diff Engine/Objects/Player.cpp @ 2498:92eeeb5200f2

.
author Ritor1
date Fri, 19 Sep 2014 00:03:04 +0600
parents
children 68cdef6879a0
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Engine/Objects/Player.cpp	Fri Sep 19 00:03:04 2014 +0600
@@ -0,0 +1,8199 @@
+#define _CRTDBG_MAP_ALLOC
+#include <stdlib.h>
+#include <crtdbg.h>
+
+#define _CRT_SECURE_NO_WARNINGS
+#include "stru6.h"
+
+#include "ErrorHandling.h"
+
+#include "Player.h"
+#include "PlayerFrameTable.h"
+#include "AudioPlayer.h"
+#include "Party.h"
+#include "LOD.h"
+#include "GUIWindow.h"
+#include "Engine/Graphics/Viewport.h"
+#include "Actor.h"
+#include "Game.h"
+#include "Mouse.h"
+#include "TurnEngine.h"
+#include "Events.h"
+#include "Events2D.h"
+#include "Engine/Graphics/Outdoor.h"
+#include "StorylineTextTable.h"
+#include "Autonotes.h"
+#include "Awards.h"
+#include "texts.h"
+
+#include "stru123.h"
+#include "stru298.h"
+#include "ObjectList.h"
+#include "MM7.h"
+#include "SpriteObject.h"
+#include "Engine/Graphics/DecalBuilder.h"
+#include "CastSpellInfo.h"
+#include "OurMath.h"
+#include "UI\UIPartyCreation.h"
+
+
+
+
+NZIArray<struct Player *, 5> pPlayers;
+
+
+/*  381 */
+#pragma pack(push, 1)
+struct PlayerCreation_AttributeProps
+{
+  unsigned __int8 uBaseValue;
+  char uMaxValue;
+  char uDroppedStep;
+  char uBaseStep;
+};
+#pragma pack(pop)
+
+
+#pragma pack(push, 1)
+
+
+
+#pragma pack(pop)
+PlayerCreation_AttributeProps StatTable[4][7] = //0x4ED7B0
+{
+  {{11, 25, 1, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, { 9, 25, 1, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, {9, 25, 1, 1},},
+  {{ 7, 15, 2, 1}, {14, 30, 1, 2}, {11, 25, 1, 1}, { 7, 15, 2, 1}, {14, 30, 1, 2}, {11, 25, 1, 1}, {9, 20, 1, 1},},
+  {{14, 30, 1, 2}, { 7, 15, 2, 1}, { 7, 15, 2, 1}, {11, 25, 1, 1}, {11, 25, 1, 1}, {14, 30, 1, 2}, {9, 20, 1, 1},},
+  {{14, 30, 1, 2}, {11, 25, 1, 1}, {11, 25, 1, 1}, {14, 30, 1, 2}, { 7, 15, 2, 1}, { 7, 15, 2, 1}, {9, 20, 1, 1}}
+};
+
+
+
+std::array<int, 5> StealingMasteryBonuses = {0, 100, 200, 300, 500};  //dword_4EDEA0        //the zeroth element isn't accessed, it just helps avoid -1 indexing, originally 4 element array off by one
+std::array<int, 5> StealingRandomBonuses = {-200, -100, 0, 100, 200};  //dword_4EDEB4
+std::array<int, 5> StealingEnchantmentBonusForSkill = {0, 2, 4, 6, 10}; //dword_4EDEC4      //the zeroth element isn't accessed, it just helps avoid -1 indexing, originally 4 element array off by one
+
+
+
+ // available skills per class ( 9 classes X 37 skills )
+ // 0 - not available
+ // 1 - available
+ // 2 - primary skill
+unsigned char pSkillAvailabilityPerClass[9][37] =  // byte[] @ MM7.exe::004ED820
+{
+  {0, 2, 0, 1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
+  {0, 1, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 2, 1, 0},
+  {1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 2, 2, 1, 1, 0, 0, 0},
+  {0, 1, 1, 1, 0, 0, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
+  {0, 1, 0, 1, 1, 2, 0, 0, 0, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
+  {0, 1, 1, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 2, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
+  {0, 0, 0, 0, 0, 0, 2, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
+  {0, 0, 2, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 2, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
+  {2, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0} // some of these are started at 4ED94C, but needs to be here
+};
+
+
+unsigned char pEquipTypeToBodyAnchor[21] = // 4E8398
+{
+  1, // EQUIP_SINGLE_HANDED
+  1, // EQUIP_TWO_HANDED
+  2, // EQUIP_BOW
+  3, // EQUIP_ARMOUR
+  0, // EQUIP_SHIELD
+  4, // EQUIP_HELMET
+  5, // EQUIP_BELT
+  6, // EQUIP_CLOAK
+  7, // EQUIP_GAUNTLETS
+  8, // EQUIP_BOOTS
+  10, // EQUIP_RING
+  9, // EQUIP_AMULET
+  1, // EQUIP_WAND
+  0, // EQUIP_REAGENT
+  0, // EQUIP_POTION
+  0, // EQUIP_SPELL_SCROLL
+  0, // EQUIP_BOOK
+  0, // EQUIP_MESSAGE_SCROLL
+  0, // EQUIP_GOLD
+  0, // EQUIP_GEM
+  0 // EQUIP_NONE
+};
+
+
+unsigned char pBaseHealthByClass[12] = {40, 35, 35, 30, 30, 30, 25, 20, 20, 0, 0, 0};
+unsigned char pBaseManaByClass[12]   = { 0,  0,  0,  5,  5,  0, 10, 10, 15, 0, 0, 0};
+unsigned char pBaseHealthPerLevelByClass[36] = {5, 7, 9, 9, 4, 6, 8, 8, 5, 6, 8, 8, 4, 5, 6, 6, 3, 4, 6, 6, 4, 5, 6, 6, 2, 3, 4, 4, 2, 3, 4, 4, 2, 3, 3, 3};
+unsigned char pBaseManaPerLevelByClass[36]   = {0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 2, 3, 3, 1, 2, 3, 3, 0, 2, 3, 3, 3, 4, 5, 5, 3, 4, 5, 5, 3, 4, 6, 6};
+
+unsigned char pConditionAttributeModifier[7][19]   =  
+{{100, 100, 100, 120,  50, 200,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100, 100, 100},  //Might
+ {100, 100, 100,  50,  25,  10, 100, 100,  75,  60,  50,  30, 100, 100, 100, 100, 100,   1, 100},  //Intelligence
+ {100, 100, 100,  50,  25,  10, 100, 100,  75,  60,  50,  30, 100, 100, 100, 100, 100,   1, 100},  //Willpower
+ {100, 100, 100, 100,  50, 150,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100, 100, 100},  //Endurance
+ {100, 100, 100,  50,  10, 100,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100,  50, 100},  //Accuracy
+ {100, 100, 100, 120,  20, 120,  75,  60,  50,  30,  25,  10, 100, 100, 100, 100, 100,  50, 100},  //Speed
+ {100, 100, 100, 100, 200, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100}}; //Luck
+
+unsigned char pAgingAttributeModifier[7][4] = 
+{{100,  75,  40, 10},   //Might
+ {100, 150, 100, 10},   //Intelligence
+ {100, 150, 100, 10},   //Willpower
+ {100,  75,  40, 10},   //Endurance
+ {100, 100,  40, 10},   //Accuracy
+ {100, 100,  40, 10},   //Speed
+ {100, 100, 100, 100}}; //Luck
+
+unsigned int pAgeingTable[4] = {50, 100, 150, 0xFFFF};
+
+std::array<unsigned int, 18> pConditionImportancyTable = {{16, 15, 14, 17, 13, 2, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 1, 0}};
+
+short param_to_bonus_table[29] = {500, 400, 350, 300, 275, 250, 225, 200, 175,
+                         150, 125, 100,  75,  50,  40,  35,  30,  25,  21,
+                         19,   17,  15,  13,  11,   9,   7,   5,   3,   0};
+signed int parameter_to_bonus_value[29] = {30, 25, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1, -2, -3, -4, -5, -6};
+
+
+unsigned short base_recovery_times_per_weapon_type[12] =
+{
+  100,  // PLAYER_SKILL_STAFF   && Unarmed withoud skill
+   90,  // PLAYER_SKILL_SWORD   && Unarmed with skill
+   60,  // PLAYER_SKILL_DAGGER
+  100,  // PLAYER_SKILL_AXE
+   80,  // PLAYER_SKILL_SPEAR
+  100,  // PLAYER_SKILL_BOW
+   80,  // PLAYER_SKILL_MACE
+   30,  // PLAYER_SKILL_BLASTER
+   10,  // PLAYER_SKILL_SHIELD
+   10,  // PLAYER_SKILL_LEATHER
+   20,  // PLAYER_SKILL_CHAIN
+   30   // PLAYER_SKILL_PLATE
+};
+
+//----- (00490913) --------------------------------------------------------
+int PlayerCreation_GetUnspentAttributePointCount()
+{
+  signed int v0; // edi@1
+  int raceId; // ebx@2
+  signed int v4; // eax@17
+  int v5; // edx@18
+  signed int v6; // ecx@18
+  signed int remainingStatPoints; // [sp+Ch] [bp-8h]@1
+
+  remainingStatPoints = 50;
+  v0 = 50;
+  for (int playerNum = 0; playerNum < 4; playerNum++)
+  {
+    raceId = pParty->pPlayers[playerNum].GetRace();
+    for (int statNum = 0; statNum <= 6; statNum++)
+    {
+      switch ( statNum )
+      {
+      case 0:
+        v0 = pParty->pPlayers[playerNum].uMight;
+        break;
+      case 1:
+        v0 = pParty->pPlayers[playerNum].uIntelligence;
+        break;
+      case 2:
+        v0 = pParty->pPlayers[playerNum].uWillpower;
+        break;
+      case 3:
+        v0 = pParty->pPlayers[playerNum].uEndurance;
+        break;
+      case 4:
+        v0 = pParty->pPlayers[playerNum].uAccuracy;
+        break;
+      case 5:
+        v0 = pParty->pPlayers[playerNum].uSpeed;
+        break;
+      case 6:
+        v0 = pParty->pPlayers[playerNum].uLuck;
+        break;
+      }
+      v4 = StatTable[raceId][statNum].uBaseValue;
+      if ( v0 >= v4 )
+      {
+        v5 = StatTable[raceId][statNum].uDroppedStep;
+        v6 = StatTable[raceId][statNum].uBaseStep;
+      }
+      else
+      {
+        v5 = StatTable[raceId][statNum].uBaseStep;
+        v6 = StatTable[raceId][statNum].uDroppedStep;
+      }
+      remainingStatPoints += v5 * (v4 - v0) / v6;
+    }
+  }
+  return remainingStatPoints;
+}
+
+//----- (00427730) --------------------------------------------------------
+bool Player::CanCastSpell(unsigned int uRequiredMana)
+{
+  if (sMana >= (signed int)uRequiredMana)
+  {
+    sMana -= (signed int)uRequiredMana;
+    return true;
+  }
+
+  pAudioPlayer->PlaySound(SOUND_PlayerCantCastSpell, 0, 0, -1, 0, 0, 0, 0);
+  return false;
+}
+
+//----- (004BE2DD) --------------------------------------------------------
+void Player::SalesProcess( unsigned int inventory_idnx, int item_index, int _2devent_idx )
+    {
+  float v6; // ST04_4@1
+  signed int item_value; // eax@1
+  signed int sell_price; // ebx@1
+
+  item_value =pOwnItems[item_index].GetValue();
+  v6 = p2DEvents[ _2devent_idx - 1].fPriceMultiplier;
+  sell_price = GetPriceSell(item_value, v6);
+  if ( pOwnItems[item_index].IsBroken() )
+    sell_price = 1;
+  if ( sell_price < 1 )
+    sell_price = 1;
+  RemoveItemAtInventoryIndex(inventory_idnx);
+  Party::SetGold(pParty->uNumGold + sell_price);
+}
+
+//----- (0043EEF3) --------------------------------------------------------
+bool Player::NothingOrJustBlastersEquipped()
+{
+  signed int item_idx; // esi@1
+  signed int item_id; // esi@1
+  for (int i = 0; i < 16; ++i)
+  {
+    item_idx = pEquipment.pIndices[i];
+    if (item_idx)
+    {
+      item_id = pOwnItems[item_idx - 1].uItemID;
+      if ( item_id != ITEM_BLASTER && item_id != ITEM_LASER_RIFLE ) //blaster& blaster rifle
+          return false;
+    }
+  }
+  return true;
+}
+
+//----- (004B8040) --------------------------------------------------------
+int Player::GetConditionDayOfWeek( unsigned int uCondition )
+    {
+  return (unsigned int)(((signed __int64)((double)this->pConditions[uCondition] * 0.234375) / 60 / 60) / 24) % 7 + 1;
+}
+
+//----- (004B807C) --------------------------------------------------------
+int Player::GetTempleHealCostModifier(float a2)
+{
+  unsigned int conditionIdx; // eax@1
+  int conditionTimeMultiplier; // esi@1
+  int v6; // eax@8
+  signed int result; // qax@13
+  signed int baseConditionMultiplier; // [sp+8h] [bp-8h]@4
+
+  conditionIdx = GetMajorConditionIdx();
+  if ( conditionIdx >= 14 && conditionIdx <= 16)
+  {
+    if ( conditionIdx <= 15 )
+      baseConditionMultiplier = 5;
+    else //if ( conditionIdx == 16 )
+      baseConditionMultiplier = 10;
+    conditionTimeMultiplier = GetConditionDayOfWeek(conditionIdx);
+  }
+  else 
+  {
+    conditionTimeMultiplier = 1;
+    baseConditionMultiplier = 1;
+    if (conditionIdx < 14)
+    {
+      for (int i = 0; i <= 13; i++)
+      {
+        v6 = GetConditionDayOfWeek(i);
+        if ( v6 > conditionTimeMultiplier )
+          conditionTimeMultiplier = v6;
+      }
+    }
+  }
+  result = (int)((double)conditionTimeMultiplier * (double)baseConditionMultiplier * a2);
+  if ( result < 1 )
+    result = 1;
+  return result;
+}
+
+//----- (004B8102) --------------------------------------------------------
+int Player::GetPriceSell(int uRealValue, float price_multiplier)
+{
+  signed int v3; // esi@1
+  signed int result; // eax@3
+
+  v3 = (signed int)((signed __int64)((double)uRealValue / (price_multiplier + 2.0)) + uRealValue * GetMerchant() / 100);
+  if ( v3 > uRealValue )
+    v3 = uRealValue;
+  result = 1;
+  if ( v3 >= 1 )
+    result = v3;
+  return result;
+}
+
+//----- (004B8142) --------------------------------------------------------
+int Player::GetBuyingPrice(unsigned int uRealValue, float price_multiplier)
+{
+  uint price = (uint)(((100 - GetMerchant()) * (uRealValue * price_multiplier)) / 100);
+
+  if (price < uRealValue)
+    price = uRealValue;
+  return price;
+}
+
+//----- (004B8179) --------------------------------------------------------
+int Player::GetPriceIdentification(float a2)
+{
+  signed int v2; // esi@1
+  int v3; // ecx@1
+  signed int result; // eax@3
+
+  v2 = (signed int)(a2 * 50.0);
+  v3 = v2 * (100 - GetMerchant()) / 100;
+  if ( v3 < v2 / 3 )
+    v3 = v2 / 3;
+  result = 1;
+  if ( v3 >= 1 )
+    result = v3;
+  return result;
+}
+
+//----- (004B81C3) --------------------------------------------------------
+int Player::GetPriceRepair(int a2, float a3)
+{
+  signed int v3; // esi@1
+  int v4; // ecx@1
+  signed int result; // eax@3
+
+  v3 = (signed int)((double)a2 / (6.0 - a3));
+  v4 = v3 * (100 - GetMerchant()) / 100;
+  if ( v4 < v3 / 3 )
+    v4 = v3 / 3;
+  result = 1;
+  if ( v4 >= 1 )
+    result = v4;
+  return result;
+}
+
+//----- (004B8213) --------------------------------------------------------
+int Player::GetBaseSellingPrice(int a2, float a3)
+{
+  signed int v3; // qax@1
+
+  v3 = (signed int)((double)a2 / (a3 + 2.0));
+  if ( v3 < 1 )
+    v3 = 1;
+  return v3;
+}
+
+//----- (004B8233) --------------------------------------------------------
+int Player::GetBaseBuyingPrice(int a2, float a3)
+{
+  signed int v3; // qax@1
+
+  v3 = (signed int)((double)a2 * a3);
+  if ( v3 < 1 )
+    v3 = 1;
+  return v3;
+}
+
+//----- (004B824B) --------------------------------------------------------
+int Player::GetBaseIdentifyPrice(float a2)
+{
+  signed int v2; // qax@1
+
+  v2 = (signed int)(a2 * 50.0);
+  if ( v2 < 1 )
+    v2 = 1;
+  return v2;
+}
+
+//----- (004B8265) --------------------------------------------------------
+int Player::GetBaseRepairPrice(int a2, float a3)
+{
+  signed int v3; // qax@1
+
+  v3 = (signed int)((double)a2 / (6.0 - a3));
+  if ( v3 < 1 )
+    v3 = 1;
+  return v3;
+}
+
+//----- (004B6FF9) --------------------------------------------------------
+bool Player::IsPlayerHealableByTemple()
+{
+  if (this->sHealth >= GetMaxHealth() && this->sMana >= GetMaxMana() && GetMajorConditionIdx() == Condition_Good)
+    return false;
+  else
+  {
+    if (GetMajorConditionIdx() == Condition_Zombie)
+    {
+      if (((signed int)window_SpeakInHouse->ptr_1C == 78 || (signed int)window_SpeakInHouse->ptr_1C == 81 || (signed int)window_SpeakInHouse->ptr_1C == 82))
+        return false;
+      else
+        return true;
+    }
+    else
+      return true;
+  }
+}
+
+//----- (00421E75) --------------------------------------------------------
+unsigned int Player::GetItemIDAtInventoryIndex(int *pitem_index)
+{
+  int item_idx; // eax@1
+  int inv_index; // eax@3
+
+  item_idx = *pitem_index;
+  if ( item_idx >125 || item_idx < 0 )
+    return 0;
+  inv_index = this->pInventoryMatrix[item_idx];
+  if ( inv_index < 0 )
+  {
+    *pitem_index = -1 - inv_index;
+    inv_index = this->pInventoryMatrix[-1 - inv_index];
+  }
+  return inv_index;
+}
+
+//----- (004160CA) --------------------------------------------------------
+void Player::ItemsEnchant( int enchant_count )
+    {
+  int avalible_items; // ebx@1
+  int i; // edx@8
+  __int16 item_index_tabl[138]; // [sp+Ch] [bp-118h]@1
+ 
+  avalible_items = 0;
+  memset (item_index_tabl,0,sizeof(item_index_tabl));
+
+  for (i = 0; i < 138; ++i)
+  {
+    if (( pOwnItems[i].uItemID>0)&&(pOwnItems[i].uItemID <= 134))
+      item_index_tabl[avalible_items++] = i;
+  }
+
+  if ( avalible_items )
+  {
+    if ( enchant_count )
+    {
+      for ( i = 0; i < enchant_count; ++i )
+      {
+        if (!(pInventoryItemList[item_index_tabl[i]].uAttributes&ITEM_HARDENED))
+          pInventoryItemList[item_index_tabl[rand() % avalible_items]].uAttributes |= ITEM_HARDENED; 
+      }
+    }
+    else
+    {
+      for ( i = 0; i < avalible_items; ++i )
+      {
+          pInventoryItemList[item_index_tabl[i]].uAttributes |= ITEM_HARDENED;
+      }
+    }
+  }
+}
+
+//----- (004948B1) --------------------------------------------------------
+void Player::PlaySound(PlayerSpeech speech, int a3)
+{
+  signed int speechCount = 0; // esi@4
+  signed int expressionCount = 0; // esi@4
+  int pickedVariant; // esi@10
+  CHARACTER_EXPRESSION_ID expression; // ebx@17
+  signed int pSoundID; // ecx@19
+  int speechVariantArray[5]; // [sp+Ch] [bp-1Ch]@7
+  int expressionVariantArray[5]; 
+  unsigned int pickedSoundID; // [sp+30h] [bp+8h]@4
+  unsigned int expressionDuration = 0;
+
+  pickedSoundID = 0;
+  if (uVoicesVolumeMultiplier)
+  {
+    for (int i = 0; i < 2; i++)
+    {
+      if ( SoundSetAction[speech][i] )
+      {
+        speechVariantArray[speechCount] = SoundSetAction[speech][i];
+        speechCount++;
+      }
+    }
+    if ( speechCount )
+    {
+      pickedVariant = speechVariantArray[rand() % speechCount];
+      int numberOfSubvariants = byte_4ECF08[pickedVariant - 1][uVoiceID];
+      if (numberOfSubvariants > 0)
+      {
+        pickedSoundID = rand() % numberOfSubvariants + 2 * (pickedVariant + 50 * uVoiceID) + 4998;
+        pAudioPlayer->PlaySound((SoundID)pickedSoundID, PID(OBJECT_Player, uActiveCharacter + 39), 0, -1, 0, 0, (int)(pSoundVolumeLevels[uVoicesVolumeMultiplier] * 128.0f), 0);
+      }
+    }
+  }
+
+  for (int i = 0; i < 5; i++)
+  {
+    if ( SoundSetAction[speech][i + 3] )
+    {
+      expressionVariantArray[expressionCount] = SoundSetAction[speech][i + 3];
+      expressionCount++;
+    }
+  }
+  if ( expressionCount )
+  {
+    expression = (CHARACTER_EXPRESSION_ID)expressionVariantArray[rand() % expressionCount];
+    if (expression == CHARACTER_EXPRESSION_21 && pickedSoundID )
+    {
+      pSoundID = 0;
+      if ( pSoundList->sNumSounds )
+      {
+        for (int i = 0; i < pSoundList->sNumSounds; i++)
+        {
+          if (pSoundList->pSL_Sounds[i].uSoundID == pickedSoundID)
+            pSoundID = i;
+        }
+      }
+      if ( pSoundList->pSL_Sounds[pSoundID].pSoundData[0] )
+        expressionDuration = (sLastTrackLengthMS << 7) / 1000;
+    }
+    PlayEmotion(expression, expressionDuration);
+  }
+}
+// 4948B1: using guessed type int var_1C[5];
+
+//----- (00494A25) --------------------------------------------------------
+void Player::PlayEmotion(CHARACTER_EXPRESSION_ID new_expression, int a3)
+{
+  unsigned int v3 = expression;
+  if (expression == CHARACTER_EXPRESSION_DEAD || expression == CHARACTER_EXPRESSION_ERADICATED)
+  {
+    return;
+  }
+  else if (expression == CHARACTER_EXPRESSION_PERTIFIED && new_expression != CHARACTER_EXPRESSION_FALLING)
+  {
+    return;
+  }
+  else 
+  {
+    if (expression != CHARACTER_EXPRESSION_SLEEP || new_expression != CHARACTER_EXPRESSION_FALLING)
+    {
+      if (v3 >= 2 && v3 <= 11 && v3 != 8 && !(new_expression == CHARACTER_EXPRESSION_DMGRECVD_MINOR || new_expression == CHARACTER_EXPRESSION_DMGRECVD_MODERATE || new_expression == CHARACTER_EXPRESSION_DMGRECVD_MAJOR))
+      {
+        return;
+      }
+    }
+  }
+  this->uExpressionTimePassed = 0;
+  if ( !a3 )
+  {
+    this->uExpressionTimeLength = 8 * pPlayerFrameTable->pFrames[a3].uAnimLength;
+  }
+  else
+  {
+    this->uExpressionTimeLength = 0;
+  }
+  expression = new_expression;
+  viewparams->bRedrawGameUI = 1;
+}
+
+//----- (0049327B) --------------------------------------------------------
+bool Player::ProfessionOrGuildFlagsCorrect( unsigned int uClass, int a3 )
+{
+  if ( this->classType == uClass )
+  {
+    return true;
+  }
+  else
+  {
+    if (!a3)
+    {
+      return false;
+    }
+    switch ( uClass )
+    {
+      case 0x1Au:
+        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 65));
+      case 0x1Bu:
+        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 67));
+      case 0x22u:
+        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 77));
+      case 0x23u:
+        return(_449B57_test_bit((unsigned __int8 *)this->_achieved_awards_bits, 79));
+        break;
+      default:
+        Error("Should not be able to get here (%u)", uClass);
+        break;
+    }
+    return false;
+  }
+}
+
+
+//----- (00492C0B) --------------------------------------------------------
+bool Player::CanAct()
+{
+  if ( this->IsAsleep() || this->IsParalyzed() || 
+       this->IsUnconcious() || this->IsDead() || 
+       this->IsPertified() || this->IsEradicated() )
+    return false;
+  else
+    return true;
+}
+
+//----- (00492C40) --------------------------------------------------------
+bool Player::CanSteal()
+{
+  return GetActualSkillLevel(PLAYER_SKILL_STEALING) != 0;
+}
+
+//----- (00492C4E) --------------------------------------------------------
+bool Player::CanEquip_RaceAndAlignmentCheck(unsigned int uItemID)
+{
+  switch (uItemID)
+  {
+  case ITEM_RELIC_ETHRICS_STAFF: 
+  case ITEM_RELIC_OLD_NICK: 
+  case ITEM_RELIC_TWILIGHT: return pParty->IsPartyEvil(); break;
+  case ITEM_RELIC_TALEDONS_HELM: 
+  case ITEM_RELIC_JUSTICE: return pParty->IsPartyGood(); break;
+  case ITEM_ARTIFACT_ELFBANE: return IsRaceGoblin(); break;
+  case ITEM_ARTIFACT_MINDS_EYE: return IsRaceHuman(); break;
+  case ITEM_ELVEN_CHAINMAIL: return IsRaceElf(); break;
+  case ITEM_FORGE_GAUNTLETS: return IsRaceDwarf(); break;
+  case ITEM_ARTIFACT_HEROS_BELT: return IsMale(); break;
+  case ITEM_ARTIFACT_LADYS_ESCORT: return IsFemale(); break;
+  case ITEM_WETSUIT: return NothingOrJustBlastersEquipped(); break;
+  default: return 1; break;
+  }
+}
+
+//----- (00492D65) --------------------------------------------------------
+void Player::SetCondition( unsigned int uConditionIdx, int a3 )
+{
+  signed int player_sex; // ecx@77
+  signed int remainig_player; // ebx@82
+  int players_before; // [sp+10h] [bp-4h]@2
+  int players_after; // [sp+20h] [bp+Ch]@82
+
+  if ( pConditions[uConditionIdx] )
+      return;
+  
+  if (!ConditionProcessor::IsPlayerAffected(this, uConditionIdx, a3))
+  {
+    return;
+  }
+
+  switch ( uConditionIdx )
+  {
+    case Condition_Cursed: PlaySound(SPEECH_30, 0); break;
+    case Condition_Weak: PlaySound(SPEECH_25, 0); break;
+    case Condition_Sleep: break; //nosound
+    case Condition_Fear: PlaySound(SPEECH_26, 0); break;
+    case Condition_Drunk: PlaySound(SPEECH_31, 0); break;
+    case Condition_Insane: PlaySound(SPEECH_29, 0); break;
+    case Condition_Poison_Weak:
+    case Condition_Poison_Medium:
+    case Condition_Poison_Severe: PlaySound(SPEECH_27, 0); break;
+    case Condition_Disease_Weak:
+    case Condition_Disease_Medium:
+    case Condition_Disease_Severe: PlaySound(SPEECH_28, 0);break;
+    case Condition_Paralyzed: break;  //nosound
+    case Condition_Unconcious:
+      PlaySound(SPEECH_32, 0);
+      if ( sHealth > 0 )
+        sHealth = 0;
+    break;
+    case Condition_Dead:
+      PlaySound(SPEECH_33, 0);
+      if ( sHealth > 0 )
+        sHealth = 0;
+      if ( sMana > 0 )
+        sMana = 0;
+    break;
+    case Condition_Pertified:
+      PlaySound(SPEECH_34, 0);
+    break;
+    case Condition_Eradicated:
+      PlaySound(SPEECH_35, 0);
+      if (sHealth > 0 )
+        sHealth = 0;
+      if ( sMana > 0 )
+        sMana = 0;
+    break;
+    case Condition_Zombie:
+      if ( classType == PLAYER_CLASS_LICH || IsEradicated() || IsZombie() || !IsDead())
+        return;
+      pConditions.fill(0);
+      sHealth = GetMaxHealth();
+      sMana = 0;
+      player_sex = 0;
+      uPrevFace = uCurrentFace;
+      uPrevVoiceID = uVoiceID;
+      if (IsMale())
+      {
+        uCurrentFace = 23;
+        uVoiceID = 23;
+      }
+      else
+      {
+        uCurrentFace = 24;
+        uVoiceID = 24;
+      }
+      PlaySound(SPEECH_99, 0);
+    break;
+  }
+
+  players_before = 0;
+  for (int i = 1; i < 5; ++i)
+  {
+    if ( pPlayers[i]->CanAct() )
+      ++players_before;
+  }
+
+  pConditions[uConditionIdx] = pParty->uTimePlayed;
+
+  remainig_player = 0;
+  players_after = 0;
+  for (int i = 1; i < 5; ++i)
+  {
+    if ( pPlayers[i]->CanAct() )
+    {
+      remainig_player = i;
+      ++players_after;
+    }
+  }
+  if (( players_before == 2 ) && ( players_after == 1 ))
+    pPlayers[remainig_player]->PlaySound(SPEECH_107, 0);//ñêîðåå âñåãî îáíàä¸æûâàþùèé âîçãëàñ ïîñëåäíåãî
+  return;
+}
+
+//----- (00492528) --------------------------------------------------------
+bool Player::CanFitItem(unsigned int uSlot, unsigned int uItemID)
+{
+  Texture *texture; // esi@1
+  unsigned int slotWidth; // ebx@1
+  unsigned int slotHeight; // [sp+1Ch] [bp+Ch]@1
+
+  texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
+  slotWidth = GetSizeInInventorySlots(texture->uTextureWidth);
+  slotHeight = GetSizeInInventorySlots(texture->uTextureHeight);
+  if ( !areWeLoadingTexture )
+  {
+    texture->Release();
+    pIcons_LOD->SyncLoadedFilesCount();
+  }
+  Assert(slotHeight > 0 && slotWidth > 0, "Items should have nonzero dimensions");
+  if ( (slotWidth + uSlot % INVETORYSLOTSWIDTH) <= INVETORYSLOTSWIDTH && (slotHeight + uSlot / INVETORYSLOTSWIDTH) <= INVETORYSLOTSHEIGHT )
+  {
+      for (unsigned int x = 0; x < slotWidth; x++)
+      {
+        for (unsigned int y = 0; y < slotHeight; y++)
+        {
+          if (pInventoryMatrix[y * INVETORYSLOTSWIDTH + x + uSlot] != 0)
+          {
+            return false;
+          }
+        }
+      }
+    return true;
+  }
+  return false;
+}
+// 506128: using guessed type int areWeLoadingTexture;
+
+//----- (004925E6) --------------------------------------------------------
+int Player::FindFreeInventoryListSlot()
+{
+  for (int i = 0; i < 126; i++ )
+  {
+    if (pInventoryItemList[i].uItemID == 0)
+    {
+      return i;
+    }
+  }
+  return -1;
+}
+
+//----- (00492600) --------------------------------------------------------
+int Player::CreateItemInInventory(unsigned int uSlot, unsigned int uItemID)
+{
+  int result; // eax@8
+  signed int freeSlot; // [sp+8h] [bp-4h]@4
+
+  freeSlot = FindFreeInventoryListSlot();
+  if ( freeSlot == -1 )
+  {
+    if ( uActiveCharacter )
+      pPlayers[uActiveCharacter]->PlaySound(SPEECH_NoRoom, 0);
+    return 0;
+  }
+  else
+  {
+    PutItemArInventoryIndex(uItemID, freeSlot, uSlot);
+    result = freeSlot + 1;
+    this->pInventoryItemList[freeSlot].uItemID = uItemID;
+  }
+  return result;
+}
+// 506128: using guessed type int areWeLoadingTexture;
+
+//----- (00492700) --------------------------------------------------------
+int Player::HasSkill(unsigned int uSkillType)
+{
+  if ( uSkillType >= 37 || this->pActiveSkills[uSkillType] )
+  {
+    return 1;
+  }
+  else
+  {
+    sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[67], this->pName);
+    ShowStatusBarString(pTmpBuf.data(), 2u);
+    return 0;
+  }
+}
+
+//----- (00492745) --------------------------------------------------------
+void Player::WearItem( unsigned int uItemID )
+{
+  int item_body_anch; // edi@6
+  int item_indx;
+  item_indx = FindFreeInventoryListSlot();
+  
+  if ( item_indx != -1 )
+  {
+    pInventoryItemList[item_indx].uItemID = uItemID;
+    item_body_anch = pEquipTypeToBodyAnchor[pItemsTable->pItems[uItemID].uEquipType];
+    pEquipment.pIndices[item_body_anch] = item_indx + 1;
+    pInventoryItemList[item_indx].uBodyAnchor = item_body_anch + 1;
+  }
+}
+
+//----- (004927A8) --------------------------------------------------------
+int Player::AddItem(int index, unsigned int uItemID)
+{
+  if ( index == -1 )
+  {
+      for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
+      {
+        for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++)
+        {
+          if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID) )
+          {
+            return CreateItemInInventory(ycoord * INVETORYSLOTSWIDTH + xcoord, uItemID);
+          }
+        }
+      }
+    return 0;
+  }
+  if ( !CanFitItem(index, uItemID) )
+  {
+    pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
+    return 0;
+  }
+  return CreateItemInInventory(index, uItemID);
+}
+
+//----- (00492826) --------------------------------------------------------
+int Player::AddItem2(int index, ItemGen *Src)
+{
+  pItemsTable->SetSpecialBonus(Src);
+
+  if ( index == -1 )
+  {
+    for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++)
+    {
+      for (int ycoord = 0; ycoord < INVETORYSLOTSHEIGHT; ycoord++)      //TODO: change pInventoryMatrix to 2 dimensional array.
