLVFace *v29; // ebx@32
+  Vec3_short_ *v30; // esi@32
+  int v31; // eax@32
+  int v32; // ST50_4@44
+  int v33; // ST54_4@44
+  int v34; // eax@44
+  signed int v38; // esi@45
+  __int16 next_sector; // bx@58
+  int v47; // [sp+18h] [bp-50h]@20
+  int v48; // [sp+1Ch] [bp-4Ch]@20
+  int v49; // [sp+20h] [bp-48h]@20
+  int dist_z; // [sp+24h] [bp-44h]@16
+  signed int higher_z; // [sp+24h] [bp-44h]@27
+  signed int lower_z; // [sp+28h] [bp-40h]@26
+  signed int higher_y; // [sp+2Ch] [bp-3Ch]@23
+  signed int lower_y; // [sp+30h] [bp-38h]@22
+  signed int higher_x; // [sp+34h] [bp-34h]@21
+  signed int lower_x; // [sp+38h] [bp-30h]@20
+  signed int sectors_visited; // [sp+3Ch] [bp-2Ch]@28
+  int v58; // [sp+44h] [bp-24h]@50
+  int v59; // [sp+48h] [bp-20h]@44
+  int obj2_y; // [sp+50h] [bp-18h]@11
+  int obj1_x; // [sp+58h] [bp-10h]@4
+  int obj1_y; // [sp+5Ch] [bp-Ch]@4
+  int obj1_z; // [sp+60h] [bp-8h]@4
+  int current_sector; // [sp+64h] [bp-4h]@7
+  int dist_y;
+  int v70;
+
+  v2 = PID_ID(uObjID);
+  switch( PID_TYPE(uObjID) )
+  {
+	case OBJECT_Decoration:
+      obj1_x = pLevelDecorations[v2].vPosition.x;
+      obj1_y = pLevelDecorations[v2].vPosition.y;
+      obj1_z = pLevelDecorations[v2].vPosition.z;
+      obj1_sector = pIndoor->GetSector(obj1_x, obj1_y, obj1_z);
+	  break;
+	case OBJECT_Actor:
+      obj1_x = pActors[v2].vPosition.x;
+      obj1_y = pActors[v2].vPosition.y;
+      v8 = (double)pActors[v2].uActorHeight * 0.69999999;
+      //v9 = v8 + 6.7553994e15;
+      //obj1_z = LODWORD(v9) + pActors[v2].vPosition.z;
+	  obj1_z = (int)v8 + pActors[v2].vPosition.z;
+      obj1_sector = pActors[v2].uSectorID;
+	  break;
+	case OBJECT_Item:
+      obj1_x = pSpriteObjects[v2].vPosition.x;
+      obj1_y = pSpriteObjects[v2].vPosition.y;
+      obj1_z = pSpriteObjects[v2].vPosition.z;
+      obj1_sector = pSpriteObjects[v2].uSectorID;
+	  break;
+	default:
+	  return 0;
+  }
+  v12 = PID_ID(uObj2ID);
+  switch( PID_TYPE(uObj2ID) )
+  {
+    case OBJECT_Decoration:
+      obj2_z = pLevelDecorations[v12].vPosition.z;
+      obj2_x = pLevelDecorations[v12].vPosition.x;
+      obj2_y = pLevelDecorations[v12].vPosition.y;
+	  obj2_sector = pIndoor->GetSector(obj2_x, obj2_y, obj2_z);
+	  break;
+	case OBJECT_Player:
+      obj2_x = pParty->vPosition.x;
+      obj2_z = pParty->sEyelevel + pParty->vPosition.z;
+      obj2_y = pParty->vPosition.y;
+	  obj2_sector = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->sEyelevel + pParty->vPosition.z);
+      break;
+	case OBJECT_Actor:
+      obj2_y = pActors[v12].vPosition.y;
+      obj2_x = pActors[v12].vPosition.x;
+      v20 = (double)pActors[v12].uActorHeight * 0.69999999;
+      //v21 = v20 + 6.7553994e15;
+      //obj2_z = LODWORD(v21) + pActors[v12].vPosition.z;
+	  obj2_z = (int)v20 + pActors[v12].vPosition.z;
+      obj2_sector = pActors[v12].uSectorID;
+	  break;
+	case OBJECT_Item:
+      obj2_x = pSpriteObjects[v12].vPosition.x;
+      obj2_z = pSpriteObjects[v12].vPosition.z;
+      obj2_y = pSpriteObjects[v12].vPosition.y;
+      obj2_sector = pSpriteObjects[v12].uSectorID;
+	  break;
+	default:
+	  return 0;
+  }
+  dist_x = obj2_x - obj1_x;
+  dist_z = obj2_z - obj1_z;
+  dist_y = obj2_y - obj1_y;
+  dist_3d = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
+  //range check
+  if ( dist_3d > 5120 )
+    return 0;
+  if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+    return 1;
+  v25 = 65536;
+  if ( dist_3d )
+    v25 = 65536 / dist_3d;
+  v49 = dist_x * v25;
+  v47 = dist_z * v25;
+  v48 = dist_y * v25;
+  if ( obj1_x < obj2_x )
+  {
+	lower_x = obj1_x;
+    higher_x = obj2_x;
+  }
+  else
+  {
+    lower_x = obj2_x;
+    higher_x = obj1_x;
+  }
+  if ( obj1_y < obj2_y )
+  {
+	lower_y = obj1_y;
+    higher_y = obj2_y;
+  }
+  else
+  {
+    lower_y = obj2_y;
+    higher_y = obj1_y;
+  }
+  if ( obj1_z < obj2_z )
+  {
+	lower_z = obj1_z;
+    higher_z = obj2_z;
+  }
+  else
+  {
+    lower_z = obj2_z;
+    higher_z = obj1_z;
+  }
+  sectors_visited = 0;
+  //monster in same sector with player
+  if ( obj1_sector == obj2_sector )
+      return 1;
+  //search starts from monster
+  current_sector = obj1_sector;
+  for( int current_portal = 0; current_portal < pIndoor->pSectors[current_sector].uNumPortals; current_portal++ )
+  {
+	v29 = &pIndoor->pFaces[pIndoor->pSectors[current_sector].pPortals[current_portal]];
+	v30 = &pIndoor->pVertices[*v29->pVertexIDs];
+	v31 = v29->pFacePlane_old.vNormal.z * (v30->z - obj1_z)
+		+ v29->pFacePlane_old.vNormal.y * (v30->y - obj1_y)
+		+ v29->pFacePlane_old.vNormal.x * (v30->x - obj1_x);
+
+	if ( current_sector != v29->uSectorID )
+		v31 = -v31;
+
+	if ( v31 >= 0 && v30->x != obj1_x && v30->y != obj1_y && v30->z != obj1_z)
+		continue;
+
+	if(	lower_x > v29->pBounding.x2
+		|| higher_x < v29->pBounding.x1
+		|| lower_y > v29->pBounding.y2
+		|| higher_y < v29->pBounding.y1
+		|| lower_z > v29->pBounding.z2
+		|| higher_z < v29->pBounding.z1 )
+	{
+		continue;
+	}
+	  
+	v32 = fixpoint_mul(v29->pFacePlane_old.vNormal.x,v49);
+	v34 = fixpoint_mul(v29->pFacePlane_old.vNormal.y,v48);
+	v33 = fixpoint_mul(v29->pFacePlane_old.vNormal.z,v47);
+
+	v59 = v32 + v33 + v34;
+	if ( v59 )
+	{
+		v70 = v29->pFacePlane_old.dist 
+			+ obj1_z * v29->pFacePlane_old.vNormal.z 
+			+ obj1_x * v29->pFacePlane_old.vNormal.x 
+			+ obj1_y * v29->pFacePlane_old.vNormal.y;
+		v38 = -v70;
+
+		// if ( v59 <= 0 ^ v70 <= 0 )
+		
+		/* TEMPORARY
+		if ( v59 <= 0 && v70 <= 0 )
+		{
+			continue;
+		}
+		if ( !(v59 <= 0 && v70 <= 0) )
+		{
+			continue;
+		}
+		*/
+
+		if( abs(v38) >> 14 > abs(v59) )
+			continue;
+
+		v58 = fixpoint_div(v38,v59);
+
+		if( v58 < 0 )
+          continue;
+
+		if(!sub_4075DB(obj1_x + ((fixpoint_mul(v49,v58) + 32768) >> 16), obj1_y + ((fixpoint_mul(v48,v58) + 32768) >> 16),
+				obj1_z + ((fixpoint_mul(v47,v58) + 32768) >> 16), v29) )
+		{
+			continue;
+		}
+
+		//if there is no next sector turn back
+		if ( v29->uSectorID == current_sector )
+			next_sector = v29->uBackSectorID;
+		else
+			next_sector = v29->uSectorID;
+
+		//no more portals, quit
+		if ( next_sector == current_sector )
+          break;
+
+		++sectors_visited;
+		current_sector = next_sector;
+
+		//found player, quit
+		if ( next_sector == obj2_sector )
+			return 1;
+
+		current_sector = next_sector;
+
+		//did we hit limit for portals?
+		//does the next room have portals?
+		if ( sectors_visited < 30 && pIndoor->pSectors[current_sector].uNumPortals > 0)
+		{
+				current_portal=-1;
+				continue;
+		}
+		else
+			break;
+	}
+  }
+  //did we stop in the sector where player is?