+      {
+        if ( CanFitItem(ycoord * INVETORYSLOTSWIDTH + xcoord, Src->uItemID) )
+        {
+          return CreateItemInInventory2(ycoord * INVETORYSLOTSWIDTH + xcoord, Src);
+        }
+      }
+    }
+    return 0;
+  }
+  if ( !CanFitItem(index, Src->uItemID) )
+    return 0;
+  return CreateItemInInventory2(index, Src);
+}
+
+//----- (0049289C) --------------------------------------------------------
+int Player::CreateItemInInventory2( unsigned int index, ItemGen *Src )
+{
+  signed int freeSlot; // ebx@1
+  int result; // eax@6
+
+  freeSlot = FindFreeInventoryListSlot();
+  if ( freeSlot == -1 )
+  {
+    result = 0;
+  }
+  else
+  {
+    PutItemArInventoryIndex(Src->uItemID, freeSlot, index);
+    memcpy(&pInventoryItemList[freeSlot], Src, sizeof(ItemGen));
+    result = freeSlot + 1;
+  }
+  return result;
+}
+// 506128: using guessed type int areWeLoadingTexture;
+
+//----- (0049298B) --------------------------------------------------------
+void Player::PutItemArInventoryIndex( int uItemID, int itemListPos, int index )   //originally accepted ItemGen* but needed only its uItemID
+{
+  Texture *item_texture; // esi@1
+  int *pInvPos; // esi@4
+  unsigned int slot_width; // [sp+Ch] [bp-4h]@1
+  unsigned int slot_height; // [sp+18h] [bp+8h]@1
+
+  item_texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[uItemID].pIconName, TEXTURE_16BIT_PALETTE);
+  slot_width =  GetSizeInInventorySlots(item_texture->uTextureWidth);
+  slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
+  if ( !areWeLoadingTexture )
+  {
+    item_texture->Release();
+    pIcons_LOD->SyncLoadedFilesCount();
+  }
+  if ( slot_width > 0 )
+  {
+    pInvPos = &pInventoryMatrix[index];
+    for (unsigned int i = 0; i < slot_height; i++)
+    {
+      memset32(pInvPos, -1 - index, slot_width);//TODO: try to come up with a better solution. negative values are used when drawing the inventory - nothing is drawn
+      pInvPos += INVETORYSLOTSWIDTH;
+    }
+  }
+  pInventoryMatrix[index] = itemListPos + 1;
+}
+
+// 506128: using guessed type int areWeLoadingTexture;
+
+//----- (00492A36) --------------------------------------------------------
+void Player::RemoveItemAtInventoryIndex( unsigned int index )
+{
+  ItemGen *item_in_slot; // ecx@1
+  Texture *item_texture; // esi@1
+  unsigned int slot_height; // ebp@1
+  int *pInvPos; // edx@4
+  unsigned int slot_width; // [sp+14h] [bp+4h]@1
+
+  item_in_slot = &this->pInventoryItemList[pInventoryMatrix[index]-1];  
+  item_texture = pIcons_LOD->LoadTexturePtr(item_in_slot->GetIconName(), TEXTURE_16BIT_PALETTE);
+  item_in_slot->Reset();
+  slot_width = GetSizeInInventorySlots(item_texture->uTextureWidth);
+  slot_height = GetSizeInInventorySlots(item_texture->uTextureHeight);
+  if ( !areWeLoadingTexture )
+  {
+    item_texture->Release();
+    pIcons_LOD->SyncLoadedFilesCount();
+  }
+  if ( slot_width > 0 )
+  {
+    pInvPos = &pInventoryMatrix[index];
+    for (unsigned int i = 0; i < slot_height; i++)
+    {
+      memset32(pInvPos, 0, slot_width);
+      pInvPos += INVETORYSLOTSWIDTH;
+    }
+  }
+}
+// 506128: using guessed type int areWeLoadingTexture;
+
+//----- (00490EEE) --------------------------------------------------------
+int Player::SelectPhrasesTransaction(ItemGen *pItem, int building_type, int BuildID_2Events, int ShopMenuType)  //TODO: probably move this somewhere else, not really Player:: stuff
+{
+  unsigned int idemId; // edx@1
+  signed int equipType; // esi@1
+  float multiplier; // ST04_4@26
+  int price; // edi@26
+  int merchantLevel; // [sp+10h] [bp-8h]@1
+  int itemValue;
+
+  merchantLevel = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
+  idemId = pItem->uItemID;
+  equipType = pItem->GetItemEquipType();
+  itemValue = pItem->GetValue();
+
+  switch (building_type)
+  {
+    case BuildingType_WeaponShop:
+      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
+        return 5;
+      if (equipType > EQUIP_BOW)
+        return 4;
+    break;
+    case BuildingType_ArmorShop:
+      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
+        return 5;
+      if ( equipType < EQUIP_ARMOUR || equipType > EQUIP_BOOTS)
+        return 4;
+    break;
+    case BuildingType_MagicShop:
+      if (idemId >= ITEM_ARTIFACT_HERMES_SANDALS)
+        return 5;
+      if ( pItemsTable->pItems[idemId].uSkillType != PLAYER_SKILL_MISC )
+        return 4;
+    break;
+    case BuildingType_AlchemistShop:
+      if ((idemId >= ITEM_ARTIFACT_HERMES_SANDALS && idemId < ITEM_RECIPE_REJUVENATION) || idemId > ITEM_RECIPE_BODY_RESISTANCE)
+        return 5;
+      if ( !(equipType == EQUIP_REAGENT || equipType == EQUIP_POTION || equipType == EQUIP_MESSAGE_SCROLL))
+        return 4;
+    break;
+    default:
+      Error("(%u)", building_type);
+    break;
+  }
+  if (pItem->IsStolen())
+    return 6;
+
+  multiplier = p2DEvents[BuildID_2Events - 1].fPriceMultiplier;
+  switch (ShopMenuType)
+  {
+    case 2:
+      price = GetBuyingPrice(itemValue, multiplier);
+    break;
+    case 3:
+      if (pItem->IsBroken())
+        price = 1;
+      else
+        price = this->GetPriceSell(itemValue, multiplier);
+    break;
+    case 4:
+      price = this->GetPriceIdentification(multiplier);
+    break;
+    case 5:
+      price = this->GetPriceRepair(itemValue, multiplier);
+      break;
+    default:
+      Error("(%u)", ShopMenuType);
+    break;
+  }
+  if ( merchantLevel )
+  {
+    if (price == itemValue)
+    {
+      return 3;
+    }
+    else
+    {
+      return 2;
+    }
+  }
+  else
+  {
+    return 1;
+  }
+}
+
+//----- (0049107D) --------------------------------------------------------
+int Player::GetBodybuilding()
+{
+  int v1; // al@1
+
+  v1 = GetActualSkillLevel(PLAYER_SKILL_BODYBUILDING);
+  int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
+  return multiplier * (v1 & 0x3F);
+}
+
+//----- (004910A8) --------------------------------------------------------
+int Player::GetMeditation()
+{
+  int v1; // al@1
+
+  v1 = GetActualSkillLevel(PLAYER_SKILL_MEDITATION);
+  int multiplier = GetMultiplierForSkillLevel(v1, 1, 2, 3, 5);
+  return multiplier * (v1 & 0x3F);
+}
+
+//----- (004910D3) --------------------------------------------------------
+bool Player::CanIdentify( ItemGen *pItem )
+{
+  unsigned __int16 v2; // ax@1
+  int v5; // edi@7
+  if (CheckHiredNPCSpeciality(Scholar))
+    return true;
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_ITEM_ID);
+  if ( (signed int)SkillToMastery(v2) >= 4 )
+    return true;
+
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  v5 = multiplier * (v2 & 0x3F);
+  return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
+}
+
+//----- (00491151) --------------------------------------------------------
+bool Player::CanRepair( ItemGen *pItem )
+{
+  unsigned __int16 v2; // ax@1
+  int v5; // edi@7
+
+  ITEM_EQUIP_TYPE equipType = pItem->GetItemEquipType();
+  if (CheckHiredNPCSpeciality(Smith) && equipType <= 2 ||
+      CheckHiredNPCSpeciality(Armorer) && equipType >= 3 && equipType <= 9 ||
+      CheckHiredNPCSpeciality(Alchemist) && equipType >= 9 )
+    return true;
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_REPAIR);
+  if ( (signed int)SkillToMastery(v2) >= 4 )
+    return true;
+
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  v5 = multiplier * (v2 & 0x3F);
+  return v5 >= pItemsTable->pItems[pItem->uItemID].uItemID_Rep_St;
+}
+
+//----- (004911F3) --------------------------------------------------------
+int Player::GetMerchant()
+{
+  unsigned __int16 v2; // ax@1
+  int v5; // edi@1
+  int v7; // eax@3
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_MERCHANT);
+  if ( SkillToMastery(v2) >= 4 )
+    return 10000;
+
+  v7 = pParty->GetPartyReputation();
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  v5 = multiplier * (v2 & 0x3F);
+  if (v5 == 0)
+  {
+    return -v7;
+  }
+  return v5 - v7 + 7;
+}
+
+//----- (0049125A) --------------------------------------------------------
+int Player::GetPerception()
+{
+  unsigned __int16 v2; // ax@1
+  int v5; // edi@1
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_PERCEPTION);
+  if ( SkillToMastery(v2) >= 4 )
+    return 10000;
+
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  v5 = multiplier * (v2 & 0x3F);
+  return v5;
+}
+
+//----- (004912B0) --------------------------------------------------------
+int Player::GetDisarmTrap()
+{
+  unsigned __int16 v2; // ax@1
+  int v5; // edi@1
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_TRAP_DISARM);
+  if ( (signed int)SkillToMastery(v2) >= 4 )
+    return 10000;
+
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  if ( HasEnchantedItemEquipped(35) )  //only the real skill level is supposed to be added again, not the multiplied value
+    multiplier++;
+  v5 = multiplier * (v2 & 0x3F);
+  return v5;
+}
+
+//----- (00491317) --------------------------------------------------------
+char Player::GetLearningPercent()
+{
+  int v2; // eax@1
+
+  v2 = GetActualSkillLevel(PLAYER_SKILL_LEARNING);
+  int multiplier = GetMultiplierForSkillLevel(v2, 1, 2, 3, 5);
+  return multiplier * v2 + 9;
+}
+
+//----- (0048C6AF) --------------------------------------------------------
+Player::Player()
+{  
+  memset(&pEquipment, 0, sizeof(PlayerEquipment));
+  pInventoryMatrix.fill(0);
+  for (uint i = 0; i < 126; ++i)
+    pInventoryItemList[i].Reset();
+  for (uint i = 0; i < 12; ++i)
+    pEquippedItems[i].Reset();
+
+
+  for (uint i = 0; i < 24; ++i)
+  {
+    pPlayerBuffs[i].uSkill = 0;
+    pPlayerBuffs[i].uSkill = 0;
+    pPlayerBuffs[i].uPower = 0;
+    pPlayerBuffs[i].uExpireTime = 0;
+    pPlayerBuffs[i].uCaster = 0;
+    pPlayerBuffs[i].uFlags = 0;
+  }
+
+  pName[0] = 0;
+  uCurrentFace = 0;
+  uVoiceID = 0;
+  pConditions.fill(0);
+
+  field_BB = 0;
+
+  uMight = uMightBonus = 0;
+  uIntelligence = uIntelligenceBonus = 0;
+  uWillpower = uWillpowerBonus = 0;
+  uEndurance = uEnduranceBonus = 0;
+  uSpeed = uSpeedBonus = 0;
+  uAccuracy = uAccuracyBonus = 0;
+  uLuck = uLuckBonus = 0;
+  uLevel = sLevelModifier = 0;
+  sAgeModifier = 0;
+  sACModifier = 0;
+
+//  memset(field_1F5, 0, 30);
+  pure_luck_used=0;      
+  pure_speed_used=0; 
+  pure_intellect_used=0;  
+  pure_endurance_used=0;  
+  pure_willpower_used=0;       
+  pure_accuracy_used=0;      
+  pure_might_used=0;  
+
+  sResFireBase = sResFireBonus = 0;
+  sResAirBase = sResAirBonus = 0;
+  sResWaterBase = sResWaterBonus = 0;
+  sResEarthBase = sResEarthBonus = 0;
+  sResMagicBase = sResMagicBonus = 0;
+  sResSpiritBase = sResSpiritBonus = 0;
+  sResMindBase = sResMindBonus = 0;
+  sResBodyBase = sResBodyBonus = 0;
+  sResLightBase = sResLightBonus = 0;
+  sResDarkBase = sResDarkBonus = 0;
+
+  uTimeToRecovery = 0;
+
+  uSkillPoints = 0;
+
+  sHealth = 0;
+  uFullHealthBonus = 0;
+  _health_related = 0;
+
+  sMana = 0;
+  uFullManaBonus = 0;
+  _mana_related = 0;
+
+  uQuickSpell = 0;
+  memset(pInstalledBeacons.data(), 0, 5 * sizeof(LloydBeacon));
+
+  _some_attack_bonus = 0;
+  field_1A91 = 0;
+  _melee_dmg_bonus = 0;
+  field_1A93 = 0;
+  _ranged_atk_bonus = 0;
+  field_1A95 = 0;
+  _ranged_dmg_bonus = 0;
+  field_1A97 = 0;
+
+  expression = CHARACTER_EXPRESSION_INVALID;
+  uExpressionTimePassed = 0;
+  uExpressionTimeLength = 0;
+
+  uNumDivineInterventionCastsThisDay = 0;
+  uNumArmageddonCasts = 0;
+  uNumFireSpikeCasts = 0;
+
+  memset(field_1988, 0, sizeof(field_1988));
+  memset(playerEventBits, 0, sizeof(playerEventBits));
+
+  field_E0 = 0;
+  field_E4 = 0;
+  field_E8 = 0;
+  field_EC = 0;
+  field_F0 = 0;
+  field_F4 = 0;
+  field_F8 = 0;
+  field_FC = 0;
+  field_100 = 0;
+  field_104 = 0;
+
+  _expression21_animtime = 0;
+  _expression21_frameset = 0;
+
+  lastOpenedSpellbookPage = 0;
+}
+
+
+//----- (0048C855) --------------------------------------------------------
+int Player::GetBaseStrength()
+{
+  return this->uMight + GetItemsBonus(CHARACTER_ATTRIBUTE_STRENGTH);
+}
+
+//----- (0048C86C) --------------------------------------------------------
+int Player::GetBaseIntelligence()
+{
+  return this->uIntelligence + GetItemsBonus(CHARACTER_ATTRIBUTE_INTELLIGENCE);
+}
+
+//----- (0048C883) --------------------------------------------------------
+int Player::GetBaseWillpower()
+{
+  return this->uWillpower + GetItemsBonus(CHARACTER_ATTRIBUTE_WILLPOWER);
+}
+
+//----- (0048C89A) --------------------------------------------------------
+int Player::GetBaseEndurance()
+{
+  return this->uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE);
+}
+
+//----- (0048C8B1) --------------------------------------------------------
+int Player::GetBaseAccuracy()
+{
+  return this->uAccuracy + GetItemsBonus(CHARACTER_ATTRIBUTE_ACCURACY);
+}
+
+//----- (0048C8C8) --------------------------------------------------------
+int Player::GetBaseSpeed()
+{
+  return this->uSpeed + GetItemsBonus(CHARACTER_ATTRIBUTE_SPEED);
+}
+
+//----- (0048C8DF) --------------------------------------------------------
+int Player::GetBaseLuck()
+{
+  return this->uLuck + GetItemsBonus(CHARACTER_ATTRIBUTE_LUCK);
+}
+
+//----- (0048C8F6) --------------------------------------------------------
+int Player::GetBaseLevel()
+{
+  return this->uLevel + GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
+}
+
+//----- (0048C90D) --------------------------------------------------------
+int Player::GetActualLevel()
+{
+  return uLevel + sLevelModifier +
+         GetMagicalBonus(CHARACTER_ATTRIBUTE_LEVEL) +
+         GetItemsBonus(CHARACTER_ATTRIBUTE_LEVEL);
+}
+
+//----- (0048C93C) --------------------------------------------------------
+int Player::GetActualMight()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_STRENGTH, &Player::uMight, &Player::uMightBonus);
+}
+
+//----- (0048C9C2) --------------------------------------------------------
+int Player::GetActualIntelligence()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_INTELLIGENCE, &Player::uIntelligence, &Player::uIntelligenceBonus);
+}
+
+//----- (0048CA3F) --------------------------------------------------------
+int Player::GetActualWillpower()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_WILLPOWER, &Player::uWillpower, &Player::uWillpowerBonus);
+}
+
+//----- (0048CABC) --------------------------------------------------------
+int Player::GetActualEndurance()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_ENDURANCE, &Player::uEndurance, &Player::uEnduranceBonus);
+}
+
+//----- (0048CB39) --------------------------------------------------------
+int Player::GetActualAccuracy()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_ACCURACY, &Player::uAccuracy, &Player::uAccuracyBonus);
+}
+
+//----- (0048CBB6) --------------------------------------------------------
+int Player::GetActualSpeed()
+{
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_SPEED, &Player::uSpeed, &Player::uSpeedBonus);
+}
+
+//----- (0048CC33) --------------------------------------------------------
+int Player::GetActualLuck()
+{
+  signed int npc_luck_bonus; // [sp+10h] [bp-4h]@1
+
+  npc_luck_bonus = 0;
+  if ( CheckHiredNPCSpeciality(Fool) )
+    npc_luck_bonus = 5;
+  if ( CheckHiredNPCSpeciality(ChimneySweep) )
+    npc_luck_bonus += 20;
+  if ( CheckHiredNPCSpeciality(Psychic) )
+    npc_luck_bonus += 10;
+
+  return GetActualAttribute(CHARACTER_ATTRIBUTE_LUCK, &Player::uLuck, &Player::uLuckBonus)
+       + npc_luck_bonus;
+}
+
+//----- (new function) --------------------------------------------------------
+int Player::GetActualAttribute( CHARACTER_ATTRIBUTE_TYPE attrId, unsigned short Player::* attrValue, unsigned short Player::* attrBonus )
+{
+  uint uActualAge = this->sAgeModifier + GetBaseAge();
+  uint uAgeingMultiplier = 100;
+  for (uint i = 0; i < 4; ++i)
+  {
+    if (uActualAge >= pAgeingTable[i])
+      uAgeingMultiplier = pAgingAttributeModifier[attrId][i];
+    else 
+      break;
+  }
+
+  uchar uConditionMult = pConditionAttributeModifier[attrId][GetMajorConditionIdx()];
+  int magicBonus = GetMagicalBonus(attrId);
+  int itemBonus = GetItemsBonus(attrId);
+  return uConditionMult * uAgeingMultiplier * this->*attrValue / 100 / 100
+    + magicBonus
+    + itemBonus
+    + this->*attrBonus;
+}
+
+//----- (0048CCF5) --------------------------------------------------------
+int Player::GetActualAttack( bool a2 )
+{
+  int v3; // eax@1
+  int v4; // edi@1
+  int v5; // ebx@1
+  int v6; // ebp@1
+
+  v3 = GetActualAccuracy();
+  v4 = GetParameterBonus(v3);
+  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_ATTACK);
+  v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_ATTACK, a2);
+  return v4 + v5 + v6 + GetMagicalBonus(CHARACTER_ATTRIBUTE_ATTACK) + this->_some_attack_bonus;
+}
+
+//----- (0048CD45) --------------------------------------------------------
+int Player::GetMeleeDamageMinimal()
+{
+  int v2; // eax@1
+  int v3; // esi@1
+  int v4; // esi@1
+  int v5; // esi@1
+  signed int result; // eax@1
+ 
+  v2 = GetActualMight();
+  v3 = GetParameterBonus(v2);
+  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN) + v3;
+  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
+  result = _melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