+  if ( current_sector != obj2_sector )
+    return 0;
+  return 1;
+}
+
+
+//----- (00450B0A) --------------------------------------------------------
+bool __fastcall SpawnActor(unsigned int uMonsterID)
+{
+  unsigned int v1; // ebx@1
+  bool result; // eax@2
+  unsigned int v6; // ecx@5
+  Actor actor; // [sp+4h] [bp-350h]@5
+  Vec3_int_ pOut; // [sp+348h] [bp-Ch]@5
+
+  v1 = uMonsterID;
+  if ( uNumActors == 499 )
+    result = 0;
+  else
+  {
+    if ( (signed int)uMonsterID >= (signed int)pMonsterList->uNumMonsters )
+      v1 = 0;
+    memset(&actor, 0, sizeof(Actor));
+    strcpy(actor.pActorName, pMonsterStats->pInfos[v1 + 1].pName);
+    actor.sCurrentHP = LOWORD(pMonsterStats->pInfos[v1 + 1].uHP);
+    memcpy(&actor.pMonsterInfo, &pMonsterStats->pInfos[v1 + 1], sizeof(MonsterInfo));
+    actor.word_000086_some_monster_id = v1 + 1;
+    actor.uActorRadius = pMonsterList->pMonsters[v1].uMonsterRadius;
+    actor.uActorHeight = pMonsterList->pMonsters[v1].uMonsterHeight;
+    actor.uMovementSpeed = pMonsterList->pMonsters[v1].uMovementSpeed;
+
+    Vec3_int_::Rotate(200, pParty->sRotationY, 0, pParty->vPosition, &pOut.x, &pOut.z, &pOut.y);
+    actor.vInitialPosition.x = pOut.x;
+    actor.vPosition.x = pOut.x;
+    actor.uTetherDistance = 256;
+    actor.vInitialPosition.y = LOWORD(pOut.z);
+    actor.vPosition.y = LOWORD(pOut.z);
+    actor.vInitialPosition.z = LOWORD(pOut.y);
+    actor.vPosition.z = LOWORD(pOut.y);
+    pSprites_LOD->DeleteSomeSprites();
+    pPaletteManager->ResetNonTestLocked();
+    v6 = uNumActors - 1;
+    if ( dword_5C6DF8 == 1 )
+    {
+      dword_5C6DF8 = 0;
+      v6 = uNumActors++;
+    }
+    memcpy(&pActors[v6], &actor, sizeof(Actor));
+    pActors[v6].PrepareSprites(1);
+    result = 1;
+  }
+  return result;
+}
+// 5C6DF8: using guessed type int dword_5C6DF8;
+
+
+//----- (0044FA4C) --------------------------------------------------------
+signed int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3)
+{
+  signed int result; // eax@13
+  int v10; // ebx@16
+  const char *v15; // [sp-4h] [bp-24h]@2
+  unsigned int uFaceID; // [sp+8h] [bp-18h]@16
+  int v19; // [sp+Ch] [bp-14h]@16
+  size_t v20; // [sp+10h] [bp-10h]@6
+  int v21; // [sp+14h] [bp-Ch]@14
+  unsigned int v23; // [sp+1Ch] [bp-4h]@6
+
+  if ( a2 == 4 )
+    v15 = "Elemental Light C";
+  else if ( a2 == 3 )
+    v15 = "Elemental Light B";
+  else
+    v15 = "Elemental Light A";
+
+  v23 = pMonsterList->GetMonsterIDByName(v15);
+  v20 = 0;
+  for ( v20; v20 < uNumActors; v20++ )
+  {
+    if ( pActors[v20].uAIState == Removed )
+      break;
+  }
+
+  result = uNumActors + 1;
+  if ( v20 != uNumActors ||  result < 500 )
+  {
+    v21 = 0;
+    if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+      v21 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
+    v19 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
+    pActors[v20].Reset();
+    strcpy(pActors[v20].pActorName, pMonsterStats->pInfos[v23 + 1].pName);
+    pActors[v20].sCurrentHP = pMonsterStats->pInfos[v23 + 1].uHP;
+    memcpy(&pActors[v20].pMonsterInfo, &pMonsterStats->pInfos[v23 + 1], sizeof(MonsterInfo));
+    pActors[v20].word_000086_some_monster_id = v23 + 1;
+    pActors[v20].uActorRadius = pMonsterList->pMonsters[v23].uMonsterRadius;
+    pActors[v20].uActorHeight = pMonsterList->pMonsters[v23].uMonsterHeight;
+    pActors[v20].pMonsterInfo.uTreasureDiceRolls = 0;
+    pActors[v20].pMonsterInfo.uTreasureType = 0;
+    pActors[v20].pMonsterInfo.uExp = 0;
+    pActors[v20].uMovementSpeed = pMonsterList->pMonsters[v23].uMovementSpeed;
+    v10 = rand() % 2048;
+    pActors[v20].vInitialPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v10), v19);
+    pActors[v20].vPosition.x = pActors[v20].vInitialPosition.x;
+    pActors[v20].vInitialPosition.y = pParty->vPosition.y + fixpoint_mul(stru_5C6E00->Sin(v10), v19);
+    pActors[v20].vPosition.y = pActors[v20].vInitialPosition.y;
+    pActors[v20].vInitialPosition.z = pParty->vPosition.z;
+    pActors[v20].vPosition.z = pActors[v20].vInitialPosition.z;
+    pActors[v20].uTetherDistance = 256;
+    pActors[v20].uSectorID = v21;
+    pActors[v20].PrepareSprites(0);
+    pActors[v20].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+    pActors[v20].uAlly = 9999;
+    pActors[v20].uGroup = 0;
+    pActors[v20].uCurrentActionTime = 0;
+    pActors[v20].uAIState = Summoned;
+    pActors[v20].uCurrentActionLength = 256;
+    pActors[v20].UpdateAnimation();
+
+    result = pIndoor->GetSector(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z);
+    if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor
+      || result == v21
+	  && (result = BLV_GetFloorLevel(pActors[v20].vPosition.x, pActors[v20].vPosition.y, pActors[v20].vPosition.z, result, &uFaceID), result != -30000)
+      && (result = abs(result - pParty->vPosition.z), result <= 1024) )
+    {
+      if ( v20 == uNumActors )
+        ++uNumActors;
+      pActors[v20].uSummonerID = PID(OBJECT_Player, a1);
+      result = pActors[v20].pActorBuffs[ACTOR_BUFF_SUMMONED].Apply(pParty->uTimePlayed + (a3 * 128) / 30.0f, a2, a1, 0, 0);
+    }
+  }
+  return result;
+}
+
+//----- (0044F57C) --------------------------------------------------------
+void SpawnEncounter(MapInfo *pMapInfo, SpawnPointMM7 *spawn, int a3, int a4, int a5)
+{
+  int v7; // eax@2
+  char v8; // zf@5
+  int v12; // edx@9
+  int v18; // esi@31
+  Actor *pMonster; // esi@35
+  int v23; // edx@36
+  signed int v24; // edi@36
+  int v25; // ecx@36
+  MonsterDesc *v27; // edi@48
+  signed int v28; // eax@48
+  int v32; // eax@50
+  int v37; // eax@51
+  int v38; // eax@52
+  int v39; // edi@52
+  std::string v40; // [sp-18h] [bp-100h]@60
+  const char *v44; // [sp-8h] [bp-F0h]@13
+  char *pTexture; // [sp-4h] [bp-ECh]@9
+  char Str[32]; // [sp+Ch] [bp-DCh]@60
+  char Str2[120]; // [sp+2Ch] [bp-BCh]@29
+  unsigned int uFaceID; // [sp+A4h] [bp-44h]@52
+  MonsterInfo *Src; // [sp+A8h] [bp-40h]@50
+  int v50; // [sp+ACh] [bp-3Ch]@47
+  char Source[32]; // [sp+B0h] [bp-38h]@20
+  int v52; // [sp+D0h] [bp-18h]@34
+  int v53; // [sp+D4h] [bp-14h]@34
+  int pSector; // [sp+D8h] [bp-10h]@32
+  int pPosX; // [sp+DCh] [bp-Ch]@32
+  int v56; // [sp+E0h] [bp-8h]@8
+  int v57; // [sp+E4h] [bp-4h]@1
+
+  //auto a2 = spawn;
+  v57 = 0;
+  //v5 = pMapInfo;
+  //v6 = spawn;
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+    v7 = pOutdoor->ddm.field_C_alert;
+  else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+    v7 = pIndoor->dlv.field_C_alert;
+  else
+    v7 = 0;
+  if (v7)
+    v8 = (spawn->uAttributes & 1) == 0;
+  else
+    v8 = (spawn->uAttributes & 1) == 1;
+  if (v8)
+    return;
+  //result = (void *)(spawn->uIndex - 1);
+  v56 = 1;
+  switch (spawn->uIndex - 1)
+  {
+  case 0:
+    //v9 = pMapInfo->uEncounterMonster1AtLeast;
+    //v10 = rand();
+    //v11 = pMapInfo->uEncounterMonster1AtMost;
+    //pTexture = pMapInfo->pEncounterMonster1Texture;
+    v12 = rand() % (pMapInfo->uEncounterMonster1AtMost - pMapInfo->uEncounterMonster1AtLeast + 1);
+    //v13 = pMapInfo->Dif_M1;
+    v57 = pMapInfo->Dif_M1;
+    v56 = pMapInfo->uEncounterMonster1AtLeast + v12;
+    strcpy(Source, pMapInfo->pEncounterMonster1Texture);
+    break;
+  case 3:
+    //pTexture = pMapInfo->pEncounterMonster1Texture;
+    //v44 = "%s A";
+    sprintf(Source, "%s A", pMapInfo->pEncounterMonster1Texture);
+    break;
+  case 4:
+    //pTexture = pMapInfo->pEncounterMonster2Texture;
+    //v44 = "%s A";
+    sprintf(Source, "%s A", pMapInfo->pEncounterMonster2Texture);
+    break;
+  case 5:
+    //pTexture = pMapInfo->pEncounterMonster3Texture;
+    //v44 = "%s A";
+    sprintf(Source, "%s A", pMapInfo->pEncounterMonster3Texture);
+    break;
+  case 1:
+    //v9 = pMapInfo->uEncounterMonster2AtLeast;
+    //v14 = rand();
+    //v15 = pMapInfo->uEncounterMonster2AtMost;
+    //pTexture = pMapInfo->pEncounterMonster2Texture;