+  if ( result < 1 )
+    result = 1;
+  return result;
+}
+
+//----- (0048CD90) --------------------------------------------------------
+int Player::GetMeleeDamageMaximal()
+{
+  int v2; // eax@1
+  int v3; // esi@1
+  int v4; // esi@1
+  int v5; // esi@1
+  int v6; // esi@1
+  signed int result; // eax@1
+
+  v2 = GetActualMight();
+  v3 = GetParameterBonus(v2);
+  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX) + v3;
+  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v4;
+  v6 = this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + v5;
+  result = 1;
+  if ( v6 >= 1 )
+    result = v6;
+  return result;
+}
+
+//----- (0048CDDB) --------------------------------------------------------
+int Player::CalculateMeleeDamageTo( bool ignoreSkillBonus, bool ignoreOffhand, unsigned int uTargetActorID )
+{
+  int dmgSum; // esi@62
+  signed int result; // eax@64
+  int mainWpnDmg; // [sp+18h] [bp-8h]@1
+  int offHndWpnDmg; // [sp+1Ch] [bp-4h]@1
+
+  offHndWpnDmg = 0;
+  mainWpnDmg = 0;
+  if ( IsUnarmed() )
+  {
+    mainWpnDmg = rand() % 3 + 1;
+  }
+  else
+  {
+    if ( HasItemEquipped(EQUIP_TWO_HANDED) )
+    {
+      ItemGen *mainHandItemGen = this->GetMainHandItem();
+      int itemId = mainHandItemGen->uItemID;
+      bool addOneDice = false;
+      if ( pItemsTable->pItems[itemId].uSkillType == PLAYER_SKILL_SPEAR && !this->pEquipment.uShield )
+        addOneDice = true;
+      mainWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(mainHandItemGen, uTargetActorID, addOneDice);
+    }
+    if ( !ignoreOffhand )
+    {
+      if ( this->HasItemEquipped(EQUIP_SINGLE_HANDED) )
+      {
+        ItemGen *offHandItemGen = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uShield - 1];
+        if ( offHandItemGen->GetItemEquipType() != EQUIP_SHIELD )
+        {
+          offHndWpnDmg = CalculateMeleeDmgToEnemyWithWeapon(offHandItemGen, uTargetActorID, false);
+        }
+      }
+    }
+  }
+  dmgSum = mainWpnDmg + offHndWpnDmg;
+  if ( !ignoreSkillBonus )
+  {
+    int might = GetActualMight();
+    int mightBonus = GetParameterBonus(might);
+    int mightAndSkillbonus = GetSkillBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightBonus;
+    dmgSum += this->_melee_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS) + mightAndSkillbonus;
+  }
+  result = 1;
+  if ( dmgSum >= 1 )
+    result = dmgSum;
+  return result;
+}
+
+
+int Player::CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice )
+{
+  int itemId = weapon->uItemID;
+  int diceCount = pItemsTable->pItems[itemId].uDamageDice;
+  if (addOneDice)
+  {
+    diceCount++;
+  }
+  int diceSides = pItemsTable->pItems[itemId].uDamageRoll;
+  int diceResult = 0;
+  for (int i = 0; i < diceCount; i++)
+  {
+    diceResult += rand() % diceSides + 1;
+  }
+  int totalDmg = pItemsTable->pItems[itemId].uDamageMod + diceResult;
+  if ( uTargetActorID > 0)
+  {
+    int enchType = weapon->uSpecEnchantmentType;
+    if ( MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_UNDEAD) && (enchType == 64 || itemId == ITEM_ARTIFACT_GHOULSBANE || itemId == ITEM_ARTIFACT_GIBBET || itemId == ITEM_RELIC_JUSTICE) )
+    {
+      totalDmg *= 2;
+    }
+    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_KREEGAN) && ( enchType == 39 || itemId == ITEM_ARTIFACT_GIBBET))
+    {
+      totalDmg *= 2;
+    }
+    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_DRAGON) && ( enchType == 40 || itemId == ITEM_ARTIFACT_GIBBET))
+    {
+      totalDmg *= 2;
+    }
+    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_ELF) && ( enchType == 63 || itemId == ITEM_RELIC_OLD_NICK))
+    {
+      totalDmg *= 2;
+    }
+    else if (MonsterStats::BelongsToSupertype(uTargetActorID, MONSTER_SUPERTYPE_TITAN) && ( enchType == 65 ))
+    {
+      totalDmg *= 2;
+    }
+  }
+  if ( (signed int)SkillToMastery(this->pActiveSkills[PLAYER_SKILL_DAGGER]) >= 3
+    && pItemsTable->pItems[itemId].uSkillType == 2
+    && rand() % 100 < 10 )
+    totalDmg *= 3;
+  return totalDmg;
+}
+
+
+//----- (0048D0B9) --------------------------------------------------------
+int Player::GetRangedAttack()
+{
+  int v3; // edi@3
+  //int v4; // eax@4
+  //int v5; // edi@4
+  int v6; // edi@4
+  int v7; // edi@4
+
+  ItemGen* mainHandItem = GetMainHandItem();
+  if ( mainHandItem != nullptr && ( mainHandItem->uItemID < ITEM_BLASTER || mainHandItem->uItemID > ITEM_LASER_RIFLE ))
+  {
+    //v4 = GetActualAccuracy();
+    //v5 = GetParameterBonus(GetActualAccuracy());
+    v6 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + GetParameterBonus(GetActualAccuracy());
+    v7 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v6;
+    v3 = this->_ranged_atk_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_ATTACK) + v7;
+  }
+  else
+  {
+    v3 = GetActualAttack(true);
+  }
+  return v3;
+}
+
+//----- (0048D124) --------------------------------------------------------
+int Player::GetRangedDamageMin()
+{
+  int v2; // edi@1
+  int v3; // edi@1
+  int v4; // edi@1
+  int result; // eax@6
+
+  v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MIN);
+  v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
+  v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
+  if ( v4 >= 1 )
+    result = v4;
+  else
+    result = 0;
+  return result;
+}
+
+//----- (0048D191) --------------------------------------------------------
+int Player::GetRangedDamageMax()
+{
+  int v2; // edi@1
+  int v3; // edi@1
+  int v4; // edi@1
+  int result; // eax@6
+
+  v2 = GetItemsBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_MAX);
+  v3 = GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v2;
+  v4 = this->_ranged_dmg_bonus + GetMagicalBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS) + v3;
+  if ( v4 >= 1 )
+    result = v4;
+  else
+    result = 0;
+  return result;
+}
+
+//----- (0048D1FE) --------------------------------------------------------
+int Player::CalculateRangedDamageTo( int a2 )
+{
+  ItemGen *v4; // ebx@2
+  unsigned int v5; // edi@2
+  int v9; // esi@5
+  int v10; // ebx@6
+  signed int v15; // [sp+8h] [bp-Ch]@2
+  int v17; // [sp+10h] [bp-4h]@1
+
+  v17 = 0;
+  if ( !HasItemEquipped(EQUIP_BOW) )
+    return 0;
+  v4 = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uBow-1];
+  v5 = v4->uItemID;
+  v15 = pItemsTable->pItems[v5].uDamageRoll;
+  for( int i = 0; i < pItemsTable->pItems[v5].uDamageDice; i++ )
+  {
+    int v7 = rand() % v15;
+    v17 += v7 + 1;
+  }
+  v9 = pItemsTable->pItems[v5].uDamageMod + v17;
+  if ( a2 )
+  {
+    v10 = v4->uSpecEnchantmentType;
+    if ( v10 == 64 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_UNDEAD))
+    {
+      v9 *= 2;
+    }
+    else if ( v10 == 39 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_KREEGAN))
+    {
+      v9 *= 2;
+    }
+    else if ( v10 == 40 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_DRAGON))
+    {
+      v9 *= 2;
+    }
+    else if ( v10 == 63 && MonsterStats::BelongsToSupertype(a2, MONSTER_SUPERTYPE_ELF))
+    {
+      v9 *= 2;
+    }
+  }
+  return v9 + this->GetSkillBonus(CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS);
+}
+
+//----- (0048D2EA) --------------------------------------------------------
+char *Player::GetMeleeDamageString()
+{
+  int min_damage; // edi@3
+  int max_damage; // eax@3
+
+  static char player__getmeleedamagestring_static_buff[40]; // idb
+
+  ItemGen* mainHandItem = GetMainHandItem();
+
+  if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
+  {
+    strcpy(player__getmeleedamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
+    return player__getmeleedamagestring_static_buff;
+  }
+  else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
+  {
+    min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
+    max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
+  }
+  else
+  {
+    min_damage = GetMeleeDamageMinimal();
+    max_damage = GetMeleeDamageMaximal();
+  }
+  if ( min_damage == max_damage )
+  {
+    sprintf(player__getmeleedamagestring_static_buff, "%d", min_damage);
+  }
+  else
+  {
+    sprintf(player__getmeleedamagestring_static_buff, "%d - %d", min_damage, max_damage);
+  }
+  return player__getmeleedamagestring_static_buff;
+}
+
+//----- (0048D396) --------------------------------------------------------
+char *Player::GetRangedDamageString()
+{
+    int min_damage; // edi@3
+    int max_damage; // eax@3
+
+    static char player__getrangeddamagestring_static_buff[40]; // idb
+
+    ItemGen* mainHandItem = GetMainHandItem();
+
+    if (mainHandItem != nullptr && ( mainHandItem->uItemID >= 135 ) && ( mainHandItem->uItemID <= 159 ))
+    {
+      strcpy(player__getrangeddamagestring_static_buff, pGlobalTXT_LocalizationStrings[595]); //"Wand"
+      return player__getrangeddamagestring_static_buff;
+    }
+    else if (mainHandItem != nullptr && (mainHandItem->uItemID == ITEM_BLASTER || mainHandItem->uItemID == ITEM_LASER_RIFLE))
+    {
+      min_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MIN, true);
+      max_damage = GetItemsBonus(CHARACTER_ATTRIBUTE_MELEE_DMG_MAX, true);
+    }
+    else
+    {
+      min_damage = GetRangedDamageMin();
+      max_damage = GetRangedDamageMax();
+    }
+    if ( max_damage > 0)
+    {
+      if ( min_damage == max_damage )
+      {
+        sprintf(player__getrangeddamagestring_static_buff, "%d", min_damage);
+      }
+      else
+      {
+        sprintf(player__getrangeddamagestring_static_buff, "%d - %d", min_damage, max_damage);
+      }
+    }
+    else
+    {
+      strcpy(player__getrangeddamagestring_static_buff, "N/A");
+    }
+    return player__getrangeddamagestring_static_buff;
+}
+
+//----- (0048D45A) --------------------------------------------------------
+bool Player::CanTrainToNextLevel()
+{
+  int lvl = this->uLevel + 1;
+  int neededExp = ((lvl * (lvl - 1)) / 2 * 1000);
+  return this->uExperience >= neededExp;
+}
+
+//----- (0048D498) --------------------------------------------------------
+unsigned int Player::GetExperienceDisplayColor()
+{
+  if ( CanTrainToNextLevel() )
+    return ui_character_bonus_text_color;
+  else
+    return ui_character_default_text_color;
+}
+
+//----- (0048D4B3) --------------------------------------------------------
+int Player::CalculateIncommingDamage( DAMAGE_TYPE dmg_type, int dmg )
+{
+  int resist_value; // edi@8
+  int player_luck; // eax@21
+  signed int res_rand_divider; // ebx@2
+  int armor_skill; // eax@29
+
+  if ( classType == PLAYER_CLASS_LICH && (dmg_type == CHARACTER_ATTRIBUTE_RESIST_MIND || dmg_type == CHARACTER_ATTRIBUTE_RESIST_BODY || dmg_type == CHARACTER_ATTRIBUTE_RESIST_SPIRIT )) //TODO: determine if spirit resistance should be handled by body res. modifier
+    return 0;
+
+  resist_value = 0;
+  switch(dmg_type)
+      {
+      case DMGT_FIRE:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_FIRE); break;
+      case DMGT_ELECTR: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_AIR);  break;
+      case DMGT_COLD:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_WATER); break;
+      case DMGT_EARTH:  resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH); break;
+      
+      case DMGT_SPIRIT: resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_SPIRIT);break;
+      case DMGT_MIND:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND); break;
+      case DMGT_BODY:   resist_value = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY); break;
+      }
+
+  player_luck = GetActualLuck();
+  res_rand_divider = GetParameterBonus(player_luck) + resist_value + 30;
+
+  if ( GetParameterBonus(player_luck) + resist_value > 0 )
+  { 
+    for (int i = 0; i < 4; i++)
+    {
+      if ( rand() % res_rand_divider >= 30 )
+        dmg >>= 1;
+      else
+        break;
+    }
+  }
+  ItemGen* equippedArmor = GetArmorItem();
+  if (( dmg_type == DMGT_PHISYCAL ) && ( equippedArmor != nullptr ))
+  {
+      if (!equippedArmor->IsBroken()) 
+      {
+        armor_skill = equippedArmor->GetPlayerSkillType();
+        if ( armor_skill==PLAYER_SKILL_PLATE )
+        {
+          if ( SkillToMastery(pActiveSkills[PLAYER_SKILL_PLATE]) >= 3 )
+              return dmg / 2;
+        }
+        if (armor_skill==PLAYER_SKILL_CHAIN )
+        {
+          if (SkillToMastery(pActiveSkills[PLAYER_SKILL_CHAIN]) == 4) 
+             return dmg * 2 / 3;
+        }
+      }
+  }
+  return dmg;
+}
+
+//----- (0048D62C) --------------------------------------------------------
+ITEM_EQUIP_TYPE Player::GetEquippedItemEquipType(ITEM_EQUIP_TYPE uEquipSlot)
+{
+  return GetNthEquippedIndexItem(uEquipSlot)->GetItemEquipType();
+}
+
+//----- (0048D651) --------------------------------------------------------
+PLAYER_SKILL_TYPE Player::GetEquippedItemSkillType(ITEM_EQUIP_TYPE uEquipSlot)
+{
+  return (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(uEquipSlot)->GetPlayerSkillType();
+}
+
+//----- (0048D676) --------------------------------------------------------
+bool Player::IsUnarmed()
+{
+  return !HasItemEquipped(EQUIP_TWO_HANDED) &&
+        (!HasItemEquipped(EQUIP_SINGLE_HANDED) || GetOffHandItem()->GetItemEquipType() == EQUIP_SHIELD);
+}
+
+//----- (0048D6AA) --------------------------------------------------------
+bool Player::HasItemEquipped(ITEM_EQUIP_TYPE uEquipIndex)
+{
+  uint i = pEquipment.pIndices[uEquipIndex];
+  if (i)
+    return !pOwnItems[i - 1].IsBroken();
+  else 
+    return false;
+}
+
+//----- (0048D6D0) --------------------------------------------------------
+bool Player::HasEnchantedItemEquipped(int uEnchantment)
+{
+  for (uint i = 0; i < 16; ++i)
+  {
+    if (HasItemEquipped((ITEM_EQUIP_TYPE)i) &&
+      GetNthEquippedIndexItem(i)->uSpecEnchantmentType == uEnchantment)
+      return true;
+  }
+  return false;
+}
+
+//----- (0048D709) --------------------------------------------------------
+bool Player::WearsItem( int item_id, ITEM_EQUIP_TYPE equip_type )
+{
+  return ( HasItemEquipped(equip_type) && GetNthEquippedIndexItem(equip_type)->uItemID == item_id );
+}
+
+bool Player::WearsItemAnyWhere(int item_id)
+{
+  for (int i = 0; i < 16; i++)
+  {
+    if (WearsItem(item_id, (ITEM_EQUIP_TYPE) i))
+    {
+      return true;
+    }
+  }
+  return false;
+}
+
+//----- (0048D76C) --------------------------------------------------------
+int Player::StealFromShop( ItemGen *itemToSteal, int extraStealDifficulty, int reputation, int a5, int *fineIfFailed )      //returns an int, but is the return value is compared to zero, so might change to bool
+{
+  unsigned __int16 v6; // cx@8
+  int v7; // edi@8
+  unsigned int v8; // ebx@8
+  unsigned int itemvalue; // esi@8
+  int v10; // eax@8
+  int currMaxItemValue; // edi@12
+
+  if ( !itemToSteal
+    || this->IsEradicated()
+    || this->IsDead()
+    || this->IsPertified()
+    || this->IsDrunk()
+    || this->IsUnconcious()
+    || this->IsAsleep() )
+  {
+    return 0;
+  }
+  else
+  {
+    v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
+    v7 = v6 & 0x3F;
+    v8 = SkillToMastery(v6);
+    itemvalue = itemToSteal->GetValue();
+    v10 = itemToSteal->GetItemEquipType();
+    if ( v10 == EQUIP_SINGLE_HANDED || v10 == EQUIP_TWO_HANDED || v10 == EQUIP_BOW )
+      itemvalue *= 3;
+    currMaxItemValue = StealingRandomBonuses[rand() % 5] + v7 * StealingMasteryBonuses[v8];
+    *fineIfFailed = 100 * (reputation + extraStealDifficulty) + itemvalue;
+    if (a5)
+    {
+      *fineIfFailed += 500;
+    }
+    if ( rand() % 100 >= 5 )
+    {
+      if ( *fineIfFailed > currMaxItemValue )
+        if (*fineIfFailed - currMaxItemValue < 500)
+        {
+          return 1;
+        }
+        else
+        {
+          return 0;
+        }
+      else
+        return 2;
+    }
+    else
+    {
+      return 0;
+    }
+  }
+}
+
+//----- (0048D88B) --------------------------------------------------------
+int Player::StealFromActor(unsigned int uActorID, int _steal_perm, int reputation)
+{
+  Actor *actroPtr; // edi@1
+  int v7; // ebx@10
+  unsigned int stealingMastery; // esi@10
+  int fineIfFailed; // esi@10
+  int v11; // eax@13
+  bool HasFullItemSlots; // ebx@15
+  unsigned __int16 carriedItemId; // si@21
+  unsigned int enchBonusSum; // esi@31
+  int *enchTypePtr; // eax@34
+  ItemGen tempItem; // [sp+8h] [bp-34h]@15
+  int currMaxItemValue;
+
+  actroPtr = &pActors[uActorID];
+  if ( !actroPtr
+    || this->IsEradicated()
+    || this->IsDead()
+    || this->IsPertified()
+    || this->IsDrunk()
+    || this->IsUnconcious()
+    || this->IsAsleep() )
+  {
+    return 0;
+  }
+  if ( !actroPtr->ActorHasItem() )
+    actroPtr->SetRandomGoldIfTheresNoItem();
+  unsigned __int16 v6 = this->pActiveSkills[PLAYER_SKILL_STEALING];
+  v7 = v6 & 0x3F;
+  stealingMastery = SkillToMastery(v6);
+  int v30 = StealingMasteryBonuses[stealingMastery];
+  int v29 = StealingRandomBonuses[rand() % 5];
+  fineIfFailed = actroPtr->pMonsterInfo.uLevel + 100 * (_steal_perm + reputation);
+  currMaxItemValue = v29 + v7 * v30;
+  if ( rand() % 100 < 5 || fineIfFailed > currMaxItemValue || actroPtr->ActorEnemy() )
+  {
+    Actor::AggroSurroundingPeasants(uActorID, 1);
+    sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[376], this->pName);//"%s was caught stealing!"
+    ShowStatusBarString(pTmpBuf2.data(), 2);
+    return 0;
+  }
+  else
+  {
+    v11 = rand();
+    if ( v11 % 100 >= 70 )    //stealing gold
+    {
+      enchBonusSum = 0;
+      for (int i = 0; i < v7; i++)
+        enchBonusSum += rand() % StealingEnchantmentBonusForSkill[stealingMastery] + 1;
+      if ( actroPtr->ActorHasItems[3].GetItemEquipType() != EQUIP_GOLD )
+        return 2;
+      enchTypePtr = &actroPtr->ActorHasItems[3].uSpecEnchantmentType;
+      if ( (int)enchBonusSum >= *enchTypePtr )
+      {
+        actroPtr->ActorHasItems[3].uItemID = 0;
+        *enchTypePtr = 0;
+      }
+      else
+        *enchTypePtr -= enchBonusSum;
+      if ( enchBonusSum )
+      {
+        pParty->PartyFindsGold(enchBonusSum, 2);
+        sprintf(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[302], this->pName, enchBonusSum);     //%stole %d gold
+      }
+      else
+        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName);   //%s failed to steal anything
+      ShowStatusBarString(pTmpBuf2.data(), 2);
+      return 2;
+    }
+    else if ( v11 % 100 >= 40 )   //stealing an item      
+    {
+      tempItem.Reset();
+      HasFullItemSlots = false;
+      int i;
+      for (i = 0; i < 4; i++)
+      {
+        if ( actroPtr->ActorHasItems[i].uItemID != 0 && actroPtr->ActorHasItems[i].GetItemEquipType() != EQUIP_GOLD )
+          break;
+      }
+      if (i == 4)
+        HasFullItemSlots = true;
+      carriedItemId = actroPtr->uCarriedItemID;
+      if ( carriedItemId != 0 || HasFullItemSlots )
+      {
+        tempItem.Reset();
+        if ( carriedItemId != 0 )
+        {
+          actroPtr->uCarriedItemID = 0;
+          tempItem.uItemID = carriedItemId;
+          if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_WAND )
+            tempItem.uNumCharges = rand() % 6 + pItemsTable->pItems[carriedItemId].uDamageMod + 1;
+          else if ( pItemsTable->pItems[carriedItemId].uEquipType == EQUIP_POTION && carriedItemId != ITEM_POTION_BOTTLE)
+            tempItem.uEnchantmentType = 2 * rand() % 4 + 2;
+        }
+        else
+        {
+          ItemGen* itemToSteal = &actroPtr->ActorHasItems[rand() % 4];
+          memcpy(&tempItem, itemToSteal, sizeof(tempItem));
+          itemToSteal->Reset();
+          carriedItemId = tempItem.uItemID;
+        }
+        if (carriedItemId != 0)     // looks odd in current context, but avoids accessing zeroth element of pItemsTable->pItems
+        {
+          pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+          sprintf(
+            pTmpBuf2.data(),
+            pGlobalTXT_LocalizationStrings[304],   // Official                   //TODO: add a normal "%d stole %d" message
+            this->pName,
+            pItemsTable->pItems[carriedItemId].pUnidentifiedName);
+          ShowStatusBarString(pTmpBuf2.data(), 2u);
+          pParty->sub_421B2C_PlaceInInventory_or_DropPickedItem();
+          memcpy(&pParty->pPickedItem, &tempItem, sizeof(ItemGen));
+          pMouse->SetCursorBitmapFromItemID(carriedItemId);
+          return 2;
+        }
+      }
+    }
+    sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[377], this->pName);   //%s failed to steal anything
+    ShowStatusBarString(pTmpBuf2.data(), 2);
+    return 2;
+  }
+}
+// 4EDEA0: using guessed type int dword_4EDEA0[];
+// 4EDEB4: using guessed type int dword_4EDEB4[];
+// 4EDEC4: using guessed type int dword_4EDEC4[];
+
+//----- (0048DBB9) --------------------------------------------------------
+void Player::Heal(int amount)
+{
+  signed int max_health; // eax@3
+
+  if ( !IsEradicated() && !IsDead() )
+  {
+    max_health = GetMaxHealth();
+    if ( IsZombie() )
+      max_health /= 2;
+    sHealth += amount;
+    if ( sHealth > max_health )
+        sHealth = max_health;
+    if ( IsUnconcious() )
+    {
+      if ( sHealth > 0 )
+      {
+        SetUnconcious(false);
+      }
+    }
+  }
+}
+
+//----- (0048DC1E) --------------------------------------------------------
+int Player::ReceiveDamage( signed int amount, DAMAGE_TYPE dmg_type )
+    {
+  signed int recieved_dmg; // eax@1
+  bool broke_armor;
+ 
+  SetAsleep(false);
+  recieved_dmg = CalculateIncommingDamage(dmg_type, amount);
+  sHealth -= recieved_dmg;
+  broke_armor = sHealth <= -10;
+  if ( sHealth < 1 ) //
+  {
+    if ( (sHealth + uEndurance + GetItemsBonus(CHARACTER_ATTRIBUTE_ENDURANCE) >= 1)
+      || pPlayerBuffs[PLAYER_BUFF_PRESERVATION].uExpireTime > 0 )
+    {
+      SetCondUnconsciousWithBlockCheck(false);
+    }
+    else
+    {
+      SetCondDeadWithBlockCheck(false);
+      if ( sHealth > 0 )
+        sHealth = 0;
+    }
+    if (broke_armor )
+    {
+      ItemGen* equippedArmor = GetArmorItem();
+      if ( equippedArmor != nullptr )
+      {
+        if ( !(equippedArmor->uAttributes & ITEM_HARDENED))
+        {
+          equippedArmor->SetBroken();
+        }
+      }
+    }
+  }
+  if ( recieved_dmg && CanAct() )
+    PlaySound(SPEECH_24, 0);
+  return recieved_dmg;
+}
+
+//----- (0048DCF6) --------------------------------------------------------
+int Player::ReceiveSpecialAttackEffect( int attType, struct Actor *pActor )
+{
+  SPECIAL_ATTACK_TYPE attTypeCast = (SPECIAL_ATTACK_TYPE) attType;
+  signed int v3; // edi@1
+  signed int v4; // ebx@1
+  int v6; // eax@2
+  int v8; // eax@8
+  int v10; // eax@8
+  int v11; // ebx@8
+  ItemGen *v13; // eax@9
+  int v22; // eax@49
+  signed int v23; // ebx@49
+  void *v27; // ecx@76
+  char v46[140]; // [sp+Ch] [bp-94h]@13
+  unsigned int v47; // [sp+98h] [bp-8h]@1
+  ItemGen* v48; // [sp+9Ch] [bp-4h]@1
+
+  v4 = 0;
+  v47 = 0;
+  v48 = nullptr;
+  switch ( attTypeCast )
+  {
+    case SPECIAL_ATTACK_CURSE:
+      v6 = GetActualWillpower();
+      v11 = GetParameterBonus(v6);
+      break;
+    case SPECIAL_ATTACK_WEAK:
+    case SPECIAL_ATTACK_SLEEP:
+    case SPECIAL_ATTACK_DRUNK:
+    case SPECIAL_ATTACK_DISEASE_WEAK:
+    case SPECIAL_ATTACK_DISEASE_MEDIUM:
+    case SPECIAL_ATTACK_DISEASE_SEVERE:
+    case SPECIAL_ATTACK_UNCONSCIOUS:
+    case SPECIAL_ATTACK_AGING:
+      v6 = GetActualEndurance();
+      v11 = GetParameterBonus(v6);
+      break;
+    case SPECIAL_ATTACK_INSANE:
+    case SPECIAL_ATTACK_PARALYZED:
+    case SPECIAL_ATTACK_FEAR:
+      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_MIND);
+      break;
+    case SPECIAL_ATTACK_PETRIFIED:
+      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_EARTH);
+      break;
+    case SPECIAL_ATTACK_POISON_WEAK:
+    case SPECIAL_ATTACK_POISON_MEDIUM:
+    case SPECIAL_ATTACK_POISON_SEVERE:
+    case SPECIAL_ATTACK_DEAD:
+    case SPECIAL_ATTACK_ERADICATED:
+      v11 = GetActualResistance(CHARACTER_ATTRIBUTE_RESIST_BODY);
+      break;
+    case SPECIAL_ATTACK_MANA_DRAIN:
+      v8 = GetActualWillpower();
+      v10 = GetActualIntelligence();
+      v11 = (GetParameterBonus(v10) + GetParameterBonus(v8)) / 2;
+      break;
+    case SPECIAL_ATTACK_BREAK_ANY:
+      for (int i = 0; i < 138; i++)
+      {
+        v13 = &this->pInventoryItemList[i];
+        if ( v13->uItemID > 0 && v13->uItemID <= 134 && !v13->IsBroken())
+          v46[v4++] = i;
+      }
+      if ( !v4 )
+        return 0;
+      v48 = &this->pInventoryItemList[v46[rand() % v4]];
+      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
+      break;
+    case SPECIAL_ATTACK_BREAK_ARMOR:
+      for (int i = 0; i < 16; i++ )
+      {
+        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+        {
+          if ( i == EQUIP_ARMOUR )
+            v46[v4++] = this->pEquipment.uArmor - 1;
+          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SHIELD )
+            v46[v4++] = this->pEquipment.pIndices[i] - 1;
+        }
+      }
+      if ( !v4 )
+        return 0;
+      v48 = &this->pInventoryItemList[v46[rand() % v4]];
+      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
+      break;
+    case SPECIAL_ATTACK_BREAK_WEAPON:
+      for (int i = 0; i < 16; i++ )
+      {
+        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+        {
+          if ( i == EQUIP_BOW )
+            v46[v4++] = LOBYTE(this->pEquipment.uBow) - 1;
+          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED)
+            && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SINGLE_HANDED || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_TWO_HANDED) )
+            v46[v4++] = this->pEquipment.pIndices[i] - 1;
+        }
+      }
+      if ( !v4 )
+        return 0;
+      v48 = &this->pInventoryItemList[v46[rand() % v4]];
+      v11 = 3 * (pItemsTable->pItems[v48->uItemID].uMaterial + v48->GetDamageMod());
+      break;
+    case SPECIAL_ATTACK_STEAL:
+      for ( int i = 0; i < 126; i++ )
+      {
+        int ItemPosInList = this->pInventoryMatrix[i];
+        if (ItemPosInList > 0)
+        {
+          ItemGen* v21 = &this->pInventoryItemList[ItemPosInList - 1];
+          if ( v21->uItemID > 0 && v21->uItemID <= 134 )
+          {
+              v46[v4++] = i;
+          }
+        }
+      }
+      if ( !v4 )
+        return 0;
+      v47 = v46[rand() % v4];
+      v6 = GetActualAccuracy();
+      v11 = GetParameterBonus(v6);
+      break;
+    default:
+      v11 = 0;
+      break;
+  }
+  v22 = GetActualLuck();
+  v23 = GetParameterBonus(v22) + v11 + 30;
+  if ( rand() % v23 >= 30 )
+  {
+    return 0;
+  }
+  else
+  {
+    for ( v3 = 0; v3 < 4; v3++ )
+    {
+      if ( this == pPlayers[v3 + 1] )
+        break;
+    }
+
+    switch ( attTypeCast )
+    {
+      case SPECIAL_ATTACK_CURSE:
+        SetCondition(Condition_Cursed, 1);
+        pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_WEAK:
+        SetCondition(Condition_Weak, 1);
+        pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_SLEEP:
+        SetCondition(Condition_Sleep, 1);
+        pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_DRUNK:
+        SetCondition(Condition_Drunk, 1);
+        pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_INSANE:
+        SetCondition(Condition_Insane, 1);
+        pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_POISON_WEAK:
+        SetCondition(Condition_Poison_Weak, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_POISON_MEDIUM:
+        SetCondition(Condition_Poison_Medium, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_POISON_SEVERE:
+        SetCondition(Condition_Poison_Severe, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_DISEASE_WEAK:
+        SetCondition(Condition_Disease_Weak, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_DISEASE_MEDIUM:
+        SetCondition(Condition_Disease_Medium, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_DISEASE_SEVERE:
+        SetCondition(Condition_Disease_Severe, 1);
+        pAudioPlayer->PlaySound((SoundID)222, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_PARALYZED:
+        SetCondition(Condition_Paralyzed, 1);
+        pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_UNCONSCIOUS:
+        SetCondition(Condition_Unconcious, 1);
+        pAudioPlayer->PlaySound((SoundID)224, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_DEAD:
+        SetCondition(Condition_Dead, 1);
+        pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_PETRIFIED:
+        SetCondition(Condition_Pertified, 1);
+        pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_ERADICATED:
+        SetCondition(Condition_Eradicated, 1);
+        pAudioPlayer->PlaySound((SoundID)225, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_BREAK_ANY:
+      case SPECIAL_ATTACK_BREAK_ARMOR:
+      case SPECIAL_ATTACK_BREAK_WEAPON:
+        if ( !(v48->uAttributes & ITEM_HARDENED) )
+        {
+          PlaySound(SPEECH_40, 0);
+          v48->SetBroken();
+          pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0);
+        }
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_STEAL:
+        PlaySound(SPEECH_40, 0);
+        v27 = pActor->ActorHasItems;
+        if ( pActor->ActorHasItems[0].uItemID )
+        {
+          v27 = &pActor->ActorHasItems[1];
+          if ( pActor->ActorHasItems[1].uItemID )
+          {
+            pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+            return 1;
+          }
+        }
+        memcpy(v27, &this->pInventoryItemList[this->pInventoryMatrix[v47]-1], 0x24u);
+        RemoveItemAtInventoryIndex(v47);
+        pAudioPlayer->PlaySound((SoundID)47, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_AGING:
+        PlaySound(SPEECH_42, 0);
+        ++this->sAgeModifier;
+        pAudioPlayer->PlaySound((SoundID)226, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_MANA_DRAIN:
+        PlaySound(SPEECH_41, 0);
+        this->sMana = 0;
+        pAudioPlayer->PlaySound((SoundID)226, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      case SPECIAL_ATTACK_FEAR:
+        SetCondition(Condition_Fear, 1);
+        pAudioPlayer->PlaySound((SoundID)221, 0, 0, -1, 0, 0, 0, 0);
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x99u, v3);
+        return 1;
+        break;
+      default:
+        return 0;
+    }
+  }
+}
+
+// 48DCF6: using guessed type char var_94[140];
+
+//----- (0048E1A3) --------------------------------------------------------
+unsigned int Player::GetSpellSchool(unsigned int uSpellID)
+{
+  return pSpellStats->pInfos[uSpellID].uSchool;
+}
+
+//----- (0048E1B5) --------------------------------------------------------
+int Player::GetAttackRecoveryTime(bool bRangedAttack)
+{
+  ItemGen  *weapon = nullptr;
+  uint      weapon_recovery = base_recovery_times_per_weapon_type[0];
+  if (bRangedAttack)
+  {
+    if ( HasItemEquipped(EQUIP_BOW) )
+    {
+      weapon = GetBowItem();
+      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
+    }
+  }
+  else if ( IsUnarmed() == 1 && GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+  {
+      weapon_recovery = base_recovery_times_per_weapon_type[1];
+  }
+  else if ( HasItemEquipped(EQUIP_TWO_HANDED) )
+  {
+    weapon = GetMainHandItem();
+    if (weapon->GetItemEquipType() == EQUIP_WAND)
+    {
+      __debugbreak();  // looks like offset in player's inventory and wand_lut much like case in 0042ECB5
+      __debugbreak();  // looks like wands were two-handed weapons once, or supposed to be. should not get here now
+      weapon_recovery = pSpellDatas[wand_spell_ids[weapon->uItemID - ITEM_WAND_FIRE]].uExpertLevelRecovery;
+    }
+    else
+      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
+  }
+  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) != EQUIP_SHIELD) 
+      // ADD: shield check because shield recovery is added later and can be accidentally doubled
+  {
+    if (base_recovery_times_per_weapon_type[GetOffHandItem()->GetPlayerSkillType()] > weapon_recovery)
+    {
+      weapon = GetOffHandItem();
+      weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
+    }
+  }
+
+  uint armour_recovery = 0;
+  if ( HasItemEquipped(EQUIP_ARMOUR) )
+  {
+    uchar armour_skill_type = GetArmorItem()->GetPlayerSkillType();
+    uint base_armour_recovery = base_recovery_times_per_weapon_type[armour_skill_type];
+    float multiplier;
+
+    if (armour_skill_type == PLAYER_SKILL_LEATHER)
+    {
+      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0, 0, 0);
+    }
+    else if (armour_skill_type == PLAYER_SKILL_CHAIN)
+    {
+      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0, 0);
+    }
+    else if (armour_skill_type == PLAYER_SKILL_PLATE)
+    {
+      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 0.5f, 0.5f, 0);
+    }
+    else
+    {
+      Error("Unknown armour type"); // what kind of armour is that?
+      multiplier = GetArmorRecoveryMultiplierFromSkillLevel(armour_skill_type, 1.0f, 1.0f, 1.0f, 1.0f);
+    }
+
+    armour_recovery = (uint)(base_armour_recovery * multiplier);
+  }
+
+  uint shield_recovery = 0;
+  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) == EQUIP_SHIELD)
+  {
+    uchar skill_type = GetOffHandItem()->GetPlayerSkillType();
+
+    uint shield_base_recovery = base_recovery_times_per_weapon_type[skill_type];
+    float multiplier = GetArmorRecoveryMultiplierFromSkillLevel(skill_type, 1.0f, 0, 0, 0);
+    shield_recovery = (uint)(shield_base_recovery * multiplier);
+  }
+
+  uint player_speed_recovery_reduction = GetParameterBonus(GetActualSpeed()),
+       sword_axe_bow_recovery_reduction = 0;
+  bool shooting_laser = false;
+  if (weapon != nullptr)
+  {
+    if (GetActualSkillLevel((PLAYER_SKILL_TYPE)weapon->GetPlayerSkillType()) &&
+        (weapon->GetPlayerSkillType() == PLAYER_SKILL_SWORD || weapon->GetPlayerSkillType() == PLAYER_SKILL_AXE || weapon->GetPlayerSkillType() == PLAYER_SKILL_BOW) )
+    {
+      if (SkillToMastery(pActiveSkills[weapon->GetPlayerSkillType()]) >= 2 )  // Expert   Sword, Axe & Bow   reduce recovery
+        sword_axe_bow_recovery_reduction = pActiveSkills[weapon->GetPlayerSkillType()] & 0x3F;
+    }
+    if (weapon->GetPlayerSkillType() == PLAYER_SKILL_BLASTER)
+      shooting_laser = true;
+  }
+
+  uint armsmaster_recovery_reduction = 0;
+  if (!bRangedAttack && !shooting_laser)
+  {
+    if (uint armsmaster_level = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER))
+    {
+      armsmaster_recovery_reduction = armsmaster_level & 0x3F;
+      if (SkillToMastery(armsmaster_level) >= 4)
+        armsmaster_recovery_reduction *= 2;
+    }
+  }
+
+  uint hasteRecoveryReduction = 0;
+  if (pPlayerBuffs[PLAYER_BUFF_HASTE].uExpireTime > 0 || pParty->pPartyBuffs[PARTY_BUFF_HASTE].uExpireTime > 0 )
+    hasteRecoveryReduction = 25;
+
+  uint weapon_enchantment_recovery_reduction = 0;
+  if ( weapon  )
+  {
+    if (weapon->uSpecEnchantmentType == 59 ||
+        weapon->uSpecEnchantmentType == 41 ||
+        weapon->uSpecEnchantmentType == 500)
+      weapon_enchantment_recovery_reduction = 20;
+  }
+
+  int recovery = weapon_recovery +
+                 armour_recovery +
+                 shield_recovery
+                 - armsmaster_recovery_reduction
+                 - weapon_enchantment_recovery_reduction
+                 - hasteRecoveryReduction
+                 - sword_axe_bow_recovery_reduction
+                 - player_speed_recovery_reduction;
+
+  if (recovery < 0)
+    recovery = 0;
+  return recovery;
+}
+
+
+//----- new --------------------------------------------------------
+float Player::GetArmorRecoveryMultiplierFromSkillLevel( unsigned char armour_skill_type, float mult1, float mult2, float mult3, float mult4 )
+{
+  uint skill_mastery = SkillToMastery(pActiveSkills[armour_skill_type]);
+  switch (skill_mastery)
+  {
+    case 1: return mult1; break;
+    case 2: return mult2; break;
+    case 3: return mult3; break;
+    case 4: return mult4; break;
+  }
+  Error("Unexpected input value: %d", armour_skill_type);
+  return 0;
+}
+
+//----- (0048E4F8) --------------------------------------------------------
+int Player::GetMaxHealth()
+{
+  int v3; // esi@1
+  int v4; // esi@1
+  int v6; // esi@1
+
+  v3 = GetParameterBonus(GetActualEndurance());
+  v4 = pBaseHealthPerLevelByClass[classType] * (GetActualLevel() + v3);
+  v6 = uFullHealthBonus
+     + pBaseHealthByClass[classType / 4]
+     + GetSkillBonus(CHARACTER_ATTRIBUTE_HEALTH)
+     + GetItemsBonus(CHARACTER_ATTRIBUTE_HEALTH) + v4;
+  return max(1, v6);
+}
+
+//----- (0048E565) --------------------------------------------------------
+int Player::GetMaxMana()
+{
+  int v2; // eax@2
+  int v3; // esi@4
+  int v4; // eax@5
+  int v5; // esi@5
+  int v6; // eax@5
+  int v7; // esi@6
+  int v8; // esi@6
+  int v9; // esi@6
+  
+  switch (classType)
+  {
+    case PLAYER_CLASS_ROGUE:
+    case PLAYER_CLASS_SPY:
+    case PLAYER_CLASS_ASSASSIN:
+    case PLAYER_CLASS_ARCHER:
+    case PLAYER_CLASS_WARRIOR_MAGE:
+    case PLAYER_CLASS_MASTER_ARCHER:
+    case PLAYER_CLASS_SNIPER:
+    case PLAYER_CLASS_SORCERER:
+    case PLAYER_CLASS_WIZARD:
+    case PLAYER_CLASS_ARCHMAGE:
+    case PLAYER_CLASS_LICH:
+      v2 = GetActualIntelligence();
+      v3 = GetParameterBonus(v2);
+      break;
+    case PLAYER_CLASS_INITIATE:
+    case PLAYER_CLASS_MASTER:
+    case PLAYER_CLASS_NINJA:
+    case PLAYER_CLASS_PALADIN:
+    case PLAYER_CLASS_CRUSADER:
+    case PLAYER_CLASS_HERO:
+    case PLAYER_CLASS_VILLIAN:
+    case PLAYER_CLASS_CLERIC:
+    case PLAYER_CLASS_PRIEST:
+    case PLAYER_CLASS_PRIEST_OF_SUN:
+    case PLAYER_CLASS_PRIEST_OF_MOON:
+      v2 = GetActualWillpower();
+      v3 = GetParameterBonus(v2);
+      break;
+    case PLAYER_CLASS_HUNTER:
+    case PLAYER_CLASS_RANGER_LORD:
+    case PLAYER_CLASS_BOUNTY_HUNTER:
+    case PLAYER_CLASS_DRUID:
+    case PLAYER_CLASS_GREAT_DRUID:
+    case PLAYER_CLASS_ARCH_DRUID:
+    case PLAYER_CLASS_WARLOCK:
+      v4 = GetActualWillpower();
+      v5 = GetParameterBonus(v4);
+      v6 = GetActualIntelligence();
+      v3 = GetParameterBonus(v6) + v5;
+      break;
+    default:
+      return 0;
+      break;
+  }
+  v7 = pBaseManaPerLevelByClass[classType] * (GetActualLevel() + v3);
+  v8 = GetItemsBonus(CHARACTER_ATTRIBUTE_MANA) + v7;
+  v9 = uFullManaBonus
+      + pBaseManaByClass[classType / 4]
+  + GetSkillBonus(CHARACTER_ATTRIBUTE_MANA)
+      + v8;
+  return max(0,v9);
+}
+
+//----- (0048E656) --------------------------------------------------------
+int Player::GetBaseAC()
+{
+  int v2; // eax@1
+  int v3; // esi@1
+  int v4; // esi@1
+  int v5; // esi@1
+
+  v2 = GetActualSpeed();
+  v3 = GetParameterBonus(v2);
+  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
+  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
+  return max(0, v5);
+}
+
+//----- (0048E68F) --------------------------------------------------------
+int Player::GetActualAC()
+{
+  int v2; // eax@1
+  int v3; // esi@1
+  int v4; // esi@1
+  int v5; // esi@1
+  int v6; // esi@1
+
+  v2 = GetActualSpeed();
+  v3 = GetParameterBonus(v2);
+  v4 = GetItemsBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v3;
+  v5 = GetSkillBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v4;
+  v6 = this->sACModifier + GetMagicalBonus(CHARACTER_ATTRIBUTE_AC_BONUS) + v5;
+  return max(0, v6);
+}
+
+//----- (0048E6DC) --------------------------------------------------------
+unsigned int Player::GetBaseAge()
+{
+  return (unsigned int)(((__int64)(pParty->uTimePlayed * 0.234375) / 60 / 60 / 24) / 7 / 4 / 12 - uBirthYear + game_starting_year);
+}
+
+//----- (0048E72C) --------------------------------------------------------
+unsigned int Player::GetActualAge()
+{
+  return this->sAgeModifier + GetBaseAge();
+}
+
+//----- (0048E73F) --------------------------------------------------------
+int Player::GetBaseResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
+{
+  int v7; // esi@20
+  int racialBonus = 0;
+  __int16* resStat;
+  int result;
+
+  switch (a2)
+  {
+    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
+      resStat = &sResFireBase;
+      if (IsRaceGoblin())
+        racialBonus = 5;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_AIR:
+      resStat = &sResAirBase;
+      if (IsRaceGoblin())
+        racialBonus = 5;
+      break;
+    case  CHARACTER_ATTRIBUTE_RESIST_WATER:
+      resStat = &sResWaterBase;
+      if (IsRaceDwarf())
+        racialBonus = 5;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
+      resStat = &sResEarthBase;
+      if (IsRaceDwarf())
+        racialBonus = 5;
+    break;
+    case CHARACTER_ATTRIBUTE_RESIST_MIND:
+      resStat = &sResMindBase;
+      if (IsRaceElf())
+        racialBonus = 10;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_BODY:
+    case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
+      resStat = &sResBodyBase;
+      if (IsRaceHuman())
+        racialBonus = 5;
+      break;
+    default:
+      Error("Unknown attribute");
+  }
+  v7 = GetItemsBonus(a2) + racialBonus;
+  result = v7 + *resStat;
+  if ( classType == PLAYER_CLASS_LICH )
+  {
+    if ( result > 200 )
+      result = 200;
+  }
+  return result;
+}
+
+//----- (0048E7D0) --------------------------------------------------------
+int Player::GetActualResistance(enum CHARACTER_ATTRIBUTE_TYPE a2)
+{
+  signed int v10 = 0; // [sp+14h] [bp-4h]@1
+  __int16* resStat;
+  int result;
+  int baseRes;
+
+  int leatherArmorSkillLevel = GetActualSkillLevel(PLAYER_SKILL_LEATHER);
+  if ( CheckHiredNPCSpeciality(Enchanter) )
+    v10 = 20;
+  if ( (a2 == CHARACTER_ATTRIBUTE_RESIST_FIRE
+     || a2 == CHARACTER_ATTRIBUTE_RESIST_AIR
+     || a2 == CHARACTER_ATTRIBUTE_RESIST_WATER
+     || a2 == CHARACTER_ATTRIBUTE_RESIST_EARTH)
+    && SkillToMastery(leatherArmorSkillLevel) == 4
+    && HasItemEquipped(EQUIP_ARMOUR)
+    && GetEquippedItemSkillType(EQUIP_ARMOUR) == PLAYER_SKILL_LEATHER )
+    v10 += leatherArmorSkillLevel & 0x3F;
+  switch (a2)
+  {
+    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
+      resStat = &sResFireBonus;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_AIR:
+      resStat = &sResAirBonus;
+      break;
+    case  CHARACTER_ATTRIBUTE_RESIST_WATER:
+      resStat = &sResWaterBonus;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
+      resStat = &sResEarthBonus;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_MIND:
+      resStat = &sResMindBonus;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_BODY:
+    case CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
+      resStat = &sResBodyBonus;
+      break;
+    default: Error("Unexpected attribute");
+  }
+  baseRes = GetBaseResistance(a2);
+  result = v10 + GetMagicalBonus(a2) + baseRes + *(resStat);
+  if ( classType == PLAYER_CLASS_LICH )
+  {
+    if ( result > 200 )
+      result = 200;
+  }
+  return result;
+}
+
+//----- (0048E8F5) --------------------------------------------------------
+bool Player::Recover(int dt)
+{
+  int v3; // qax@1
+
+  v3 = (int)(dt * GetSpecialItemBonus(17) * 0.01 + dt);
+
+  //Log::Warning(L"Recover(dt = %u/%u - %u", dt, (uint)v3, (uint)uTimeToRecovery);
+
+  if (uTimeToRecovery > v3)
+  {
+    uTimeToRecovery -= v3;
+    return true;
+  }
+  else
+  {
+    uTimeToRecovery = 0;
+    viewparams->bRedrawGameUI = true;
+    if (!uActiveCharacter)
+      uActiveCharacter = pParty->GetNextActiveCharacter();
+    return false;
+  }
+}
+
+//----- (0048E96A) --------------------------------------------------------
+void Player::SetRecoveryTime(signed int rec)
+{
+  Assert(rec >= 0);
+
+  if (rec > uTimeToRecovery)
+    uTimeToRecovery = rec;
+
+  if (uActiveCharacter != 0 && pPlayers[uActiveCharacter] == this && !some_active_character)
+    uActiveCharacter = pParty->GetNextActiveCharacter();
+
+  viewparams->bRedrawGameUI = true;
+}
+// 50C0C4: using guessed type int some_active_character;
+
+//----- (0048E9B7) --------------------------------------------------------
+void Player::RandomizeName()
+{
+  if (!uExpressionTimePassed)
+    strcpy(pName, pNPCStats->pNPCNames[rand() % pNPCStats->uNumNPCNames[uSex]][uSex]);
+}
+
+//----- (0048E9F4) --------------------------------------------------------
+unsigned int Player::GetMajorConditionIdx()
+{
+  for (uint i = 0; i < 18; ++i)
+    if (pConditions[pConditionImportancyTable[i]] != 0)
+      return pConditionImportancyTable[i];
+
+  return 18;
+}
+
+//----- (0048EA1B) --------------------------------------------------------
+int Player::GetParameterBonus( int player_parameter )
+{
+  int i; // eax@1
+  i = 0;
+  while (param_to_bonus_table[i])
+  { 
+    if (player_parameter >= param_to_bonus_table[i])
+      break;
+    ++i;    
+  }   
+  return parameter_to_bonus_value[i];
+}
+
+//----- (0048EA46) --------------------------------------------------------
+int Player::GetSpecialItemBonus( int enchantmentId )
+{
+  for (int i = EQUIP_SINGLE_HANDED; i < EQUIP_BOOK; ++i )
+  {
+    if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+    {
+      if (enchantmentId == 17)
+      {
+        if ((GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 17) || (GetNthEquippedIndexItem(i)->uItemID == 533)) //Elven Chainmail+Increases rate of Recovery
+          return 50;
+      }
+      if (enchantmentId == 24) 
+      {
+        if (GetNthEquippedIndexItem(i)->uSpecEnchantmentType == 24) //Increased Knockback.