+    v12 = rand() % (pMapInfo->uEncounterMonster2AtMost - pMapInfo->uEncounterMonster2AtLeast + 1);
+    //v13 = pMapInfo->Dif_M2;
+    v57 = pMapInfo->Dif_M2;
+    v56 = pMapInfo->uEncounterMonster2AtLeast + v12;
+    strcpy(Source, pMapInfo->pEncounterMonster2Texture);
+    break;
+  case 6:
+    //pTexture = pMapInfo->pEncounterMonster1Texture;
+    //v44 = "%s B";
+    sprintf(Source, "%s B", pMapInfo->pEncounterMonster1Texture);
+    break;
+  case 7:
+    //pTexture = pMapInfo->pEncounterMonster2Texture;
+    //v44 = "%s B";
+    sprintf(Source, "%s B", pMapInfo->pEncounterMonster2Texture);
+    break;
+  case 8:
+    //pTexture = pMapInfo->pEncounterMonster3Texture;
+    //v44 = "%s B";
+    sprintf(Source, "%s B", pMapInfo->pEncounterMonster3Texture);
+    break;
+  case 2:
+    //v9 = pMapInfo->uEncounterMonster3AtLeast;
+    //v16 = rand();
+    //v17 = pMapInfo->uEncounterMonster3AtMost;
+    //pTexture = pMapInfo->pEncounterMonster3Texture;
+    v12 = rand() % (pMapInfo->uEncounterMonster3AtMost - pMapInfo->uEncounterMonster3AtLeast + 1);
+    //v13 = pMapInfo->Dif_M3;
+    v57 = pMapInfo->Dif_M3;
+    v56 = pMapInfo->uEncounterMonster3AtLeast + v12;
+    strcpy(Source, pMapInfo->pEncounterMonster3Texture);
+    break;
+  case 9:
+    //pTexture = pMapInfo->pEncounterMonster1Texture;
+    //v44 = "%s C";
+    sprintf(Source, "%s C", pMapInfo->pEncounterMonster1Texture);
+    break;
+  case 10:
+    //pTexture = pMapInfo->pEncounterMonster2Texture;
+    //v44 = "%s C";
+    sprintf(Source, "%s C", pMapInfo->pEncounterMonster2Texture);
+    break;
+  case 11:
+    //pTexture = pMapInfo->pEncounterMonster3Texture;
+    //v44 = "%s C";
+    sprintf(Source, "%s C", pMapInfo->pEncounterMonster3Texture);
+    break;
+  default:
+    return;
+  }
+  if (Source[0] == '0')
+    return;
+  v57 += a3;
+  if ( v57 > 4 )
+    v57 = 4;
+  strcpy(Str2, Source);
+  if ( a4 )
+    v56 = a4;
+  v18 = v56;
+  if ( (signed int)(v56 + uNumActors) >= 500 )
+    return;
+  pSector = 0;
+  pPosX = spawn->vPosition.x;
+  a4 = spawn->vPosition.y;
+  a3 = spawn->vPosition.z;
+  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
+    pSector = pIndoor->GetSector(spawn->vPosition.x, spawn->vPosition.y, spawn->vPosition.z);
+  v53 = 0;
+  v52 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
+  if ( v18 <= 0 )
+    return;
+  for (uint i = v53; i < v56; ++i)
+  {
+    pMonster = &pActors[uNumActors];
+    pActors[uNumActors].Reset();
+    if ( v57 )
+    {
+      v23 = rand() % 100;
+      v24 = 3;
+      v25 = (unsigned __int16)word_4E8152[3 * v57];
+      if ( v23 >= v25 )
+      {
+        if ( v23 < v25 + (unsigned __int16)word_4E8152[3 * v57 + 1] )
+          v24 = 2;
+      }
+      else
+        v24 = 1;
+      if ( v24 == 1 )
+      {
+        pTexture = Source;
+        v44 = "%s A";
+      }
+      else
+      {
+        if ( v24 == 2 )
+        {
+          pTexture = Source;
+          v44 = "%s B";
+        }
+        else
+        {
+          if ( v24 != 3 )
+            continue;
+          pTexture = Source;
+          v44 = "%s C";
+        }
+      }
+      sprintf(Str2, v44, pTexture);
+    }
+    v50 = pMonsterList->GetMonsterIDByName(Str2);
+    pTexture = Str2;
+    if ( (signed __int16)v50 == -1 )
+    {
+      sprintf(Str, "Can't create random monster: '%s'! See MapStats.txt and Monsters.txt!", pTexture);
+      MessageBoxA(nullptr, Str, nullptr, 0);
+      ExitProcess(0);
+    }
+    v27 = &pMonsterList->pMonsters[(signed __int16)v50];
+    v28 = pMonsterStats->FindMonsterByTextureName(pTexture);
+    if ( !v28 )
+      v28 = 1;
+    Src = &pMonsterStats->pInfos[v28];
+    strcpy(pMonster->pActorName, Src->pName);
+    pMonster->sCurrentHP = Src->uHP;
+    assert(sizeof(MonsterInfo) == 88);
+    memcpy(&pMonster->pMonsterInfo, Src, sizeof(MonsterInfo));//Uninitialized portail memory access
+    pMonster->word_000086_some_monster_id = v50 + 1;