+          return 5;
+      }
+    }
+  }
+  return 0;
+}
+
+//----- (0048EAAE) --------------------------------------------------------
+int Player::GetItemsBonus( enum CHARACTER_ATTRIBUTE_TYPE attr, bool getOnlyMainHandDmg /*= false*/ )
+{
+  int v5; // edi@1
+  int v9; // eax@49
+  int v14; // ecx@58
+  int v15; // eax@58
+  int v17; // eax@62
+  int v22; // eax@76
+  int v25; // ecx@80
+  int v26; // edi@80
+  int v32; // eax@98
+  int v56; // eax@365
+  signed int v58; // [sp-4h] [bp-20h]@10
+  int v61; // [sp+10h] [bp-Ch]@1
+  int v62; // [sp+14h] [bp-8h]@1
+  ItemGen *currEquippedItem; // [sp+20h] [bp+4h]@101
+  bool no_skills;
+
+  v5 = 0;
+  v62 = 0;
+  v61 = 0;
+  
+  no_skills=false;
+  switch (attr)
+  {
+    case  CHARACTER_ATTRIBUTE_SKILL_ALCHEMY:      v58 = PLAYER_SKILL_ALCHEMY;      break;
+    case  CHARACTER_ATTRIBUTE_SKILL_STEALING:     v58 = PLAYER_SKILL_STEALING;     break;
+    case  CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM:  v58 = PLAYER_SKILL_TRAP_DISARM;  break;
+    case  CHARACTER_ATTRIBUTE_SKILL_ITEM_ID:      v58 = PLAYER_SKILL_ITEM_ID;      break;
+    case  CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID:   v58 = PLAYER_SKILL_MONSTER_ID;   break;
+    case  CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER:   v58 = PLAYER_SKILL_ARMSMASTER;   break;
+    case  CHARACTER_ATTRIBUTE_SKILL_DODGE:        v58 = PLAYER_SKILL_DODGE;        break;
+    case  CHARACTER_ATTRIBUTE_SKILL_UNARMED:      v58 = PLAYER_SKILL_UNARMED;      break;
+    case  CHARACTER_ATTRIBUTE_SKILL_FIRE:         v58 = PLAYER_SKILL_FIRE;         break;
+    case  CHARACTER_ATTRIBUTE_SKILL_AIR:          v58 = PLAYER_SKILL_AIR;          break;
+    case  CHARACTER_ATTRIBUTE_SKILL_WATER:        v58 = PLAYER_SKILL_WATER;        break;
+    case  CHARACTER_ATTRIBUTE_SKILL_EARTH:        v58 = PLAYER_SKILL_EARTH;        break;
+    case  CHARACTER_ATTRIBUTE_SKILL_SPIRIT:       v58 = PLAYER_SKILL_SPIRIT;       break;
+    case  CHARACTER_ATTRIBUTE_SKILL_MIND:         v58 = PLAYER_SKILL_MIND;         break;
+    case  CHARACTER_ATTRIBUTE_SKILL_BODY:         v58 = PLAYER_SKILL_BODY;         break;
+    case  CHARACTER_ATTRIBUTE_SKILL_LIGHT:        v58 = PLAYER_SKILL_LIGHT;        break;
+    case  CHARACTER_ATTRIBUTE_SKILL_DARK:         v58 = PLAYER_SKILL_DARK;         break;
+    case  CHARACTER_ATTRIBUTE_SKILL_MEDITATION:   v58 = PLAYER_SKILL_MEDITATION;   break;
+    case  CHARACTER_ATTRIBUTE_SKILL_BOW:          v58 = PLAYER_SKILL_BOW;          break;
+    case  CHARACTER_ATTRIBUTE_SKILL_SHIELD:       v58 = PLAYER_SKILL_SHIELD;       break;
+    case  CHARACTER_ATTRIBUTE_SKILL_LEARNING:     v58 = PLAYER_SKILL_LEARNING;     break;
+    default:
+      no_skills=true;
+  }
+  if (!no_skills)
+  {
+    if ( !this->pActiveSkills[v58] )
+      return 0;
+  }
+
+  switch(attr)      //TODO would be nice to move these into separate functions
+  {
+    case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
+    case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
+      if ( HasItemEquipped(EQUIP_BOW) )
+        v5 = GetBowItem()->GetDamageMod();
+      return v5;
+      break;
+
+    case CHARACTER_ATTRIBUTE_RANGED_DMG_MIN:
+      if ( !HasItemEquipped(EQUIP_BOW) )
+        return 0;
+      v5 = GetBowItem()->GetDamageMod();
+      v56 = GetBowItem()->GetDamageDice();
+      return v5 + v56;
+      break;
+
+    case CHARACTER_ATTRIBUTE_RANGED_DMG_MAX:
+      if ( !HasItemEquipped(EQUIP_BOW) )
+        return 0;
+      v5 = GetBowItem()->GetDamageDice() * GetBowItem()->GetDamageRoll();
+      v56 = GetBowItem()->GetDamageMod();
+      return v5 + v56;
+
+    case CHARACTER_ATTRIBUTE_LEVEL: 
+      if ( !Player::HasEnchantedItemEquipped(25) )
+        return 0;
+      return 5;
+      break;
+
+    case CHARACTER_ATTRIBUTE_MELEE_DMG_MAX:
+      if ( IsUnarmed() )
+      {
+        return 3;
+      }
+      else
+      {
+        if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
+        {
+          v22 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
+          if ( v22 >= 0 && v22 <= 2)
+          {
+            ItemGen* mainHandItem = GetMainHandItem();
+            v26 = mainHandItem->GetDamageRoll();
+            if ( GetOffHandItem() != nullptr || mainHandItem->GetPlayerSkillType() != 4 )
+            {
+              v25 = mainHandItem->GetDamageDice();
+            }
+            else
+            {
+              v25 = mainHandItem->GetDamageDice() + 1;
+            }
+            v5 = mainHandItem->GetDamageMod() + v25 * v26;
+          }
+        }
+        if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) ||  (GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0 || GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2))
+        {
+            return v5;
+        }
+        else
+        {
+          ItemGen* offHandItem = GetOffHandItem();
+          v15 = offHandItem->GetDamageMod();
+          v14 = offHandItem->GetDamageDice() * offHandItem->GetDamageRoll();
+          return v5 + v15 + v14;
+        }
+      }
+    break;
+
+    case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
+    case CHARACTER_ATTRIBUTE_ATTACK:
+      if ( IsUnarmed() )
+      {
+        return 0;
+      }
+      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
+      {
+        v17 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
+        if ( v17 >= 0 && v17 <= 2)
+        {
+          v5 = GetMainHandItem()->GetDamageMod();
+        }
+      }
+      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
+        return v5;
+      else
+      {
+        v56 = GetOffHandItem()->GetDamageMod();
+        return v5 + v56;
+      }
+      break;
+
+    case CHARACTER_ATTRIBUTE_MELEE_DMG_MIN:
+      if ( IsUnarmed() )
+      {
+        return 1;
+      }
+      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
+      {
+        v9 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
+        if ( v9 >= 0 && v9 <= 2)
+        {
+          ItemGen* mainHandItem = GetMainHandItem();
+          v5 = mainHandItem->GetDamageDice() +
+            mainHandItem->GetDamageMod();
+          if ( GetOffHandItem() == nullptr && mainHandItem->GetPlayerSkillType() == 4)
+          {
+            ++v5;
+          }
+        }
+      }
+
+      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
+      {
+        return v5;
+      }
+      else
+      {
+        ItemGen* offHandItem = GetOffHandItem();
+        v14 = offHandItem->GetDamageMod();
+        v15 = offHandItem->GetDamageDice();
+        return v5 + v15 + v14;
+      }
+      break;
+
+    case   CHARACTER_ATTRIBUTE_STRENGTH:
+    case   CHARACTER_ATTRIBUTE_INTELLIGENCE:
+    case   CHARACTER_ATTRIBUTE_WILLPOWER:
+    case   CHARACTER_ATTRIBUTE_ENDURANCE:
+    case   CHARACTER_ATTRIBUTE_ACCURACY:
+    case   CHARACTER_ATTRIBUTE_SPEED:
+    case   CHARACTER_ATTRIBUTE_LUCK:
+    case   CHARACTER_ATTRIBUTE_HEALTH:
+    case   CHARACTER_ATTRIBUTE_MANA:
+    case   CHARACTER_ATTRIBUTE_AC_BONUS:
+
+    case   CHARACTER_ATTRIBUTE_RESIST_FIRE:
+    case   CHARACTER_ATTRIBUTE_RESIST_AIR:
+    case   CHARACTER_ATTRIBUTE_RESIST_WATER:
+    case   CHARACTER_ATTRIBUTE_RESIST_EARTH:
+    case   CHARACTER_ATTRIBUTE_RESIST_MIND:
+    case   CHARACTER_ATTRIBUTE_RESIST_BODY:        
+    case   CHARACTER_ATTRIBUTE_RESIST_SPIRIT:
+
+    case   CHARACTER_ATTRIBUTE_SKILL_ALCHEMY:
+    case   CHARACTER_ATTRIBUTE_SKILL_STEALING:
+    case   CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM:
+    case   CHARACTER_ATTRIBUTE_SKILL_ITEM_ID:
+    case   CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID:
+    case   CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER:
+    case   CHARACTER_ATTRIBUTE_SKILL_DODGE:
+    case   CHARACTER_ATTRIBUTE_SKILL_UNARMED:
+
+    case   CHARACTER_ATTRIBUTE_SKILL_FIRE:
+    case   CHARACTER_ATTRIBUTE_SKILL_AIR:
+    case   CHARACTER_ATTRIBUTE_SKILL_WATER:
+    case   CHARACTER_ATTRIBUTE_SKILL_EARTH:
+    case   CHARACTER_ATTRIBUTE_SKILL_SPIRIT:
+    case   CHARACTER_ATTRIBUTE_SKILL_MIND:
+    case   CHARACTER_ATTRIBUTE_SKILL_BODY:
+    case   CHARACTER_ATTRIBUTE_SKILL_LIGHT:
+    case   CHARACTER_ATTRIBUTE_SKILL_DARK:
+    case   CHARACTER_ATTRIBUTE_SKILL_MEDITATION:
+    case   CHARACTER_ATTRIBUTE_SKILL_BOW:
+    case   CHARACTER_ATTRIBUTE_SKILL_SHIELD:
+    case   CHARACTER_ATTRIBUTE_SKILL_LEARNING:
+      for (int i = 0; i < 16; i++)
+      {
+        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+        {
+          currEquippedItem = GetNthEquippedIndexItem(i);
+          if ( attr == CHARACTER_ATTRIBUTE_AC_BONUS )
+          {
+            v32 = currEquippedItem->GetItemEquipType();
+            if ( v32 >= 3 && v32 <= 11 )
+            {
+              v5 += currEquippedItem->GetDamageDice() + currEquippedItem->GetDamageMod();
+            }
+          }
+          if ( pItemsTable->IsMaterialNonCommon(currEquippedItem)
+            && !pItemsTable->IsMaterialSpecial(currEquippedItem) )
+          {
+            currEquippedItem->GetItemBonusArtifact(this, attr, &v62);
+          }
+          else if ( currEquippedItem->uEnchantmentType != 0 )
+          {
+            if (this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uEnchantmentType - 1 == attr)//if (currEquippedItem->IsRegularEnchanmentForAttribute(attr))
+            {
+              if ( attr > CHARACTER_ATTRIBUTE_RESIST_BODY && v5 < currEquippedItem->m_enchantmentStrength )//for skills bonuses
+                v5 = currEquippedItem->m_enchantmentStrength;
+              else // for resists and attributes bonuses
+                v5 += currEquippedItem->m_enchantmentStrength;
+            }
+          }
+          else
+          {
+            currEquippedItem->GetItemBonusSpecialEnchantment(this, attr, &v5, &v61);
+          }
+        }
+      }
+      return v5 + v62 + v61;
+      break;
+    default:
+      return 0;
+    }
+}
+
+//----- (0048F73C) --------------------------------------------------------
+int Player::GetMagicalBonus(enum CHARACTER_ATTRIBUTE_TYPE a2)
+{
+  int v3 = 0; // eax@4
+  int v4 = 0; // ecx@5
+
+  switch ( a2 )
+  {
+    case CHARACTER_ATTRIBUTE_RESIST_FIRE:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_FIRE].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_AIR:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_AIR].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_BODY:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_BODY].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_WATER:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_WATER].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_EARTH:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_EARTH].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_RESIST_MIND:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_RESIST_MIND].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_ATTACK:
+    case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_BLESS].uPower;  //only player effect spell in both VI and VII
+      break;
+    case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_HEROISM].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_HEROISM].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_STRENGTH:
+      v3 = pPlayerBuffs[PLAYER_BUFF_STRENGTH].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_INTELLIGENCE:
+      v3 = pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_WILLPOWER:
+      v3 = pPlayerBuffs[PLAYER_BUFF_WILLPOWER].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_ENDURANCE:
+      v3 = pPlayerBuffs[PLAYER_BUFF_ENDURANCE].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_ACCURACY:
+      v3 = pPlayerBuffs[PLAYER_BUFF_ACCURACY].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_SPEED:
+      v3 = pPlayerBuffs[PLAYER_BUFF_SPEED].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_LUCK:
+      v3 = pPlayerBuffs[PLAYER_BUFF_LUCK].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_DAY_OF_GODS].uPower;
+      break;
+    case CHARACTER_ATTRIBUTE_AC_BONUS:
+      v3 = this->pPlayerBuffs[PLAYER_BUFF_STONESKIN].uPower;
+      v4 = pParty->pPartyBuffs[PARTY_BUFF_STONE_SKIN].uPower;
+      break;
+  }
+  return v3 + v4;
+}
+
+//----- (0048F882) --------------------------------------------------------
+int Player::GetActualSkillLevel( PLAYER_SKILL_TYPE uSkillType )
+{
+  signed int bonus_value; // esi@1
+  unsigned __int16 skill_value; // ax@126
+  int result; // al@127
+  
+  bonus_value = 0;
+  switch (uSkillType)
+  {
+    case PLAYER_SKILL_MONSTER_ID:
+    {
+      if ( CheckHiredNPCSpeciality(Hunter) )
+        bonus_value = 6;
+      if ( CheckHiredNPCSpeciality(Sage) )
+        bonus_value += 6;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID);
+    }
+    break;
+
+    case PLAYER_SKILL_ARMSMASTER:
+    {
+        if ( CheckHiredNPCSpeciality(Armsmaster) )
+          bonus_value = 2;
+        if ( CheckHiredNPCSpeciality(Weaponsmaster) )
+          bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER);
+    }
+    break;
+
+    case PLAYER_SKILL_STEALING:
+    {
+      if (CheckHiredNPCSpeciality(Burglar))
+          bonus_value = 8;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_STEALING);
+    }
+    break;
+
+
+    case PLAYER_SKILL_ALCHEMY:
+    {
+        if ( CheckHiredNPCSpeciality(Herbalist) )
+          bonus_value = 4;
+        if ( CheckHiredNPCSpeciality(Apothecary) )
+          bonus_value += 8;
+        bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY);
+    }
+    break;
+
+    case PLAYER_SKILL_LEARNING:
+    {
+        if ( CheckHiredNPCSpeciality(Teacher) )
+          bonus_value = 10;
+        if ( CheckHiredNPCSpeciality(Instructor) )
+          bonus_value += 15;
+        if ( CheckHiredNPCSpeciality(Scholar) )
+          bonus_value += 5;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LEARNING);
+    }
+    break;
+
+    case PLAYER_SKILL_UNARMED:
+    {
+      if (CheckHiredNPCSpeciality(Monk) )
+        bonus_value = 2;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_UNARMED);
+    }
+    break;
+
+    case PLAYER_SKILL_DODGE:
+    {
+      if ( CheckHiredNPCSpeciality(Monk) )
+        bonus_value = 2;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DODGE);
+    }
+    break;
+    
+    case PLAYER_SKILL_BOW:
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BOW);
+    break;
+    case PLAYER_SKILL_SHIELD:
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SHIELD);
+    break;
+
+    case PLAYER_SKILL_EARTH:
+      if ( CheckHiredNPCSpeciality(Apprentice) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Mystic) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Spellmaster) )
+            bonus_value += 4;
+          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_EARTH);
+    break;
+    case PLAYER_SKILL_FIRE:
+      if ( CheckHiredNPCSpeciality(Apprentice) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Mystic) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Spellmaster) )
+            bonus_value += 4;
+          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_FIRE);
+    break;
+    case PLAYER_SKILL_AIR:
+      if ( CheckHiredNPCSpeciality(Apprentice) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Mystic) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Spellmaster) )
+            bonus_value += 4;
+          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_AIR);
+    break;
+    case PLAYER_SKILL_WATER:
+      if ( CheckHiredNPCSpeciality(Apprentice) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Mystic) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Spellmaster) )
+            bonus_value += 4;
+          if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_WATER);
+    break;
+    case PLAYER_SKILL_SPIRIT:
+          if ( CheckHiredNPCSpeciality(Acolyte2) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Initiate) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Prelate) )
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SPIRIT);
+    break;
+    case PLAYER_SKILL_MIND:
+          if ( CheckHiredNPCSpeciality(Acolyte2) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Initiate) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Prelate) )
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MIND);
+    break;
+    case PLAYER_SKILL_BODY:
+          if ( CheckHiredNPCSpeciality(Acolyte2) )
+            bonus_value = 2;
+          if ( CheckHiredNPCSpeciality(Initiate) )
+            bonus_value += 3;
+          if ( CheckHiredNPCSpeciality(Prelate) )
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BODY);
+    break;
+    case PLAYER_SKILL_LIGHT:
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LIGHT);
+    break;
+    case PLAYER_SKILL_DARK:
+    {
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DARK);
+    }
+    break;
+
+    case PLAYER_SKILL_MERCHANT:
+    {
+        if ( CheckHiredNPCSpeciality(Trader) )
+          bonus_value = 4;
+        if ( CheckHiredNPCSpeciality(Merchant) )
+          bonus_value += 6;
+        if ( CheckHiredNPCSpeciality(Gypsy) )
+          bonus_value += 3;
+        if ( CheckHiredNPCSpeciality(Duper) )
+          bonus_value += 8;
+    }
+    break;
+
+    case PLAYER_SKILL_PERCEPTION:
+    {
+      if ( CheckHiredNPCSpeciality(Scout) )
+        bonus_value = 6;
+      if ( CheckHiredNPCSpeciality(Psychic) )
+        bonus_value += 5;
+    }
+    break;
+
+    case PLAYER_SKILL_ITEM_ID:
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID);
+      break;
+    case PLAYER_SKILL_MEDITATION:
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MEDITATION);
+    break;
+    case PLAYER_SKILL_TRAP_DISARM:
+    {
+      if ( CheckHiredNPCSpeciality(Tinker) )
+        bonus_value = 4;
+      if ( CheckHiredNPCSpeciality(Locksmith) )
+        bonus_value += 6;
+      if ( CheckHiredNPCSpeciality(Burglar) )
+        bonus_value += 8;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM);
+    }
+    break;
+  }
+
+  skill_value = pActiveSkills[uSkillType];
+  if ( bonus_value + (skill_value & 0x3F) < 60 )
+    result = bonus_value + skill_value;
+  else
+    result = skill_value & 0xFFFC | 0x3C; //al
+  return result;
+}
+
+
+//----- (0048FC00) --------------------------------------------------------
+int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE inSkill)    //TODO: move the individual implementations to attribute classes once possible
+{
+  int armsMasterBonus;
+
+  armsMasterBonus = 0;
+  int armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
+  if ( armmaster_skill > 0 )
+  {
+    int multiplier = 0;
+    if ( inSkill == CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS )
+    {
+      multiplier = GetMultiplierForSkillLevel(armmaster_skill, 0, 0, 1, 2);
+    }
+    else if ( inSkill == CHARACTER_ATTRIBUTE_ATTACK )
+    {
+      multiplier = GetMultiplierForSkillLevel(armmaster_skill, 0, 1, 1, 2);
+    } 
+    armsMasterBonus = multiplier * (armmaster_skill & 0x3F);
+  }
+
+  switch(inSkill)
+  {
+  case CHARACTER_ATTRIBUTE_RANGED_DMG_BONUS:
+    if (HasItemEquipped(EQUIP_BOW))
+    {
+      int bowSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      int multiplier = GetMultiplierForSkillLevel(bowSkillLevel, 0, 0, 0, 1);
+      return multiplier * (bowSkillLevel & 0x3F);
+    }
+    return 0;
+    break;
+  case CHARACTER_ATTRIBUTE_HEALTH:
+    {
+      int base_value = pBaseHealthPerLevelByClass[classType];
+      int attrib_modif = GetBodybuilding();
+      return base_value * attrib_modif;
+    }
+    break;
+  case CHARACTER_ATTRIBUTE_MANA:
+    {
+      int base_value = pBaseManaPerLevelByClass[classType];
+      int attrib_modif = GetMeditation();
+      return base_value * attrib_modif;
+    }
+    break;
+  case CHARACTER_ATTRIBUTE_AC_BONUS:
+    {
+      bool wearingArmor = false;
+      bool wearingLeather = false;
+      unsigned int ACSum = 0;
+
+      for (int j = 0; j < 16; ++j) 
+      {
+        ItemGen* currItem = GetNthEquippedIndexItem(j);
+        if (currItem != nullptr && (!currItem->IsBroken()))
+        {
+          PLAYER_SKILL_TYPE itemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
+          int currArmorSkillLevel = 0;
+          int multiplier = 0;
+          switch (itemSkillType)
+          {
+          case PLAYER_SKILL_STAFF:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 1, 1, 1);
+            break;
+          case PLAYER_SKILL_SWORD:
+          case PLAYER_SKILL_SPEAR:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 0, 0, 0, 1);
+            break;
+          case PLAYER_SKILL_SHIELD:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            wearingArmor = true;
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
+            break;
+          case PLAYER_SKILL_LEATHER:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            wearingLeather = true;
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 2, 2);
+            break;
+          case PLAYER_SKILL_CHAIN:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            wearingArmor = true;
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
+            break;
+          case PLAYER_SKILL_PLATE:
+            currArmorSkillLevel = GetActualSkillLevel(itemSkillType);
+            wearingArmor = true; 
+            multiplier = GetMultiplierForSkillLevel(currArmorSkillLevel, 1, 1, 1, 1);
+            break;
+          }
+          ACSum += multiplier * (currArmorSkillLevel & 0x3F);
+        }
+      }
+
+      int dodgeSkillLevel = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      int dodgeMastery = SkillToMastery(dodgeSkillLevel);
+      int multiplier = GetMultiplierForSkillLevel(dodgeSkillLevel, 1, 2, 3, 3);
+      if ( !wearingArmor && (!wearingLeather || dodgeMastery == 4) )
+      {
+        ACSum += multiplier * (dodgeSkillLevel & 0x3F);
+      }
+      return ACSum;
+    }
+    break;
+  case CHARACTER_ATTRIBUTE_ATTACK:
+    if ( this->IsUnarmed() )
+    {
+      int unarmedSkill = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+      if (!unarmedSkill)
+      {
+        return 0;
+      }
+      int multiplier = GetMultiplierForSkillLevel(unarmedSkill, 0, 1, 2, 2);
+      return armsMasterBonus + multiplier * (unarmedSkill & 0x3F);
+    }
+    for (int i = 0; i < 16; ++i)
+    {
+      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+      {
+        ItemGen* currItem = GetNthEquippedIndexItem(i);
+        if ( currItem->GetItemEquipType() <= EQUIP_TWO_HANDED)
+        {
+          PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
+          int currentItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
+          if (currItemSkillType == PLAYER_SKILL_BLASTER)
+          {
+            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 2, 3, 5);
+            return multiplier * (currentItemSkillLevel & 0x3F);
+          }
+          else if (currItemSkillType == PLAYER_SKILL_STAFF && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+          {
+            int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 2, 2);
+            return multiplier * (unarmedSkillLevel & 0x3F) + armsMasterBonus + (currentItemSkillLevel & 0x3F);
+          }
+          else
+          {
+            return armsMasterBonus + (currentItemSkillLevel & 0x3F);
+          }
+        }
+      }
+    }
+    return 0;
+    break;
+
+  case CHARACTER_ATTRIBUTE_RANGED_ATTACK:
+    for (int i = 0; i < 16; i++)
+    {
+      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+      {
+        ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
+        if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
+        {
+          PLAYER_SKILL_TYPE currentItemSkillType = (PLAYER_SKILL_TYPE)GetNthEquippedIndexItem(i)->GetPlayerSkillType();
+          int currentItemSkillLevel = this->GetActualSkillLevel(currentItemSkillType);
+          if ( currentItemSkillType == PLAYER_SKILL_BOW )
+          {
+            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 1, 1, 1);
+            return multiplier * (currentItemSkillLevel & 0x3F);
+          }
+          else if ( currentItemSkillType == PLAYER_SKILL_BLASTER )
+          {
+            int multiplier = GetMultiplierForSkillLevel(currentItemSkillLevel, 1, 2, 3, 5);
+            return multiplier * (currentItemSkillLevel & 0x3F);
+          }
+        }
+      }
+    }
+    return 0;
+    break;
+
+  case CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS:
+    if ( this->IsUnarmed() )
+    {
+      int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+      if ( !unarmedSkillLevel )
+      {
+        return 0;
+      }
+      int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
+      return multiplier * (unarmedSkillLevel & 0x3F);
+    }
+    for (int i = 0; i < 16; i++)
+    {
+      if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
+      {
+        ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
+        if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
+        {
+          PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItemPtr->GetPlayerSkillType();
+          int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
+          int baseSkillBonus;
+          int multiplier;
+          switch (currItemSkillType)
+          {
+          case PLAYER_SKILL_STAFF:
+            if ( SkillToMastery(currItemSkillLevel) >= 4 && this->GetActualSkillLevel(PLAYER_SKILL_UNARMED) > 0)
+            {
+              int unarmedSkillLevel = this->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+              int multiplier = GetMultiplierForSkillLevel(unarmedSkillLevel, 0, 1, 2, 2);
+              return multiplier * (unarmedSkillLevel & 0x3F);
+            }
+            else
+            {
+              return armsMasterBonus;
+            }
+            break;
+
+          case PLAYER_SKILL_DAGGER:
+            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 1);
+            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+            return armsMasterBonus + baseSkillBonus;
+            break;
+          case PLAYER_SKILL_SWORD:
+            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 0, 0);
+            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+            return armsMasterBonus + baseSkillBonus;
+            break;
+          case PLAYER_SKILL_MACE:
+          case PLAYER_SKILL_SPEAR:
+            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 1, 1, 1);
+            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+            return armsMasterBonus + baseSkillBonus;
+            break;
+          case PLAYER_SKILL_AXE:
+            multiplier = GetMultiplierForSkillLevel(currItemSkillLevel, 0, 0, 1, 1);
+            baseSkillBonus = multiplier * (currItemSkillLevel & 0x3F);
+            return armsMasterBonus + baseSkillBonus;
+            break;
+          }
+        }
+      }
+    }
+    return 0;
+    break;
+  default:
+    return 0;
+  }
+}
+
+unsigned int Player::GetMultiplierForSkillLevel(unsigned int skillValue, int mult1, int mult2, int mult3, int mult4)
+{
+  int masteryLvl = SkillToMastery(skillValue);
+  switch (masteryLvl)
+  {
+    case 1: return mult1;
+    case 2: return mult2;
+    case 3: return mult3;
+    case 4: return mult4;
+  }
+  Error("(%u)", masteryLvl);
+  return 0;
+}
+//----- (00490109) --------------------------------------------------------
+// faces are:  0  1  2  3   human males
+//             4  5  6  7   human females
+//                   8  9   elf males
+//                  10 11   elf females
+//                  12 13   dwarf males
+//                  14 15   dwarf females
+//                  16 17   goblin males
+//                  18 19   goblin females
+//                     20   lich male
+//                     21   lich female
+//                     22   underwater suits (unused)
+//                     23   zombie male
+//                     24   zombie female
+enum CHARACTER_RACE Player::GetRace()
+{
+  if ( uCurrentFace <= 7 )
+  {
+    return CHARACTER_RACE_HUMAN;
+  }
+  else if ( uCurrentFace <= 11 )
+  {
+      return CHARACTER_RACE_ELF;
+  }
+  else if ( uCurrentFace <= 15 )
+  {
+    return CHARACTER_RACE_DWARF;
+  }
+  else if ( uCurrentFace <= 19 )
+  {
+    return CHARACTER_RACE_GOBLIN;
+  }
+  else
+  {
+    return CHARACTER_RACE_HUMAN;
+  }
+}
+
+//----- (00490141) --------------------------------------------------------
+PLAYER_SEX Player::GetSexByVoice()
+{
+  switch ( this->uVoiceID )
+  {
+    case 0u:
+    case 1u:
+    case 2u:
+    case 3u:
+    case 8u:
+    case 9u:
+    case 0xCu:
+    case 0xDu:
+    case 0x10u:
+    case 0x11u:
+    case 0x14u:
+    case 0x17u:
+      return SEX_MALE;
+
+    case 4u:
+    case 5u:
+    case 6u:
+    case 7u:
+    case 0xAu:
+    case 0xBu:
+    case 0xEu:
+    case 0xFu:
+    case 0x12u:
+    case 0x13u:
+    case 0x15u:
+    case 0x18u:
+      return SEX_FEMALE;
+  }
+  Error("(%u)", this->uVoiceID);
+  return SEX_MALE;
+}
+
+//----- (00490188) --------------------------------------------------------
+void Player::SetInitialStats()
+{
+  CHARACTER_RACE v1 = GetRace();
+  uMight = StatTable[v1][0].uBaseValue;
+  uIntelligence = StatTable[v1][1].uBaseValue;
+  uWillpower = StatTable[v1][2].uBaseValue;
+  uEndurance = StatTable[v1][3].uBaseValue;
+  uAccuracy = StatTable[v1][4].uBaseValue;
+  uSpeed = StatTable[v1][5].uBaseValue;
+  uLuck = StatTable[v1][6].uBaseValue;
+}
+
+//----- (004901FC) --------------------------------------------------------
+void Player::SetSexByVoice()
+{
+  switch ( this->uVoiceID)
+  {
+    case 0:
+    case 1:
+    case 2:
+    case 3:
+    case 8:
+    case 9:
+    case 0xC:
+    case 0xD:
+    case 0x10:
+    case 0x11:
+    case 0x14:
+    case 0x17:
+      this->uSex = SEX_MALE;
+      break;
+    case 4:
+    case 5:
+    case 6:
+    case 7:
+    case 0xA:
+    case 0xB:
+    case 0xE:
+    case 0xF:
+    case 0x12:
+    case 0x13:
+    case 0x15:
+    case 0x18:
+      this->uSex = SEX_FEMALE;
+      break;
+    default:
+      Error("(%u)", this->uVoiceID);
+      break;
+  }
+ 
+}
+
+//----- (0049024A) --------------------------------------------------------
+void Player::Reset(PLAYER_CLASS_TYPE cls)
+{
+  sLevelModifier = 0;
+  sAgeModifier = 0;
+
+  classType = cls;
+  uLuckBonus = 0;
+  uSpeedBonus = 0;
+  uAccuracyBonus = 0;
+  uEnduranceBonus = 0;
+  uWillpowerBonus = 0;
+  uIntelligenceBonus = 0;
+  uMightBonus = 0;
+  uLevel = 1;
+  uExperience = 251 + rand() % 100;
+  uBirthYear = 1147 - rand() % 6;
+  pActiveSkills.fill(0);
+  memset(_achieved_awards_bits, 0, sizeof(_achieved_awards_bits));
+  memset(&spellbook, 0, sizeof(spellbook));
+
+  for (uint i = 0; i < 37; ++i)
+  {
+    if (pSkillAvailabilityPerClass[classType / 4][i] != 2)
+      continue;
+
+    pActiveSkills[i] = 1;
+
+    switch (i)
+    {
+      case PLAYER_SKILL_FIRE:
+        spellbook.pFireSpellbook.bIsSpellAvailable[0] = true;//its temporary, for test spells
+
+        extern bool all_magic;
+        if ( all_magic == true )
+        {
+          pActiveSkills[PLAYER_SKILL_AIR] = 1;
+          pActiveSkills[PLAYER_SKILL_WATER] = 1;
+          pActiveSkills[PLAYER_SKILL_EARTH] = 1;
+          spellbook.pFireSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pFireSpellbook.bIsSpellAvailable[10] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pAirSpellbook.bIsSpellAvailable[10] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pWaterSpellbook.bIsSpellAvailable[10] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pEarthSpellbook.bIsSpellAvailable[10] = true;
+        }
+        break;
+      case PLAYER_SKILL_AIR:
+        spellbook.pAirSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_WATER:
+        spellbook.pWaterSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_EARTH:
+        spellbook.pEarthSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_SPIRIT:
+        spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_MIND:
+        spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_BODY:
+        spellbook.pBodySpellbook.bIsSpellAvailable[0] = true;
+
+        if ( all_magic == true )
+        {
+          pActiveSkills[PLAYER_SKILL_MIND] = 1;
+          pActiveSkills[PLAYER_SKILL_SPIRIT] = 1;
+          spellbook.pBodySpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pBodySpellbook.bIsSpellAvailable[10] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[0] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pMindSpellbook.bIsSpellAvailable[10] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[0] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[1] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[2] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[3] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[4] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[5] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[6] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[7] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[8] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[9] = true;
+          spellbook.pSpiritSpellbook.bIsSpellAvailable[10] = true;
+        }
+        break;
+      case PLAYER_SKILL_LIGHT:
+        spellbook.pLightSpellbook.bIsSpellAvailable[0] = true;
+        break;
+      case PLAYER_SKILL_DARK:
+        spellbook.pDarkSpellbook.bIsSpellAvailable[0] = true;
+        break;
+    }
+  }
+
+  memset(&pEquipment, 0, sizeof(PlayerEquipment));
+  pInventoryMatrix.fill(0);
+  for (uint i = 0; i < 126; ++i)
+    pInventoryItemList[i].Reset();
+  for (uint i = 0; i < 12; ++i)
+    pEquippedItems[i].Reset();
+
+  sHealth = GetMaxHealth();
+  sMana = GetMaxMana();
+}
+
+//----- (004903C9) --------------------------------------------------------
+PLAYER_SKILL_TYPE Player::GetSkillIdxByOrder(signed int order)
+{
+  int counter; // edx@5
+  bool canBeInactive;
+  unsigned char requiredValue;
+  signed int offset;
+
+  if ( order <= 1 )
+  {
+    canBeInactive = false;
+    requiredValue = 2;  // 2 - primary skill
+    offset = 0;
+  }
+  else if ( order <= 3 )
+  {
+    canBeInactive = false;
+    requiredValue = 1;  // 1 - available
+    offset = 2;
+  }
+  else if ( order <= 12 )
+  {
+    canBeInactive = true;
+    requiredValue = 1;  // 1 - available
+    offset = 4;
+  }
+  else
+  {
+    return (PLAYER_SKILL_TYPE)37;
+  }
+  counter = 0;
+  for (int i = 0; i < 37; i++)
+  {
+    if ( (this->pActiveSkills[i] || canBeInactive) && pSkillAvailabilityPerClass[classType / 4][i] == requiredValue )
+    {
+      if ( counter == order - offset )
+        return (PLAYER_SKILL_TYPE)i;
+      ++counter;
+    }
+  }
+
+  return (PLAYER_SKILL_TYPE)37;
+}
+
+
+
+//----- (0049048D) --------------------------------------------------------
+//unsigned __int16 PartyCreation_BtnMinusClick(Player *_this, int eAttribute)
+void Player::DecreaseAttribute(int eAttribute)
+{
+  int pBaseValue; // ecx@1
+  int pDroppedStep; // ebx@1
+  int pStep; // esi@1
+  int uMinValue; // [sp+Ch] [bp-4h]@1
+
+  int raceId = GetRace();
+  pBaseValue = StatTable[raceId][eAttribute].uBaseValue;
+  pDroppedStep = StatTable[raceId][eAttribute].uDroppedStep;
+  uMinValue = pBaseValue - 2;
+  pStep = StatTable[raceId][eAttribute].uBaseStep;
+  unsigned short* AttrToChange = nullptr;
+  switch ( eAttribute )
+  {
+    case CHARACTER_ATTRIBUTE_STRENGTH:
+      AttrToChange = &this->uMight;
+      break;
+    case CHARACTER_ATTRIBUTE_INTELLIGENCE:
+      AttrToChange = &this->uIntelligence;
+      break;
+    case CHARACTER_ATTRIBUTE_WILLPOWER:
+      AttrToChange = &this->uWillpower;
+      break;
+    case CHARACTER_ATTRIBUTE_ENDURANCE:
+      AttrToChange = &this->uEndurance;
+      break;
+    case CHARACTER_ATTRIBUTE_ACCURACY:
+      AttrToChange = &this->uAccuracy;
+      break;
+    case CHARACTER_ATTRIBUTE_SPEED:
+      AttrToChange = &this->uSpeed;
+      break;
+    case CHARACTER_ATTRIBUTE_LUCK:
+      AttrToChange = &this->uLuck;
+      break;
+  }
+  if ( *AttrToChange <= pBaseValue )
+    pStep = pDroppedStep;
+  if ( *AttrToChange - pStep >= uMinValue )
+    *AttrToChange -= pStep;
+}
+
+//----- (004905F5) --------------------------------------------------------
+//signed int  PartyCreation_BtnPlusClick(Player *this, int eAttribute)
+void Player::IncreaseAttribute( int eAttribute )
+{
+  int raceId; // eax@1
+  int maxValue; // ebx@1
+  signed int baseStep; // edi@1
+  signed int tmp; // eax@17
+  signed int result; // eax@18
+  int baseValue; // [sp+Ch] [bp-8h]@1
+  signed int droppedStep; // [sp+10h] [bp-4h]@1
+  unsigned short* statToChange;
+
+  raceId = GetRace();
+  maxValue = StatTable[raceId][eAttribute].uMaxValue;
+  baseStep = StatTable[raceId][eAttribute].uBaseStep;
+  baseValue = StatTable[raceId][eAttribute].uBaseValue;
+  droppedStep = StatTable[raceId][eAttribute].uDroppedStep;
+  PlayerCreation_GetUnspentAttributePointCount();
+  switch ( eAttribute )
+  {
+  case 0:
+    statToChange = &this->uMight;
+    break;
+  case 1:
+    statToChange = &this->uIntelligence;
+    break;
+  case 2:
+    statToChange = &this->uWillpower;
+    break;
+  case 3:
+    statToChange = &this->uEndurance;
+    break;
+  case 4:
+    statToChange = &this->uAccuracy;
+    break;
+  case 5:
+    statToChange = &this->uSpeed;
+    break;
+  case 6:
+    statToChange = &this->uLuck;
+    break;
+  default:
+    Error("(%u)", eAttribute);
+    break;
+  }
+  if ( *statToChange < baseValue )
+  {
+    tmp = baseStep;
+    baseStep = droppedStep;
+    droppedStep = tmp;
+  }
+  result = PlayerCreation_GetUnspentAttributePointCount();
+  if ( result >= droppedStep )
+  {
+    if ( baseStep + *statToChange <= maxValue )
+      *statToChange += baseStep;
+  }
+}
+
+//----- (0049070F) --------------------------------------------------------
+void Player::Zero()
+{
+  this->sLevelModifier = 0;
+  this->sACModifier = 0;
+  this->uLuckBonus = 0;
+  this->uAccuracyBonus = 0;
+  this->uSpeedBonus = 0;
+  this->uEnduranceBonus = 0;
+  this->uWillpowerBonus = 0;
+  this->uIntelligenceBonus = 0;
+  this->uMightBonus = 0;
+  this->field_100 = 0;
+  this->field_FC = 0;
+  this->field_F8 = 0;
+  this->field_F4 = 0;
+  this->field_F0 = 0;
+  this->field_EC = 0;
+  this->field_E8 = 0;
+  this->field_E4 = 0;
+  this->field_E0 = 0;
+  memset(&this->sResFireBonus, 0, 0x16u);
+  this->field_1A97 = 0;
+  this->_ranged_dmg_bonus = 0;
+  this->field_1A95 = 0;
+  this->_ranged_atk_bonus = 0;
+  this->field_1A93 = 0;
+  this->_melee_dmg_bonus = 0;
+  this->field_1A91 = 0;
+  this->_some_attack_bonus = 0;
+  this->_mana_related = 0;
+  this->uFullManaBonus = 0;
+  this->_health_related = 0;
+  this->uFullHealthBonus = 0;
+}
+
+//----- (004907E7) --------------------------------------------------------
+unsigned int Player::GetStatColor(int uStat)
+{
+  int attribute_value; // edx@1
+
+  int base_attribute_value = StatTable[GetRace()][uStat].uBaseValue;
+  switch (uStat)
+  {
+    case 0:  attribute_value = uMight;        break;
+    case 1:  attribute_value = uIntelligence; break;
+    case 2:  attribute_value = uWillpower;    break;
+    case 3:  attribute_value = uEndurance;    break;
+    case 4:  attribute_value = uAccuracy;     break;
+    case 5:  attribute_value = uSpeed;        break;
+    case 6:  attribute_value = uLuck;         break;
+    default: Error("Unexpected attribute");
+  };
+
+  if (attribute_value == base_attribute_value)
+    return ui_character_stat_default_color;
+  else if (attribute_value > base_attribute_value)
+    return ui_character_stat_buffed_color;
+  else
+    return ui_character_stat_debuffed_color;
+}
+
+//----- (004908A8) --------------------------------------------------------
+bool Player::DiscardConditionIfLastsLongerThan(unsigned int uCondition, signed __int64 uTime)
+{
+  if ( pConditions[uCondition] && (uTime < (signed long long)pConditions[uCondition]) )
+  {
+    pConditions[uCondition] = 0i64;
+    return true;
+  }
+  else
+   return false;
+}
+
+//----- (004680ED) --------------------------------------------------------
+void Player::UseItem_DrinkPotion_etc(signed int player_num, int a3)
+{
+  Player *playerAffected; // esi@1
+  signed int v5; // eax@17
+  int v8; // edx@39
+  const char *v13; // eax@45
+  signed int v15; // edi@68
+  int v16; // edx@73
+  unsigned __int16 v17; // edi@73
+  unsigned int v18; // eax@73
+  const char *v22; // eax@84
+  int scroll_id; // esi@96
+  int v25; // eax@109
+  int v26; // eax@113
+  int new_mana_val; // edi@114
+  signed __int64 v28; // qax@120
+  __int64 v30; // edi@137
+  __int64 v32; // ST3C_4@137
+  __int64 v34; // ST34_4@137
+  unsigned __int16 v50; // [sp-Ch] [bp-38h]@120
+  const char *v66; // [sp-4h] [bp-30h]@69
+  signed int v67; // [sp-4h] [bp-30h]@77
+  const char *v68; // [sp-4h] [bp-30h]@89
+  char v72; // [sp+20h] [bp-Ch]@68
+  signed int v73; // [sp+24h] [bp-8h]@1
+  const char*  v74; // [sp+24h] [bp-8h]@23
+  //Player *thisb; // [sp+28h] [bp-4h]@1
+  unsigned int thisa; // [sp+28h] [bp-4h]@22
+
+  //thisb = this;
+  playerAffected = &pParty->pPlayers[player_num-1];
+  v73 = 1;
+  if ( pParty->bTurnBasedModeOn == true && (pTurnEngine->turn_stage == TE_WAIT || pTurnEngine->turn_stage == TE_MOVEMENT) )
+      return;
+  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_REAGENT )
+  {
+    if ( pParty->pPickedItem.uItemID == 160 )
+    { 
+      playerAffected->SetCondition(Condition_Poison_Weak, 1);
+    }
+    else if ( pParty->pPickedItem.uItemID == 161 )
+    {
+      new_mana_val = playerAffected->sMana;
+      new_mana_val += 2;
+      if ( new_mana_val > playerAffected->GetMaxMana() )
+        new_mana_val = playerAffected->GetMaxMana();
+      playerAffected->PlaySound(SPEECH_36, 0);
+    }
+    else if ( pParty->pPickedItem.uItemID == 162 )
+    {
+      playerAffected->Heal(2);
+      playerAffected->PlaySound(SPEECH_36, 0);
+    }
+    else
+    {    
+      v68 = pParty->pPickedItem.GetDisplayName();
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
+      ShowStatusBarString(pTmpBuf.data(), 2);
+      pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+      return;
+    }
+    pAudioPlayer->PlaySound((SoundID)211, 0, 0, -1, 0, 0, 0, 0);
+
+    if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
+    {
+      pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
+    }
+    if ( v73 )
+    {
+      if ( pParty->bTurnBasedModeOn )
+      {
+        pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
+        this->SetRecoveryTime(100);
+        pTurnEngine->ApplyPlayerAction();
+      }
+      else
+      {
+        this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
+      }
+    }
+    pMouse->RemoveHoldingItem();
+    return;
+  }
+
+  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_POTION )
+  {
+      switch ( pParty->pPickedItem.uItemID )
+      {
+          case 221: //Catalyst
+              playerAffected->SetCondition(Condition_Poison_Weak, 1);
+              break;
+          case 222: //Cure Wounds
+              v25 = pParty->pPickedItem.uEnchantmentType + 10;
+              playerAffected->Heal(v25);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 223: //Magic Potion
+              v26 = pParty->pPickedItem.uEnchantmentType + 10;
+              new_mana_val = playerAffected->sMana;
+              new_mana_val += v26;
+              if ( new_mana_val > playerAffected->GetMaxMana() )
+                  new_mana_val = playerAffected->GetMaxMana();
+              playerAffected->PlaySound(SPEECH_36, 0);
+              playerAffected->sMana = new_mana_val;
+              break;
+          case 224: //Cure Weakness
+              playerAffected->pConditions[Condition_Weak] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 225: //Cure Disease
+              playerAffected->pConditions[Condition_Disease_Severe] = 0i64;      
+              playerAffected->pConditions[Condition_Disease_Medium] = 0i64;
+              playerAffected->pConditions[Condition_Disease_Weak] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 226: //Cure Poison
+              playerAffected->pConditions[Condition_Poison_Severe] = 0i64;
+              playerAffected->pConditions[Condition_Poison_Medium] = 0i64;
+              playerAffected->pConditions[Condition_Poison_Weak] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 227: //Awaken
+              playerAffected->pConditions[Condition_Sleep] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 228: //Haste
+              if ( !playerAffected->pConditions[Condition_Weak] )
+              {
+                v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+                playerAffected->pPlayerBuffs[PLAYER_BUFF_HASTE].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
+                playerAffected->PlaySound(SPEECH_36, 0);
+              }
+              break;
+          case 229: //Heroism
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_HEROISM].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 230: //Bless
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_BLESS].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 231: //Preservation
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_PRESERVATION].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 232: //Shield
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_SHIELD].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 234: //Stoneskin
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_STONESKIN].Apply(pParty->uTimePlayed + v28, 3, 5, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 235: //Water Breathing
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335),
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_WATER_WALK].Apply(pParty->uTimePlayed +v28,  3, 5, 0, 0);
+              break;
+          case 237: //Remove Fear
+              playerAffected->pConditions[Condition_Fear] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 238: //Remove Curse
+              playerAffected->pConditions[Condition_Cursed] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 239: //Cure Insanity
+              playerAffected->pConditions[Condition_Insane] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 240: //Might Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_STRENGTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 241: //Intellect Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_INTELLIGENCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 242: //Personality Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_WILLPOWER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 243://Endurance Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_ENDURANCE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 244: //Speed Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_SPEED].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 245: //Accuracy Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_ACCURACY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 251: //Cure Paralysis
+              playerAffected->pConditions[Condition_Paralyzed] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 252://Divine Restoration
+              v30 = playerAffected->pConditions[Condition_Dead];
+              v32 = playerAffected->pConditions[Condition_Pertified];
+              v34 = playerAffected->pConditions[Condition_Eradicated];    
+              pConditions.fill(0);
+              playerAffected->pConditions[Condition_Dead] = v30;
+              playerAffected->pConditions[Condition_Pertified] = v32;
+              playerAffected->pConditions[Condition_Eradicated] = v34;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 253: //Divine Cure
+              v25 = 5 * pParty->pPickedItem.uEnchantmentType;
+              playerAffected->Heal(v25);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 254: //Divine Power
+              v26 = 5 * pParty->pPickedItem.uEnchantmentType;
+              new_mana_val = playerAffected->sMana;
+              new_mana_val += v26;
+              if ( new_mana_val > playerAffected->GetMaxMana() )
+                  new_mana_val = playerAffected->GetMaxMana();
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 255: //Luck Boost
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_LUCK].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 256: //Fire Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_FIRE].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 257: //Air Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_AIR].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 258: //Water Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_WATER].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 259: //Earth Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_EARTH].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 260: //Mind Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_MIND].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 261: //Body Resistance
+              v50 = 3 * pParty->pPickedItem.uEnchantmentType;
+              v28 = (signed __int64)((double)(230400 * pParty->pPickedItem.uEnchantmentType) * 0.033333335);
+              playerAffected->pPlayerBuffs[PLAYER_BUFF_RESIST_BODY].Apply(pParty->uTimePlayed + v28, 0, v50, 0, 0);
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 262: //Stone to Flesh
+              playerAffected->pConditions[Condition_Pertified] = 0i64;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 264: //Pure Luck
+              if ( !playerAffected->pure_luck_used )
+              {
+                playerAffected->uLuck += 50;
+                playerAffected->pure_luck_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 265: //Pure Speed
+              if ( !playerAffected->pure_speed_used )
+              {
+                playerAffected->uSpeed += 50;
+                playerAffected->pure_speed_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 266: //Pure Intellect
+              if ( !playerAffected->pure_intellect_used )
+              {
+                playerAffected->uIntelligence += 50;
+                playerAffected->pure_intellect_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 267: //Pure Endurance
+              if ( !playerAffected->pure_endurance_used )
+              {
+                playerAffected->uEndurance += 50;
+                playerAffected->pure_endurance_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 268:  //Pure Personality
+              if ( !playerAffected->pure_willpower_used )
+              {
+                playerAffected->uWillpower += 50;
+                playerAffected->pure_willpower_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 269: //Pure Accuracy
+              if ( !playerAffected->pure_accuracy_used )
+              {
+                playerAffected->uAccuracy += 50;
+                playerAffected->pure_accuracy_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 270: //Pure Might
+              if ( !playerAffected->pure_might_used )
+              {
+                playerAffected->uMight += 50;
+                playerAffected->pure_might_used = 1;
+              }
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+          case 271: //Rejuvenation
+              playerAffected->sAgeModifier = 0;
+              playerAffected->PlaySound(SPEECH_36, 0);
+              break;
+
+          default:
+          v68 = pParty->pPickedItem.GetDisplayName();
+          sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36], v68);//"%s can not be used that way"
+          ShowStatusBarString(pTmpBuf.data(), 2u);
+          pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+          return;
+      }
+      pAudioPlayer->PlaySound((SoundID)210, 0, 0, -1, 0, 0, 0, 0);
+      if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
+      {
+//         if ( !v73 )                                            v73 is always 1 at this point
+//         {
+//           pMouse->RemoveHoldingItem();
+//           return;
+//         }
+        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
+      }
+      if ( v73 )
+      {
+        if ( pParty->bTurnBasedModeOn )
+        {
+          pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
+          this->SetRecoveryTime(100);
+          pTurnEngine->ApplyPlayerAction();
+        }
+        else
+        {
+          this->SetRecoveryTime((int)(flt_6BE3A4_debug_recmod1 * 213.3333333333333));
+        }
+      }
+      pMouse->RemoveHoldingItem();
+      return;
+  }
+
+
+  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_SPELL_SCROLL )
+  {
+    if ( pCurrentScreen == SCREEN_CASTING )
+        return;
+    if ( !playerAffected->CanAct() )
+    {
+
+      v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+      return;
+    }
+    if ( bUnderwater == 1 )
+    {
+      ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!"