+    pMonster->uActorRadius = v27->uMonsterRadius;
+    pMonster->uActorHeight = v27->uMonsterHeight;
+    pMonster->uMovementSpeed = v27->uMovementSpeed;
+    pMonster->vInitialPosition.x = spawn->vPosition.x;
+    pMonster->vPosition.x = spawn->vPosition.x;
+    pMonster->uTetherDistance = 256;
+    pMonster->vInitialPosition.y = a4;
+    pMonster->vPosition.y = a4;
+    pMonster->vInitialPosition.z = a3;
+    pMonster->vPosition.z = a3;
+    pMonster->uSectorID = pSector;
+    pMonster->uGroup = spawn->uGroup;
+    pMonster->PrepareSprites(0);
+    pMonster->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
+    v32 = rand();
+    a3 = fixpoint_mul(stru_5C6E00->Cos(v32 % 2048), v52);
+    pPosX = a3 + spawn->vPosition.x;
+    a3 = fixpoint_mul(stru_5C6E00->Sin(v32 % 2048), v52);
+    a4 = a3 + spawn->vPosition.y;
+    a3 = spawn->vPosition.z;
+    if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
+    {
+      if ( a5 )
+        pMonster->uAttributes |= ACTOR_AGGRESSOR;
+      ++uNumActors;
+      continue;
+    }
+    v37 = pIndoor->GetSector(pPosX, a4, spawn->vPosition.z);
+    if ( v37 == pSector )
+    {
+      v38 = BLV_GetFloorLevel(pPosX, a4, a3, v37, &uFaceID);
+      v39 = v38;
+      if ( v38 != -30000 )
+      {
+        if ( abs(v38 - a3) <= 1024 )
+        {
+          a3 = v39;
+          if ( a5 )
+            pMonster->uAttributes |= ACTOR_AGGRESSOR;
+          ++uNumActors;
+          continue;
+        }
+      }
+    }
+    ;
+    //v53 = (char *)v53 + 1;
+    //result = v53;
+  }
+  //while ( (signed int)v53 < v56 );
+}
+
+//----- (00438F8F) --------------------------------------------------------
+void area_of_effect__damage_evaluate()
+{
+	int attacker_type; // ecx@3
+	signed int v3; // eax@3
+	unsigned int target_id; // edi@6
+	int target_type; // eax@6
+	int v10; // edi@8
+	Vec3_int_ attacker_coord; // ST04_12@9
+	//  int v12; // ST0C_4@10
+	int v15; // edx@15
+	int v19; // edi@15
+	int v23; // edx@18
+	int v24; // eax@18
+	//  int v30; // eax@29
+	int v31; // edx@29
+	int v32; // eax@29
+	int v33; // ST24_4@29
+	SpriteObject *v36; // [sp+0h] [bp-28h]@0
+	int attacker_id; // [sp+10h] [bp-18h]@1
+	int v44; // [sp+14h] [bp-14h]@15
+	//Vec3_int_ *pVelocity; // [sp+1Ch] [bp-Ch]@2
+	signed int a1; // [sp+20h] [bp-8h]@8
+	int v48; // [sp+24h] [bp-4h]@8
+
+
+	for (attacker_id = 0; attacker_id < AttackerInfo.count; ++attacker_id)
+	{
+		attacker_type = PID_TYPE(AttackerInfo.pIDs[attacker_id]);
+		v3 = PID_ID(AttackerInfo.pIDs[attacker_id]);
+
+		if (attacker_type == 2)
+		{
+			v36 = &pSpriteObjects[v3];
+			attacker_type = PID_TYPE(pSpriteObjects[v3].spell_caster_pid);
+			v3 = PID_ID(pSpriteObjects[v3].spell_caster_pid);
+		}
+
+		if (AttackerInfo.field_3EC[attacker_id] & 1)
+		{
+			target_id = PID_ID(ai_near_actors_targets_pid[v3]);
+			target_type = PID_TYPE(ai_near_actors_targets_pid[v3]) - 3;
+			if (target_type)
+			{
+				if (target_type == 1)//party damage from monsters(повреждения группе от монстров)
+				{
+					v10 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id];
+					a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id];
+					v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id];
+					if (a1 * a1 + v10 * v10
+						+ ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id]))
+						* ((signed int)(pParty->vPosition.z + pParty->uPartyHeight) >> (1 - AttackerInfo.pZs[attacker_id]))
+						< (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32)))
+					{
+						attacker_coord.x = AttackerInfo.pXs[attacker_id];
+						attacker_coord.y = AttackerInfo.pYs[attacker_id];
+						attacker_coord.z = AttackerInfo.pZs[attacker_id];
+						if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord))
+							DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], stru_50C198.which_player_to_attack(&pActors[v3]));
+					}
+				}
+			}
+			else//Actor damage from monsters(повреждение местного жителя)
+			{
+				if (SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) > 0
+					|| SHIDWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime) >= 0
+					&& LODWORD(pActors[target_id].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime)
+					|| pActors[target_id].CanAct())
+				{
+					v15 = pActors[target_id].vPosition.y - AttackerInfo.pYs[attacker_id];
+					a1 = pActors[target_id].vPosition.x - AttackerInfo.pXs[attacker_id];
+					v44 = pActors[target_id].vPosition.z;
+					v19 = AttackerInfo.field_324[attacker_id] + pActors[target_id].uActorRadius;
+					v48 = v15;
+					if (a1 * a1 + v15 * v15 + (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id])
+						* (pActors[target_id].vPosition.z + (pActors[target_id].uActorHeight >> 1) - AttackerInfo.pZs[attacker_id]) < (unsigned int)(v19 * v19))
+					{
+						attacker_coord.x = AttackerInfo.pXs[attacker_id];
+						attacker_coord.y = AttackerInfo.pYs[attacker_id];
+						attacker_coord.z = AttackerInfo.pZs[attacker_id];
+						if (sub_407A1C(pActors[target_id].vPosition.x, pActors[target_id].vPosition.y, pActors[target_id].vPosition.z + 50, attacker_coord))
+						{
+							Vec3_int_::Normalize(&a1, &v48, &v44);
+							AttackerInfo.vec_4B4[attacker_id].x = a1;
+							AttackerInfo.vec_4B4[attacker_id].y = v48;
+							AttackerInfo.vec_4B4[attacker_id].z = v44;
+							Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], target_id, &AttackerInfo.vec_4B4[attacker_id], AttackerInfo.field_450[attacker_id]);
+						}
+					}
+				}
+			}
+		}
+		else //damage from spells(повреждения от заклов(метеоритный дождь))
+		{
+			v23 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id];
+			v24 = ((signed int)pParty->uPartyHeight / 2) - AttackerInfo.pZs[attacker_id];
+			a1 = pParty->vPosition.x - AttackerInfo.pXs[attacker_id];
+			v48 = pParty->vPosition.y - AttackerInfo.pYs[attacker_id];
+			if (a1 * a1 + v23 * v23 + (pParty->vPosition.z + v24) * (pParty->vPosition.z + v24) < (unsigned int)((AttackerInfo.field_324[attacker_id] + 32) * (AttackerInfo.field_324[attacker_id] + 32)))
+			{//party damage (повреждения группе)
+				attacker_coord.x = AttackerInfo.pXs[attacker_id];
+				attacker_coord.y = AttackerInfo.pYs[attacker_id];
+				attacker_coord.z = AttackerInfo.pZs[attacker_id];
+				if (sub_407A1C(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + pParty->sEyelevel, attacker_coord))
+				{
+					for (uint i = 0; i < 4; ++i)
+					{
+						if (!(HIDWORD(pParty->pPlayers[i].pConditions[Condition_Dead]) | LODWORD(pParty->pPlayers[i].pConditions[Condition_Dead]))
+							&& !pParty->pPlayers[i].pConditions[Condition_Pertified] && !pParty->pPlayers[i].pConditions[Condition_Eradicated])
+							DamagePlayerFromMonster(AttackerInfo.pIDs[attacker_id], AttackerInfo.field_450[attacker_id], &AttackerInfo.vec_4B4[attacker_id], i);
+					}
+				}
+			}
+			if ((signed int)uNumActors > 0)
+			{//actors damage(повреждения другим участникам)
+				for (int actorID = 0; (signed int)actorID < (signed int)uNumActors; ++actorID)
+				{
+					if (pActors[actorID].CanAct())
+					{
+						//v30 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id];
+						a1 = pActors[actorID].vPosition.x - AttackerInfo.pXs[attacker_id];
+						v31 = pActors[actorID].vPosition.z;
+						v48 = pActors[actorID].vPosition.y - AttackerInfo.pYs[attacker_id];
+						v44 = pActors[actorID].vPosition.z;
+						v32 = (pActors[actorID].uActorHeight / 2) - AttackerInfo.pZs[attacker_id];
+						v33 = pActors[actorID].uActorRadius + AttackerInfo.field_324[attacker_id];
+						if (a1 * a1 + v48 * v48 + (v31 + v32) * (v31 + v32) < (unsigned int)(v33 * v33))
+						{
+							attacker_coord.x = AttackerInfo.pXs[attacker_id];
+							attacker_coord.y = AttackerInfo.pYs[attacker_id];
+							attacker_coord.z = AttackerInfo.pZs[attacker_id];
+							if (sub_407A1C(pActors[actorID].vPosition.x, pActors[actorID].vPosition.y, pActors[actorID].vPosition.z + 50, attacker_coord))//что делает ф-ция?