+      pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+      return;
+    }
+
+    scroll_id = pParty->pPickedItem.uItemID - 299;
+    if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura
+    {
+      pMouse->RemoveHoldingItem();
+      pGUIWindow_CurrentMenu->Release();
+      pIcons_LOD->RemoveTexturesPackFromTextureList();
+      pCurrentScreen = SCREEN_GAME;
+      viewparams->bRedrawGameUI = 1;
+      _42777D_CastSpell_UseWand_ShootArrow(scroll_id, player_num - 1, 0x85u, 1, 0);
+    }
+    else
+    {
+      pMouse->RemoveHoldingItem();
+      pMessageQueue_50C9E8->AddGUIMessage(UIMSG_SpellScrollUse, scroll_id, player_num - 1);
+      if ( pCurrentScreen && pGUIWindow_CurrentMenu
+        && (pGUIWindow_CurrentMenu->eWindowType != WINDOW_null))
+      {
+        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
+      }
+    }
+    return;
+  }
+
+  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_BOOK )
+  {  
+      v15 = pParty->pPickedItem.uItemID - 400;
+      v72 = playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400];//(char *)&v3->pConditions[0] + pParty->pPickedItem.uItemID + 2;
+      if ( v72 )
+      {
+        v66 = pParty->pPickedItem.GetDisplayName();
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[380], v66);//"You already know the %s spell"
+        ShowStatusBarString(pTmpBuf.data(), 2u);
+        pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      if ( !playerAffected->CanAct() )
+      {
+        v66 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v66);//"That player is %s"
+        ShowStatusBarString(pTmpBuf.data(), 2);
+        pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      v16 = v15 % 11 + 1;
+      v17 = playerAffected->pActiveSkills[v15 / 11 + 12];
+      v18 = SkillToMastery(v17) - 1;
+      switch (v18)  
+      {
+        case 0: v67 = 4; break;
+        case 1: v67 = 7; break;
+        case 2: v67 = 10; break;
+        case 3: v67 = 11; break;
+        default:
+          v67 = player_num;   
+      }
+  
+      if ( v16 > v67 || !v17 )
+      {
+        v22 = pParty->pPickedItem.GetDisplayName();
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[381], v22); //"You don't have the skill to learn %s"
+        ShowStatusBarString(pTmpBuf.data(), 2);
+        playerAffected->PlaySound((PlayerSpeech)20, 0);
+        return; 
+      }
+      playerAffected->spellbook.bHaveSpell[pParty->pPickedItem.uItemID-400] = 1;
+      playerAffected->PlaySound(SPEECH_21, 0);
+      v73 = 0;
+
+
+      if ( pGUIWindow_CurrentMenu && pGUIWindow_CurrentMenu->eWindowType != WINDOW_null)
+      {
+        if ( !v73 )
+        {
+          pMouse->RemoveHoldingItem();
+          return;
+        }
+        pMessageQueue_50CBD0->AddGUIMessage(UIMSG_Escape, 0, 0);
+      }
+//       if ( v73 )                                                v73 is always 0 at this point
+//       {
+//         if ( pParty->bTurnBasedModeOn )
+//         {
+//           pParty->pTurnBasedPlayerRecoveryTimes[player_num-1] = 100;
+//           thisb->SetRecoveryTime(100);
+//           pTurnEngine->ApplyPlayerAction();
+//         }
+//         else
+//         {
+//           thisb->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * 213.3333333333333);
+//         }
+//       }
+      pMouse->RemoveHoldingItem();
+      return;
+  }
+
+  if ( pParty->pPickedItem.GetItemEquipType() == EQUIP_MESSAGE_SCROLL )
+  {
+      if ( playerAffected->CanAct() )
+      {
+          CreateMsgScrollWindow(pParty->pPickedItem.uItemID);
+          playerAffected->PlaySound(SPEECH_37, 0);
+          return;
+      }
+      v68 = aCharacterConditionNames[playerAffected->GetMajorConditionIdx()];
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[382], v68);//That player is %s
+      ShowStatusBarString(pTmpBuf.data(), 2);
+      pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+      return;
+  }
+  else
+  {
+    if (pParty->pPickedItem.uItemID == 616) //Genie Lamp
+    {
+      thisa = pParty->uCurrentMonthWeek + 1;
+      if ( pParty->uCurrentMonth >= 7 )
+          v74 = nullptr;
+      else
+          v74 = aAttributeNames[pParty->uCurrentMonth];
+      switch ( pParty->uCurrentMonth )
+      {
+        case 0:
+            playerAffected->uMight += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 1:
+            playerAffected->uIntelligence += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 2:
+            playerAffected->uWillpower += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 3:
+            playerAffected->uEndurance += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 4:
+            playerAffected->uAccuracy += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 5:
+            playerAffected->uSpeed += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 6:
+            playerAffected->uLuck += thisa;
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v74, pGlobalTXT_LocalizationStrings[121]);//"Permanent"	
+            break;
+        case 7:
+            pParty->PartyFindsGold(1000 * thisa, 0);
+            sprintf(pTmpBuf.data(), "+%u %s", 1000 * thisa, pGlobalTXT_LocalizationStrings[97]);//"Gold"
+            break;
+        case 8:
+            Party::GiveFood(5 * thisa); 
+            sprintf(pTmpBuf.data(), "+%u %s",5 * thisa , pGlobalTXT_LocalizationStrings[653]);//"Food"
+            break;
+        case 9u:
+            playerAffected->uSkillPoints += 2 * thisa;
+            sprintf(pTmpBuf.data(), "+%u %s", 2 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_SKILL_POINTS]);
+            break;
+        case 10:
+            playerAffected->uExperience += 2500 * thisa;
+            sprintf(pTmpBuf.data(), "+%u %s", 2500 * thisa, pGlobalTXT_LocalizationStrings[LOCSTR_EXPIRIENCE]);
+            break;
+        case 11:
+            v8 = rand() % 6;
+            switch (v8)
+            {
+            case 0:
+                playerAffected->sResFireBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[87];//Fire
+                break;
+            case 1:
+                playerAffected->sResAirBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[6];//Air
+                break;
+            case 2:
+                playerAffected->sResWaterBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[240];//Water
+                break;
+            case 3:
+                playerAffected->sResEarthBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[70];//Earth
+                break;
+            case 4:
+                playerAffected->sResMindBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[142];//Mind
+                break;
+            case 5:
+                playerAffected->sResBodyBase += thisa;
+                v13 = pGlobalTXT_LocalizationStrings[29];//Body
+                break;
+            default: ("Unexpected attribute");
+              return;
+            }
+            sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v13, pGlobalTXT_LocalizationStrings[121]);//Permanent
+            break;
+
+      }
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      pMouse->RemoveHoldingItem();
+      pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
+      playerAffected->PlaySound(SPEECH_93, 0);
+      pAudioPlayer->PlaySound((SoundID)219, 0, 0, -1, 0, 0, 0, 0);
+      if ( pParty->uDaysPlayed == 6 || pParty->uDaysPlayed == 20 )
+          {
+          playerAffected->SetCondition(Condition_Eradicated, 0);
+          pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);
+          }
+      else if ( pParty->uDaysPlayed == 12 || pParty->uDaysPlayed == 26 )
+          {
+          playerAffected->SetCondition(Condition_Dead, 0);
+          pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);
+          }
+      else  if ( pParty->uDaysPlayed == 4 || pParty->uDaysPlayed == 25 )
+      {
+        playerAffected->SetCondition(Condition_Pertified, 0);
+        pAudioPlayer->PlaySound((SoundID)215, 0, 0, -1, 0, 0, 0, 0);                 
+      }
+      return;
+      }
+      else if ( pParty->pPickedItem.uItemID == 630 ) //Red Apple
+      {
+          Party::GiveFood(1u);
+          pAudioPlayer->PlaySound(SOUND_EatApple, 0, 0, -1, 0, 0, 0, 0);
+      }
+      else if ( pParty->pPickedItem.uItemID == 632 ) //Lute
+      {
+        pAudioPlayer->PlaySound(SOUND_PlayLute,  0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      else if ( pParty->pPickedItem.uItemID == 633 ) //Faerie Pipes
+      {
+        pAudioPlayer->PlaySound(SOUND_PlayFaeriePipes,  0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      else if ( pParty->pPickedItem.uItemID == 634 ) //Gryphonheart's Trumpet
+      {
+        pAudioPlayer->PlaySound(SOUND_PlayGryphonheartsTrumpet,  0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+      else if ( pParty->pPickedItem.uItemID == 646 ) //Horseshoe
+      {
+        pGame->pStru6Instance->SetPlayerBuffAnim(SPELL_QUEST_COMPLETED, player_num - 1);
+        v5 = PID(OBJECT_Player, player_num + 49);
+        pAudioPlayer->PlaySound(SOUND_20001, v5, 0, -1, 0, 0, 0, 0);
+        playerAffected->AddVariable(VAR_NumSkillPoints, 2);
+      }
+      else if ( pParty->pPickedItem.uItemID == 650 ) //Temple in a Bottle
+      {
+        TeleportToNWCDungeon();
+        return;
+      }
+      else
+      {
+        v68 = pParty->pPickedItem.GetDisplayName();
+        sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[36],v68);//"%s can not be used that way"
+        ShowStatusBarString(pTmpBuf.data(), 2u);
+        pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
+        return;
+      }
+
+      pMouse->RemoveHoldingItem();
+      return;
+  }
+}
+
+bool CmpSkillValue(int valToCompare, int skillValue)
+{
+  int v4;
+  if ( valToCompare <= 63 )
+    v4 = skillValue & 0x3F;
+  else
+    v4 = skillValue & skillValue;
+  return v4 >= valToCompare;
+}
+
+//----- (00449BB4) --------------------------------------------------------
+bool Player::CompareVariable( enum VariableType VarNum, signed int pValue )   // in some cases this calls only calls v4 >= pValue, which i've changed to return false, since these values are supposed to be positive and v4 was -1 by default
+{
+  Assert(pValue >= 0, "Compare variable shouldn't have negative arguments");
+
+  signed int v4; // edi@1
+  unsigned __int8 test_bit_value; // eax@25
+  unsigned __int8 byteWithRequestedBit; // cl@25
+  DDM_DLV_Header *v19; // eax@122
+  DDM_DLV_Header *v21; // eax@126
+  int actStat; // ebx@161
+  int baseStat; // eax@161
+
+
+  if ( (signed int)VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
+    return (unsigned __int8)stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] > 0;  // originally (unsigned __int8)byte_5E4C15[VarNum];
+  if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
+    return (unsigned __int8)stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] > 0;      //not really sure whether the number gets up to 99, but can't ignore the possibility
+
+  switch ( VarNum )
+  {
+    case VAR_Sex:
+      return ( pValue == this->uSex );
+    case VAR_Class:
+      return ( pValue == this->classType );
+    case VAR_Race:
+      return pValue == GetRace();
+    case VAR_CurrentHP:
+      return this->sHealth >= pValue;
+    case VAR_MaxHP:
+      return (this->sHealth >= GetMaxHealth());
+    case VAR_CurrentSP:
+      return this->sMana >= pValue;
+    case VAR_MaxSP:
+      return (this->sMana >= GetMaxMana());
+    case VAR_ActualAC:
+      return GetActualAC() >= pValue;
+    case VAR_ACModifier:
+      return this->sACModifier >= pValue;
+    case VAR_BaseLevel:
+      return this->uLevel >= pValue;
+    case VAR_LevelModifier:
+      return this->sLevelModifier >= pValue;
+    case VAR_Age:
+      return GetActualAge() >= (unsigned int)pValue;
+    case VAR_Award:
+      return _449B57_test_bit(this->_achieved_awards_bits, pValue);
+    case VAR_Experience:
+      return this->uExperience >= pValue;       //TODO change pValue to long long
+    case VAR_QBits_QuestsDone:
+      return _449B57_test_bit(pParty->_quest_bits, pValue);
+    case VAR_PlayerItemInHands:
+      //for (int i = 0; i < 138; i++)
+      for (int i = 0; i < 126; i++)
+      {
+        if (pInventoryItemList[i].uItemID == pValue)
+        {
+          return true;
+        }
+      }
+      return pParty->pPickedItem.uItemID == pValue;
+    case VAR_Hour:
+      if ( (long long)(pParty->uTimePlayed * 0.234375) / 60 / 60 % 24 == pValue )
+        return true;
+      return false;
+    case VAR_DayOfYear:
+      if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 336 + 1 == pValue)
+        return true;
+      return false;
+    case VAR_DayOfWeek:
+      if (((long long)(pParty->uTimePlayed * 0.234375) / 60 / 60) / 24 % 7)
+        return true;
+      return false;
+    case VAR_FixedGold:
+      return pParty->uNumGold >= (unsigned int)pValue;
+    case VAR_FixedFood:
+      return pParty->uNumFoodRations >= (unsigned int)pValue;
+    case VAR_MightBonus:
+      return this->uMightBonus >= pValue;
+    case VAR_IntellectBonus:
+      return this->uIntelligenceBonus >= pValue;
+    case VAR_PersonalityBonus:
+      return this->uWillpowerBonus >= pValue;
+    case VAR_EnduranceBonus:
+      return this->uEnduranceBonus >= pValue;
+    case VAR_SpeedBonus:
+      return this->uSpeedBonus >= pValue;
+    case VAR_AccuracyBonus:
+      return this->uAccuracyBonus >= pValue;
+    case VAR_LuckBonus:
+      return this->uLuckBonus >= pValue;
+    case VAR_BaseMight:
+      return this->uMight >= pValue;
+    case VAR_BaseIntellect:
+      return this->uIntelligence >= pValue;
+    case VAR_BasePersonality:
+      return this->uWillpower >= pValue;
+    case VAR_BaseEndurance:
+      return this->uEndurance >= pValue;
+    case VAR_BaseSpeed:
+      return this->uSpeed >= pValue;
+    case VAR_BaseAccuracy:
+      return this->uAccuracy >= pValue;
+    case VAR_BaseLuck:
+      return this->uLuck >= pValue;
+    case VAR_ActualMight:
+      return GetActualMight() >= pValue;
+    case VAR_ActualIntellect:
+      return GetActualIntelligence() >= pValue;
+    case VAR_ActualPersonality:
+      return GetActualWillpower() >= pValue;
+    case VAR_ActualEndurance:
+      return GetActualEndurance() >= pValue;
+    case VAR_ActualSpeed:
+      return GetActualSpeed() >= pValue;
+    case VAR_ActualAccuracy:
+      return GetActualAccuracy() >= pValue;
+    case VAR_ActualLuck:
+      return GetActualLuck() >= pValue;
+    case VAR_FireResistance:
+      return this->sResFireBase >= pValue;
+    case VAR_AirResistance:
+      return this->sResAirBase >= pValue;
+    case VAR_WaterResistance:
+      return this->sResWaterBase >= pValue;
+    case VAR_EarthResistance:
+      return this->sResEarthBase >= pValue;
+    case VAR_SpiritResistance:
+      return this->sResSpiritBase >= pValue;
+    case VAR_MindResistance:
+      return this->sResMindBase >= pValue;
+    case VAR_BodyResistance:
+      return this->sResBodyBase >= pValue;
+    case VAR_LightResistance:
+      return this->sResLightBase >= pValue;
+    case VAR_DarkResistance:
+      return this->sResDarkBase >= pValue;
+    case VAR_PhysicalResistance:
+      Error("Physical resistance isn't used in events");
+      return false;
+    case VAR_MagicResistance:
+      return this->sResMagicBase >= pValue;
+    case VAR_FireResistanceBonus:
+      return this->sResFireBonus >= pValue;
+    case VAR_AirResistanceBonus:
+      return this->sResAirBonus >= pValue;
+    case VAR_WaterResistanceBonus:
+      return this->sResWaterBonus >= pValue;
+    case VAR_EarthResistanceBonus:
+      return this->sResEarthBonus >= pValue;
+    case VAR_SpiritResistanceBonus:
+      return this->sResSpiritBonus >= pValue;
+    case VAR_MindResistanceBonus:
+      return this->sResMindBonus >= pValue;
+    case VAR_BodyResistanceBonus:
+      return this->sResBodyBonus >= pValue;
+    case VAR_LightResistanceBonus:
+      return this->sResLightBonus >= pValue;
+    case VAR_DarkResistanceBonus:
+      return this->sResDarkBonus >= pValue;
+    case VAR_MagicResistanceBonus:
+      return this->sResMagicBonus >= pValue;
+    case VAR_StaffSkill:
+      return CmpSkillValue(pValue, this->skillStaff);
+    case VAR_SwordSkill:
+      return CmpSkillValue(pValue, this->skillSword);
+    case VAR_DaggerSkill:
+      return CmpSkillValue(pValue, this->skillDagger);
+    case VAR_AxeSkill:
+      return CmpSkillValue(pValue, this->skillAxe);
+    case VAR_SpearSkill:
+      return CmpSkillValue(pValue, this->skillSpear);
+    case VAR_BowSkill:
+      return CmpSkillValue(pValue, this->skillBow);
+    case VAR_MaceSkill:
+      return CmpSkillValue(pValue, this->skillMace);
+    case VAR_BlasterSkill:
+      return CmpSkillValue(pValue, this->skillBlaster);
+    case VAR_ShieldSkill:
+      return CmpSkillValue(pValue, this->skillShield);
+    case VAR_LeatherSkill:
+      return CmpSkillValue(pValue, this->skillLeather);
+    case VAR_SkillChain:
+      return CmpSkillValue(pValue, this->skillChain);
+    case VAR_PlateSkill:
+      return CmpSkillValue(pValue, this->skillPlate);
+    case VAR_FireSkill:
+      return CmpSkillValue(pValue, this->skillFire);
+    case VAR_AirSkill:
+      return CmpSkillValue(pValue, this->skillAir);
+    case VAR_WaterSkill:
+      return CmpSkillValue(pValue, this->skillWater);
+    case VAR_EarthSkill:
+      return CmpSkillValue(pValue, this->skillEarth);
+    case VAR_SpiritSkill:
+      return CmpSkillValue(pValue, this->skillSpirit);
+    case VAR_MindSkill:
+      return CmpSkillValue(pValue, this->skillMind);
+    case VAR_BodySkill:
+      return CmpSkillValue(pValue, this->skillBody);
+    case VAR_LightSkill:
+      return CmpSkillValue(pValue, this->skillLight);
+    case VAR_DarkSkill:
+      return CmpSkillValue(pValue, this->skillDark);
+    case VAR_IdentifyItemSkill:
+      return CmpSkillValue(pValue, this->skillItemId);
+    case VAR_MerchantSkill:
+      return CmpSkillValue(pValue, this->skillMerchant);
+    case VAR_RepairSkill:
+      return CmpSkillValue(pValue, this->skillRepair);
+    case VAR_BodybuildingSkill:
+      return CmpSkillValue(pValue, this->skillBodybuilding);
+    case VAR_MeditationSkill:
+      return CmpSkillValue(pValue, this->skillMeditation);
+    case VAR_PerceptionSkill:
+      return CmpSkillValue(pValue, this->skillPerception);
+    case VAR_DiplomacySkill:
+      return CmpSkillValue(pValue, this->skillDiplomacy);
+    case VAR_ThieverySkill:
+      Error("Thievery isn't used in events");
+      return false;
+    case VAR_DisarmTrapSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillDisarmTrap);
+    case VAR_DodgeSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillDodge);
+    case VAR_UnarmedSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillUnarmed);
+    case VAR_IdentifyMonsterSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillMonsterId);
+    case VAR_ArmsmasterSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillArmsmaster);
+    case VAR_StealingSkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillStealing);
+    case VAR_AlchemySkill:         //wasn't in the original
+      return CmpSkillValue(pValue, this->skillAlchemy);
+    case VAR_LearningSkill:
+      return CmpSkillValue(pValue, this->skillLearning);
+    case VAR_Cursed:
+      return pConditions[Condition_Cursed] > 0;
+    case VAR_Weak:
+      return pConditions[Condition_Weak] > 0;
+    case VAR_Asleep:
+      return pConditions[Condition_Sleep] > 0;
+    case VAR_Afraid:
+      return pConditions[Condition_Fear] > 0;
+    case VAR_Drunk:
+      return pConditions[Condition_Drunk] > 0;
+    case VAR_Insane:
+      return pConditions[Condition_Insane] > 0;
+    case VAR_PoisonedGreen:
+      return pConditions[Condition_Poison_Weak] > 0;
+    case VAR_DiseasedGreen:
+      return pConditions[Condition_Disease_Weak] > 0;
+    case VAR_PoisonedYellow:
+      return pConditions[Condition_Poison_Medium] > 0;
+    case VAR_DiseasedYellow:
+      return pConditions[Condition_Disease_Medium] > 0;
+    case VAR_PoisonedRed:
+      return pConditions[Condition_Poison_Severe] > 0;
+    case VAR_DiseasedRed:
+      return pConditions[Condition_Disease_Severe] > 0;
+    case VAR_Paralyzed:
+      return pConditions[Condition_Paralyzed] > 0;
+    case VAR_Unconsious:
+      return pConditions[Condition_Unconcious] > 0;
+    case VAR_Dead:
+      return pConditions[Condition_Dead] > 0;
+    case VAR_Stoned:
+      return pConditions[Condition_Pertified] > 0;
+    case VAR_Eradicated:
+      return pConditions[Condition_Eradicated] > 0;
+    case VAR_MajorCondition:
+      v4 = GetMajorConditionIdx();
+      if ( v4 != 18 )
+      {
+        return v4 >= pValue;
+      }
+      return true;
+    case VAR_AutoNotes :  //TODO: find out why the double subtraction. or whether this is even used
+      test_bit_value = 0x80u >> (pValue - 2) % 8;
+      byteWithRequestedBit = pParty->_autonote_bits[(pValue - 2) /8];
+      return (test_bit_value & byteWithRequestedBit) != 0;
+    case VAR_IsMightMoreThanBase:
+      actStat = GetActualMight();
+      baseStat = GetBaseStrength();
+      return (actStat >= baseStat);
+    case VAR_IsIntellectMoreThanBase:
+      actStat = GetActualIntelligence();
+      baseStat = GetBaseIntelligence();
+      return (actStat >= baseStat);
+    case VAR_IsPersonalityMoreThanBase:
+      actStat = GetActualWillpower();
+      baseStat = GetBaseWillpower();
+      return (actStat >= baseStat);
+    case VAR_IsEnduranceMoreThanBase:
+      actStat = GetActualEndurance();
+      baseStat = GetBaseEndurance();
+      return (actStat >= baseStat);
+    case VAR_IsSpeedMoreThanBase:
+      actStat = GetActualSpeed();
+      baseStat = GetBaseSpeed();
+      return (actStat >= baseStat);
+    case VAR_IsAccuracyMoreThanBase:
+      actStat = GetActualAccuracy();
+      baseStat = GetBaseAccuracy();
+      return (actStat >= baseStat);
+    case VAR_IsLuckMoreThanBase:
+      actStat = GetActualLuck();
+      baseStat = GetBaseLuck();
+      return (actStat >= baseStat);
+    case VAR_PlayerBits:
+      test_bit_value = 0x80u >> ((signed __int16)pValue - 1) % 8;
+      byteWithRequestedBit = this->playerEventBits[((signed __int16)pValue - 1)/8];
+      return ( test_bit_value & byteWithRequestedBit ) != 0;
+    case VAR_NPCs2:
+      return pNPCStats->pNewNPCData[pValue].Hired();
+    case VAR_IsFlying:
+      if ( pParty->bFlying
+        && (pParty->pPartyBuffs[PARTY_BUFF_FLY].uExpireTime> 0) )
+        return true;
+      return false;
+    case VAR_HiredNPCHasSpeciality:
+      return CheckHiredNPCSpeciality(pValue);
+    case VAR_CircusPrises:    //isn't used in MM6 since 0x1D6u is a book of regeneration
+      v4 = 0;
+      for (int playerNum = 0; playerNum < 4; playerNum++)
+      {
+        for (int invPos = 0; invPos < 138; invPos++)
+        {
+          int itemId = pParty->pPlayers[playerNum].pInventoryItemList[invPos].uItemID;
+          switch ( itemId )
+          {
+          case 0x1D6u:
+            ++v4;
+            break;
+          case 0x1D7u:
+            v4 += 3;
+            break;
+          case 0x1DDu:
+            v4 += 5;
+            break;
+          }
+        }
+      }
+      return v4 >= pValue;
+    case VAR_NumSkillPoints:
+      return this->uSkillPoints >= (unsigned int)pValue;
+    case VAR_MonthIs:
+      return (pParty->uCurrentMonth == (unsigned int)pValue);
+    case VAR_Counter1:
+    case VAR_Counter2:
+    case VAR_Counter3:
+    case VAR_Counter4:
+    case VAR_Counter5:
+    case VAR_Counter6:
+    case VAR_Counter7:
+    case VAR_Counter8:
+    case VAR_Counter9:
+    case VAR_Counter10:
+      if (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1])         //originally (signed __int64)(__PAIR__(*(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44304], *(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44300])
+      {
+        return (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1] + 460800 * pValue * 0.033333335) <= pParty->uTimePlayed ;
+      }
+    case VAR_ReputationInCurrentLocation:
+      v19 = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        v19 = &pIndoor->dlv;
+      return (v19->uReputation >= pValue);
+    case VAR_Unknown1:
+      v21 = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        v21 = &pIndoor->dlv;
+      return (v21->field_C_alert == pValue);        //yes, equality, not >=
+    case VAR_GoldInBank:
+      return pParty->uNumGoldInBank >= (unsigned int)pValue;
+    case VAR_NumDeaths:
+      return pParty->uNumDeaths >= (unsigned int)pValue;
+    case VAR_NumBounties:
+      return pParty->uNumBountiesCollected >= (unsigned int)pValue;
+    case VAR_PrisonTerms:
+      return pParty->uNumPrisonTerms >= pValue;
+    case VAR_ArenaWinsPage:
+      return (unsigned __int8)pParty->uNumArenaPageWins >= pValue;
+    case VAR_ArenaWinsSquire:
+      return (unsigned __int8)pParty->uNumArenaSquireWins >= pValue;
+    case VAR_ArenaWinsKnight:
+      return (unsigned __int8)pParty->uNumArenaKnightWins >= pValue;
+    case VAR_ArenaWinsLord:
+      return pParty->uNumArenaLordWins >= pValue;
+    case VAR_Invisible:
+      return ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 );
+    case VAR_ItemEquipped:
+      for (int i = 0; i < 16; i++)
+      {
+        if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) && GetNthEquippedIndexItem(i)->uItemID == pValue )
+        {
+          return true;
+        }
+      }
+      return false;
+  }
+  
+  return false;
+}
+
+
+//----- (0044A5CB) --------------------------------------------------------
+void Player::SetVariable(enum VariableType var_type, signed int var_value)
+{
+  unsigned int v6; // esi@13
+  unsigned int v7; // esi@14
+  signed int v11; // eax@30
+  DDM_DLV_Header *v24; // ecx@148
+  ItemGen item; // [sp+Ch] [bp-28h]@52
+
+
+  if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
+  {
+    if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
+    {
+      pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
+      if (pStorylineText->StoreLine[var_type - VAR_History_0].pText)
+      {
+        bFlashHistoryBook = 1;
+        PlayAwardSound();
+      }
+    }
+    return;
+  }
+
+  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
+  {
+    if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
+      stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = (char)var_value;  // originally (unsigned __int8)byte_5E4C15[VarNum];
+    if ( var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
+      stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] = (unsigned char)var_value;      //not really sure whether the number gets up to 99, but can't ignore the possibility
+    return;
+  }
+
+  if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
+  {
+    pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;    //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed
+    PlayAwardSound();
+    return;
+  }
+
+  switch ( var_type )
+  {
+    case VAR_Sex:
+      this->uSex = (PLAYER_SEX)var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Class:
+      this->classType = (PLAYER_CLASS_TYPE)var_value;
+      if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH )
+      {
+        for (int i = 0; i < 138; i++)
+        {
+          if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY)
+          {
+            this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL;
+            this->pOwnItems[i].uHolderPlayer = GetPlayerIndex() + 1;
+          }
+        }
+        if ( this->sResFireBase < 20 )
+          this->sResFireBase = 20;
+        if ( this->sResAirBase < 20 )
+          this->sResAirBase = 20;
+        if ( this->sResWaterBase < 20 )
+          this->sResWaterBase = 20;
+        if ( this->sResEarthBase < 20 )
+          this->sResEarthBase = 20;
+        this->sResMindBase = 200;
+        this->sResBodyBase = 200;
+        v11 = this->GetSexByVoice();
+        this->uPrevVoiceID = this->uVoiceID;
+        this->uPrevFace = this->uCurrentFace;
+        if ( v11 )
+        {
+          this->uCurrentFace = 21;
+          this->uVoiceID = 21;
+        }
+        else
+        {
+          this->uCurrentFace = 20;
+          this->uVoiceID = 20;
+        }
+        ReloadPlayerPortraits(GetPlayerIndex(), this->uCurrentFace);
+      }
+      PlayAwardSound_Anim();
+      return;
+    case VAR_CurrentHP:
+      this->sHealth = var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_MaxHP:
+      this->sHealth = GetMaxHealth();
+      return;
+    case VAR_CurrentSP:
+      this->sMana = var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_MaxSP:
+      this->sMana = GetMaxMana();
+      return;
+    case VAR_ACModifier:
+      this->sACModifier = (unsigned __int8)var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_BaseLevel:
+      this->uLevel = (unsigned __int8)var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_LevelModifier:
+      this->sLevelModifier = (unsigned __int8)var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Age:
+      this->sAgeModifier = var_value;