+							{
+								Vec3_int_::Normalize(&a1, &v48, &v44);
+								AttackerInfo.vec_4B4[attacker_id].x = a1;
+								AttackerInfo.vec_4B4[attacker_id].y = v48;
+								AttackerInfo.vec_4B4[attacker_id].z = v44;
+								switch (attacker_type)
+								{
+								case OBJECT_Player:
+									Actor::DamageMonsterFromParty(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]);
+									break;
+								case OBJECT_Actor:
+									if (v36 && pActors[v3].GetActorsRelation(&pActors[actorID]))
+										Actor::ActorDamageFromMonster(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id], v36->field_61);
+									break;
+								case OBJECT_Item:
+									ItemDamageFromActor(AttackerInfo.pIDs[attacker_id], actorID, &AttackerInfo.vec_4B4[attacker_id]);
+									break;
+								}
+							}
+						}
+					}
+				}
+			}
+		}
+	}
+	AttackerInfo.count = 0;
+}
+
+//----- (0043AE12) --------------------------------------------------------
+double __fastcall sub_43AE12(signed int a1)
+{
+	//signed int v1; // ST00_4@1
+	signed int v2; // ecx@1
+	double v3; // st7@1
+	double result; // st7@6
+
+	v3 = (double)a1;
+	for (v2 = 0; v2 < 5; ++v2)
+	{
+		if (v3 < flt_4E4A80[v2 + 5])
+			break;
+	}
+	if (v2 <= 0 || v2 >= 5)
+	{
+		if (v2)
+			result = flt_4E4A80[4];
+		else
+			result = flt_4E4A80[0];
+	}
+	else
+		result = (flt_4E4A80[v2] - flt_4E4A80[v2 - 1]) * (v3 - flt_4E4A80[v2 + 4]) / (flt_4E4A80[v2 + 5] - flt_4E4A80[v2 + 4]) + flt_4E4A80[v2];
+	return result;
+}
+
+//----- (0043B057) --------------------------------------------------------
+void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity)
+{
+	int v6; // eax@4
+	int damage; // edi@4
+	int a2a; // [sp+Ch] [bp-4h]@8
+
+	if (!pActors[uActorID].IsNotAlive())
+	{
+		if (PID_TYPE(uObjID) == OBJECT_Item)
+		{
+			if (pSpriteObjects[PID_ID(uObjID)].spell_id)
+			{
+				v6 = _43AFE3_calc_spell_damage(pSpriteObjects[PID_ID(uObjID)].spell_id, pSpriteObjects[PID_ID(uObjID)].spell_level, pSpriteObjects[PID_ID(uObjID)].spell_skill, pActors[uActorID].sCurrentHP);
+				damage = pActors[uActorID].CalcMagicalDamageToActor((DAMAGE_TYPE)0, v6);
+				pActors[uActorID].sCurrentHP -= damage;
+				if (damage)
+				{
+					if (pActors[uActorID].sCurrentHP > 0)
+						Actor::AI_Stun(uActorID, uObjID, 0);
+					else
+						Actor::Die(uActorID);
+					a2a = 20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP;
+					if (20 * damage / (signed int)pActors[uActorID].pMonsterInfo.uHP > 10)
+						a2a = 10;
+					if (!MonsterStats::BelongsToSupertype(pActors[uActorID].pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT))
+					{
+						pVelocity->x = fixpoint_mul(a2a, pVelocity->x);
+						pVelocity->y = fixpoint_mul(a2a, pVelocity->y);
+						pVelocity->z = fixpoint_mul(a2a, pVelocity->z);
+						pActors[uActorID].vVelocity.x = 50 * LOWORD(pVelocity->x);
+						pActors[uActorID].vVelocity.y = 50 * LOWORD(pVelocity->y);
+						pActors[uActorID].vVelocity.z = 50 * LOWORD(pVelocity->z);
+					}
+					Actor::AddBloodsplatOnDamageOverlay(uActorID, 1, damage);
+				}
+				else
+					Actor::AI_Stun(uActorID, uObjID, 0);
+			}
+		}
+	}
+}