+      return;
+    case VAR_Award:
+      if ( !_449B57_test_bit(this->_achieved_awards_bits, var_value) && pAwards[var_value].pText )
+      {
+        PlayAwardSound_Anim();
+        this->PlaySound(SPEECH_96, 0);
+      }
+      _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u);
+      return;
+    case VAR_Experience:
+      this->uExperience = var_value;
+      PlayAwardSound_Anim();
+      return;
+    case VAR_QBits_QuestsDone:
+      if ( !_449B57_test_bit(pParty->_quest_bits, var_value) && pQuestTable[var_value-1] )
+      {
+        bFlashQuestBook = 1;
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
+        PlayAwardSound();
+        this->PlaySound(SPEECH_93, 0);
+      }
+      _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u);
+      return;
+    case VAR_PlayerItemInHands:
+      item.Reset();
+      item.uItemID = var_value;
+      item.uAttributes = 1;
+      pParty->SetHoldingItem(&item);
+      if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER )
+        pParty->pIsArtifactFound[var_value-500] = 1;
+      return;
+    case VAR_FixedGold:
+      Party::SetGold(var_value);
+      return;
+    case VAR_RandomGold:
+      v6 = rand() % var_value + 1;
+      Party::SetGold(v6);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      return;
+    case VAR_FixedFood:
+      Party::SetFood(var_value);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_RandomFood:
+      v7 = rand() % var_value + 1;
+      Party::SetFood(v7);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      PlayAwardSound_Anim();
+      return;
+    case VAR_BaseMight:
+      this->uMight = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BaseIntellect:
+      this->uIntelligence = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BasePersonality:
+      this->uWillpower = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BaseEndurance:
+      this->uEndurance = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BaseSpeed:
+      this->uSpeed = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BaseAccuracy:
+      this->uAccuracy = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BaseLuck:
+      this->uLuck = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_MightBonus:
+    case VAR_ActualMight:
+      this->uMightBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_IntellectBonus:
+    case VAR_ActualIntellect:
+      this->uIntelligenceBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_PersonalityBonus:
+    case VAR_ActualPersonality:
+      this->uWillpowerBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_EnduranceBonus:
+    case VAR_ActualEndurance:
+      this->uEnduranceBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_SpeedBonus:
+    case VAR_ActualSpeed:
+      this->uSpeedBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_AccuracyBonus:
+    case VAR_ActualAccuracy:
+      this->uAccuracyBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_LuckBonus:
+    case VAR_ActualLuck:
+      this->uLuckBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_FireResistance:
+      this->sResFireBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_AirResistance:
+      this->sResAirBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_WaterResistance:
+      this->sResWaterBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_EarthResistance:
+      this->sResEarthBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_SpiritResistance:
+      this->sResSpiritBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_MindResistance:
+      this->sResMindBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_BodyResistance:
+      this->sResBodyBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_LightResistance:
+      this->sResLightBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_DarkResistance:
+      this->sResDarkBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_MagicResistance:
+      this->sResMagicBase = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_92);
+      return;
+    case VAR_FireResistanceBonus:
+      this->sResFireBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_AirResistanceBonus:
+      this->sResAirBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_WaterResistanceBonus:
+      this->sResWaterBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_EarthResistanceBonus:
+      this->sResEarthBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_SpiritResistanceBonus:
+      this->sResSpiritBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_MindResistanceBonus:
+      this->sResMindBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_BodyResistanceBonus:
+      this->sResBodyBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_LightResistanceBonus:
+      this->sResLightBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_DarkResistanceBonus:
+      this->sResDarkBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_PhysicalResistanceBonus:
+      Error("Physical res. bonus not used");
+      return;
+    case VAR_MagicResistanceBonus:
+      this->sResMagicBonus = (unsigned __int8)var_value;
+      PlayAwardSound_Anim_Face(SPEECH_91);
+      return;
+    case VAR_Cursed:
+      this->SetCondition(Condition_Cursed, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Weak:
+      this->SetCondition(Condition_Weak, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Asleep:
+      this->SetCondition(Condition_Sleep, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Afraid:
+      this->SetCondition(Condition_Fear, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Drunk:
+      this->SetCondition(Condition_Drunk, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Insane:
+      this->SetCondition(Condition_Insane, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_PoisonedGreen:
+      this->SetCondition(Condition_Poison_Weak, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_DiseasedGreen:
+      this->SetCondition(Condition_Disease_Weak, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_PoisonedYellow:
+      this->SetCondition(Condition_Poison_Medium, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_DiseasedYellow:
+      this->SetCondition(Condition_Disease_Medium, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_PoisonedRed:
+      this->SetCondition(Condition_Poison_Severe, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_DiseasedRed:
+      this->SetCondition(Condition_Disease_Severe, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Paralyzed:
+      this->SetCondition(Condition_Paralyzed, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Unconsious:
+      this->SetCondition(Condition_Unconcious, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Dead:
+      this->SetCondition(Condition_Dead, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Stoned:
+      this->SetCondition(Condition_Pertified, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_Eradicated:
+      this->SetCondition(Condition_Eradicated, 1);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_MajorCondition:
+      pConditions.fill(0);
+      PlayAwardSound_Anim();
+      return;
+    case VAR_AutoNotes:
+      if ( !_449B57_test_bit(pParty->_autonote_bits, var_value) && pAutonoteTxt[var_value-1].pText )
+      {
+        pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, GetPlayerIndex());
+        this->PlaySound(SPEECH_96, 0);
+        bFlashAutonotesBook = 1;
+        _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3];
+      }
+      _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u);
+      PlayAwardSound();
+      return;
+    case VAR_PlayerBits:
+      _449B7E_toggle_bit((unsigned char *)playerEventBits, var_value, 1u);
+      return;
+    case VAR_NPCs2:
+      pParty->hirelingScrollPosition = 0;
+      LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u;
+      pParty->CountHirelings();
+      viewparams->bRedrawGameUI = true;
+      return;
+    case VAR_NumSkillPoints:
+      this->uSkillPoints = var_value;
+      return;
+    case VAR_Counter1:
+    case VAR_Counter2:
+    case VAR_Counter3:
+    case VAR_Counter4:
+    case VAR_Counter5:
+    case VAR_Counter6:
+    case VAR_Counter7:
+    case VAR_Counter8:
+    case VAR_Counter9:
+    case VAR_Counter10:
+      pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; //           *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed);
+      return;
+    case VAR_ReputationInCurrentLocation:
+      v24 = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        v24 = &pIndoor->dlv;
+      v24->uReputation = var_value;
+      if ( var_value > 10000 )
+        v24->uReputation = 10000;
+      return;
+    case VAR_GoldInBank:
+      pParty->uNumGoldInBank = var_value;
+      return;
+    case VAR_NumDeaths:
+      pParty->uNumDeaths = var_value;
+      return;
+    case VAR_NumBounties:
+      pParty->uNumBountiesCollected = var_value;
+      return;
+    case VAR_PrisonTerms:
+      pParty->uNumPrisonTerms = var_value;
+      return;
+    case VAR_ArenaWinsPage:
+      pParty->uNumArenaPageWins = var_value;
+      return;
+    case VAR_ArenaWinsSquire:
+      pParty->uNumArenaSquireWins = var_value;
+      return;
+    case VAR_ArenaWinsKnight:
+      pParty->uNumArenaKnightWins = var_value;
+      return;
+    case VAR_ArenaWinsLord:
+      pParty->uNumArenaLordWins = var_value;
+      return;
+    case VAR_StaffSkill:
+      SetSkillByEvent(&Player::skillStaff, var_value);
+      return;
+    case VAR_SwordSkill:
+      SetSkillByEvent(&Player::skillSword, var_value);
+      return;
+    case VAR_DaggerSkill:
+      SetSkillByEvent(&Player::skillDagger, var_value);
+      return;
+    case VAR_AxeSkill:
+      SetSkillByEvent(&Player::skillAxe, var_value);
+      return;
+    case VAR_SpearSkill:
+      SetSkillByEvent(&Player::skillSpear, var_value);
+      return;
+    case VAR_BowSkill:
+      SetSkillByEvent(&Player::skillBow, var_value);
+      return;
+    case VAR_MaceSkill:
+      SetSkillByEvent(&Player::skillMace, var_value);
+      return;
+    case VAR_BlasterSkill:
+      SetSkillByEvent(&Player::skillBlaster, var_value);
+      return;
+    case VAR_ShieldSkill:
+      SetSkillByEvent(&Player::skillShield, var_value);
+      return;
+    case VAR_LeatherSkill:
+      SetSkillByEvent(&Player::skillLeather, var_value);
+      return;
+    case VAR_SkillChain:
+      SetSkillByEvent(&Player::skillChain, var_value);
+      return;
+    case VAR_PlateSkill:
+      SetSkillByEvent(&Player::skillPlate, var_value);
+      return;
+    case VAR_FireSkill:
+      SetSkillByEvent(&Player::skillFire, var_value);
+      return;
+    case VAR_AirSkill:
+      SetSkillByEvent(&Player::skillAir, var_value);
+      return;
+    case VAR_WaterSkill:
+      SetSkillByEvent(&Player::skillWater, var_value);
+      return;
+    case VAR_EarthSkill:
+      SetSkillByEvent(&Player::skillEarth, var_value);
+      return;
+    case VAR_SpiritSkill:
+      SetSkillByEvent(&Player::skillSpirit, var_value);
+      return;
+    case VAR_MindSkill:
+      SetSkillByEvent(&Player::skillMind, var_value);
+      return;
+    case VAR_BodySkill:
+      SetSkillByEvent(&Player::skillBody, var_value);
+      return;
+    case VAR_LightSkill:
+      SetSkillByEvent(&Player::skillLight, var_value);
+      return;
+    case VAR_DarkSkill:
+      SetSkillByEvent(&Player::skillDark, var_value);
+      return;
+    case VAR_IdentifyItemSkill:
+      SetSkillByEvent(&Player::skillItemId, var_value);
+      return;
+    case VAR_MerchantSkill:
+      SetSkillByEvent(&Player::skillMerchant, var_value);
+      return;
+    case VAR_RepairSkill:
+      SetSkillByEvent(&Player::skillRepair, var_value);
+      return;
+    case VAR_BodybuildingSkill:
+      SetSkillByEvent(&Player::skillBodybuilding, var_value);
+      return;
+    case VAR_MeditationSkill:
+      SetSkillByEvent(&Player::skillMeditation, var_value);
+      return;
+    case VAR_PerceptionSkill:
+      SetSkillByEvent(&Player::skillPerception, var_value);
+      return;
+    case VAR_DiplomacySkill:
+      SetSkillByEvent(&Player::skillDiplomacy, var_value);
+      return;
+    case VAR_ThieverySkill:
+      Error ("Thieving unsupported");
+      return;
+    case VAR_DisarmTrapSkill:
+      SetSkillByEvent(&Player::skillDisarmTrap, var_value);
+      return;
+    case VAR_DodgeSkill:
+      SetSkillByEvent(&Player::skillDodge, var_value);
+      return;
+    case VAR_UnarmedSkill:
+      SetSkillByEvent(&Player::skillUnarmed, var_value);
+      return;
+    case VAR_IdentifyMonsterSkill:
+      SetSkillByEvent(&Player::skillMonsterId, var_value);
+      return;
+    case VAR_ArmsmasterSkill:
+      SetSkillByEvent(&Player::skillArmsmaster, var_value);
+      return;
+    case VAR_StealingSkill:
+      SetSkillByEvent(&Player::skillStealing, var_value);
+      return;
+    case VAR_AlchemySkill:
+      SetSkillByEvent(&Player::skillAlchemy, var_value);
+      return;
+    case VAR_LearningSkill:
+      SetSkillByEvent(&Player::skillLearning, var_value);
+      return;
+  }
+}
+
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound()
+{
+  int playerIndex = GetPlayerIndex();
+  signed int v25 = 8 * playerIndex + 400;
+  LOBYTE(v25) = PID(OBJECT_Player,playerIndex - 112);
+  pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0);
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim()
+{
+  int playerIndex = GetPlayerIndex();
+  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
+  PlayAwardSound();
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim_Face( PlayerSpeech speech )
+{
+  this->PlaySound(speech, 0);
+  PlayAwardSound_Anim();
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 skillValue )
+{
+  unsigned __int16 currSkillValue = this->*skillToSet;
+  if ( skillValue > 63 )         //the original had the condition reversed which was probably wrong
+  {
+    this->*skillToSet = skillValue | currSkillValue & 63;
+  }
+  else
+  {
+    this->*skillToSet = skillValue | currSkillValue & 0xC0;
+  }
+  int playerIndex = GetPlayerIndex();
+  pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, playerIndex);
+  PlayAwardSound();
+}
+
+//----- (0044AFFB) --------------------------------------------------------
+void Player::AddVariable(enum VariableType var_type, signed int val)
+{
+  int v6; // eax@15
+  unsigned int v7; // esi@18
+  DDM_DLV_Header *v27; // eax@153
+  ItemGen item; // [sp+Ch] [bp-2Ch]@45
+ 
+  if ( var_type >= VAR_Counter1 && var_type <= VAR_Counter10)
+  {
+    pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed;
+    return;
+  }
+
+  if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 )
+  {
+    pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed;
+    PlayAwardSound();
+    return;
+  }
+
+  if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 )
+  {
+
+    if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_74 )
+    {
+      if (255 - val > stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0])
+        stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] += val;
+      else
+        stru_5E4C90_MapPersistVars.field_0[var_type - VAR_MapPersistentVariable_0] = 255;
+    }
+    if ( (signed int)var_type >= VAR_MapPersistentVariable_75 && var_type <= VAR_MapPersistentVariable_99 )
+    {
+      if (255 - val > stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75])
+        stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] += val;
+      else
+        stru_5E4C90_MapPersistVars._decor_events[var_type - VAR_MapPersistentVariable_75] = 255;
+    }
+    return;
+  }
+
+  if ( var_type >= VAR_History_0 && var_type <= VAR_History_28)
+  {
+    if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0])
+    {
+      pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed;
+      if (pStorylineText->StoreLine[var_type - VAR_History_0].pText = 0)
+      {
+        bFlashHistoryBook = 1;
+        PlayAwardSound();
+      }
+    }
+    return;
+  }
+
+  switch ( var_type )
+  {
+    case VAR_RandomGold:
+      if ( val == 0 )
+        val = 1;
+      v6 = rand();
+      pParty->PartyFindsGold(v6 % val + 1, 1);
+      GameUI_DrawFoodAndGold();
+      return;
+    case VAR_RandomFood:
+      if ( val == 0 )
+        val = 1;
+      v7 = rand() % val + 1;
+      Party::GiveFood(v7);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], v7);// You find %lu food
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      PlayAwardSound();
+      return;
+    case VAR_Sex:
+      this->uSex = (PLAYER_SEX)val;
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Class:
+      this->classType = (PLAYER_CLASS_TYPE)val;
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_CurrentHP:
+      this->sHealth = min(this->sHealth + val, this->GetMaxHealth() );
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_MaxHP:
+      this->_health_related = 0;
+      this->uFullHealthBonus = 0;
+      this->sHealth = this->GetMaxHealth();
+      return;
+    case VAR_CurrentSP:
+      this->sMana = min(this->sMana + val, this->GetMaxMana() );
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_MaxSP:
+      this->_mana_related = 0;
+      this->uFullManaBonus = 0;
+      this->sMana = GetMaxMana();
+      return;
+    case VAR_ACModifier:
+      this->sACModifier = min(this->sACModifier + val, 255);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_BaseLevel:
+      this->uLevel = min(this->uLevel + val, 255);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_LevelModifier:
+      this->sLevelModifier = min(this->sLevelModifier + val, 255);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Age:
+      this->sAgeModifier += val;
+      return;
+    case VAR_Award:
+      if (_449B57_test_bit(this->_achieved_awards_bits, val) && pAwards[val].pText )
+      {
+        PlayAwardSound_Anim97_Face(SPEECH_96);
+      }
+      _449B7E_toggle_bit(this->_achieved_awards_bits, val, 1);
+      return;
+    case VAR_Experience:
+      this->uExperience = min(this->uExperience + val, 4000000000i64);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_QBits_QuestsDone:
+      if ( !_449B57_test_bit(pParty->_quest_bits, val) && pQuestTable[val] )
+      {
+        bFlashQuestBook = 1;
+        PlayAwardSound_Anim97_Face(SPEECH_93);
+      }
+      _449B7E_toggle_bit(pParty->_quest_bits, val, 1);
+      return;
+    case VAR_PlayerItemInHands:
+      item.Reset();
+      item.uAttributes = 1;
+      item.uItemID = val;
+      if ( val >= ITEM_ARTIFACT_PUCK && val <= ITEM_RELIC_MEKORIGS_HAMMER )
+        pParty->pIsArtifactFound[val-500] = 1;
+      else if ( val >= ITEM_WAND_FIRE && val <= ITEM_WAND_INCENERATION )
+      {
+        item.uNumCharges = rand() % 6 + item.GetDamageMod() + 1;
+        item.uMaxCharges = LOBYTE(item.uNumCharges);
+      }
+      pParty->SetHoldingItem(&item);
+      return;
+    case VAR_FixedGold:
+      pParty->PartyFindsGold(val, 1);
+      return;
+    case VAR_BaseMight:
+      this->uMight = min(this->uMight + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BaseIntellect:
+      this->uIntelligence = min(this->uIntelligence + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BasePersonality:
+      this->uWillpower = min(this->uWillpower + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BaseEndurance:
+      this->uEndurance = min(this->uEndurance + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BaseSpeed:
+      this->uSpeed = min(this->uSpeed + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BaseAccuracy:
+      this->uAccuracy = min(this->uAccuracy + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BaseLuck:
+      this->uLuck = min(this->uLuck + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_FixedFood:
+      Party::GiveFood(val);
+      sprintfex(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[502], val);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      if ( pParty->uNumFoodRations > 0xFFFF )
+        Party::SetFood(0xFFFFu);
+      PlayAwardSound();
+      return;
+    case VAR_MightBonus:
+    case VAR_ActualMight:
+      this->uMightBonus = min(this->uMightBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_IntellectBonus:
+    case VAR_ActualIntellect:
+      this->uIntelligenceBonus = min(this->uIntelligenceBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_PersonalityBonus:
+    case VAR_ActualPersonality:
+      this->uWillpowerBonus = min(this->uWillpowerBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_EnduranceBonus:
+    case VAR_ActualEndurance:
+      this->uEnduranceBonus = min(this->uEnduranceBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_SpeedBonus:
+    case VAR_ActualSpeed:
+      this->uSpeedBonus = min(this->uSpeedBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_AccuracyBonus:
+    case VAR_ActualAccuracy:
+      this->uAccuracyBonus = min(this->uAccuracyBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_LuckBonus:
+    case VAR_ActualLuck:
+      this->uLuckBonus = min(this->uLuckBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_FireResistance:
+      this->sResFireBase = min(this->sResFireBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_AirResistance:
+      this->sResAirBase = min(this->sResAirBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_WaterResistance:
+      this->sResWaterBase = min(this->sResWaterBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_EarthResistance:
+      this->sResEarthBase = min(this->sResEarthBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_SpiritResistance:
+      this->sResSpiritBase = min(this->sResSpiritBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_MindResistance:
+      this->sResMindBase = min(this->sResMindBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_BodyResistance:
+      this->sResBodyBase = min(this->sResBodyBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_LightResistance:
+      this->sResLightBase = min(this->sResLightBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_DarkResistance:
+      this->sResDarkBase = min(this->sResDarkBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_MagicResistance:
+      this->sResMagicBase = min(this->sResMagicBase + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_92);
+      return;
+    case VAR_FireResistanceBonus:
+      this->sResFireBonus = min(this->sResFireBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_AirResistanceBonus:
+      this->sResAirBonus = min(this->sResAirBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_WaterResistanceBonus:
+      this->sResWaterBonus = min(this->sResWaterBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_EarthResistanceBonus:
+      this->sResEarthBonus = min(this->sResEarthBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_SpiritResistanceBonus:
+      this->sResSpiritBonus = min(this->sResSpiritBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_MindResistanceBonus:
+      this->sResMindBonus = min(this->sResMindBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_BodyResistanceBonus:
+      this->sResBodyBonus = min(this->sResBodyBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_LightResistanceBonus:
+      this->sResLightBonus = min(this->sResLightBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_DarkResistanceBonus:
+      this->sResDarkBonus = min(this->sResDarkBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_MagicResistanceBonus:
+      this->sResMagicBonus = min(this->sResMagicBonus + val, 255);
+      PlayAwardSound_Anim97_Face(SPEECH_91);
+      return;
+    case VAR_Cursed:
+      this->SetCondition(Condition_Cursed, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Weak:
+      this->SetCondition(Condition_Weak, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Asleep:
+      this->SetCondition(Condition_Sleep, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Afraid:
+      this->SetCondition(Condition_Fear, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Drunk:
+      this->SetCondition(Condition_Drunk, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Insane:
+      this->SetCondition(Condition_Insane, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_PoisonedGreen:
+      this->SetCondition(Condition_Poison_Weak, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_DiseasedGreen:
+      this->SetCondition(Condition_Disease_Weak, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_PoisonedYellow:
+      this->SetCondition(Condition_Poison_Medium, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_DiseasedYellow:
+      this->SetCondition(Condition_Disease_Medium, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_PoisonedRed:
+      this->SetCondition(Condition_Poison_Severe, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_DiseasedRed:
+      this->SetCondition(Condition_Disease_Severe, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Paralyzed:
+      this->SetCondition(Condition_Paralyzed, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Unconsious:
+      this->SetCondition(Condition_Unconcious, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Dead:
+      this->SetCondition(Condition_Dead, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Stoned:
+      this->SetCondition(Condition_Pertified, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_Eradicated:
+      this->SetCondition(Condition_Eradicated, 1);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_MajorCondition :
+      pConditions.fill(0);
+      PlayAwardSound_Anim97();
+      return;
+    case VAR_AutoNotes:
+        if ( !_449B57_test_bit(pParty->_autonote_bits, val) && pAutonoteTxt[val].pText )
+        {
+          this->PlaySound(SPEECH_96, 0);
+          bFlashAutonotesBook = 1;
+          _506568_autonote_type = pAutonoteTxt[val].eType;
+          pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, GetPlayerIndex());
+        }
+        _449B7E_toggle_bit(pParty->_autonote_bits, val, 1);
+        PlayAwardSound();
+        return;
+    case VAR_PlayerBits:
+      _449B7E_toggle_bit((unsigned char *)this->playerEventBits, val, 1u);
+      return;
+    case VAR_NPCs2:
+      pParty->hirelingScrollPosition = 0;
+      LOBYTE(pNPCStats->pNewNPCData[val].uFlags) |= 0x80u;
+      pParty->CountHirelings();
+      viewparams->bRedrawGameUI = true;
+      return;
+    case VAR_NumSkillPoints:
+      this->uSkillPoints += val;
+      return;
+    case VAR_ReputationInCurrentLocation:
+      v27 = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        v27 = &pIndoor->dlv;
+      v27->uReputation += val;
+      if ( v27->uReputation > 10000 )
+        v27->uReputation = 10000;
+      return;
+    case VAR_GoldInBank:
+      pParty->uNumGoldInBank += val;
+      return;
+    case VAR_NumDeaths:
+      pParty->uNumDeaths += val;
+      return;
+    case VAR_NumBounties:
+      pParty->uNumBountiesCollected += val;
+      return;
+    case VAR_PrisonTerms:
+      pParty->uNumPrisonTerms += val;
+      return;
+    case VAR_ArenaWinsPage:
+      pParty->uNumArenaPageWins += val;
+      return;
+    case VAR_ArenaWinsSquire:
+      pParty->uNumArenaSquireWins += val;
+      return;
+    case VAR_ArenaWinsKnight:
+      pParty->uNumArenaKnightWins += val;
+      return;
+    case VAR_ArenaWinsLord:
+      pParty->uNumArenaLordWins += val;
+      return;
+    case VAR_StaffSkill:
+      AddSkillByEvent(&Player::skillStaff, val);
+      return;
+    case VAR_SwordSkill:
+      AddSkillByEvent(&Player::skillSword, val);
+      return;
+    case VAR_DaggerSkill:
+      AddSkillByEvent(&Player::skillDagger, val);
+      return;
+    case VAR_AxeSkill:
+      AddSkillByEvent(&Player::skillAxe, val);
+      return;
+    case VAR_SpearSkill:
+      AddSkillByEvent(&Player::skillSpear, val);
+      return;
+    case VAR_BowSkill:
+      AddSkillByEvent(&Player::skillBow, val);
+      return;
+    case VAR_MaceSkill:
+      AddSkillByEvent(&Player::skillMace, val);
+      return;
+    case VAR_BlasterSkill:
+      AddSkillByEvent(&Player::skillBlaster, val);
+      return;
+    case VAR_ShieldSkill:
+      AddSkillByEvent(&Player::skillShield, val);
+      return;
+    case VAR_LeatherSkill:
+      AddSkillByEvent(&Player::skillLeather, val);
+      return;
+    case VAR_SkillChain:
+      AddSkillByEvent(&Player::skillChain, val);
+      return;
+    case VAR_PlateSkill:
+      AddSkillByEvent(&Player::skillPlate, val);
+      return;
+    case VAR_FireSkill:
+      AddSkillByEvent(&Player::skillFire, val);
+      return;
+    case VAR_AirSkill:
+      AddSkillByEvent(&Player::skillAir, val);
+      return;
+    case VAR_WaterSkill:
+      AddSkillByEvent(&Player::skillWater, val);
+      return;
+    case VAR_EarthSkill:
+      AddSkillByEvent(&Player::skillEarth, val);
+      return;
+    case VAR_SpiritSkill:
+      AddSkillByEvent(&Player::skillSpirit, val);
+      return;
+    case VAR_MindSkill:
+      AddSkillByEvent(&Player::skillMind, val);
+      return;
+    case VAR_BodySkill:
+      AddSkillByEvent(&Player::skillBody, val);
+      return;
+    case VAR_LightSkill:
+      AddSkillByEvent(&Player::skillLight, val);
+      return;
+    case VAR_DarkSkill:
+      AddSkillByEvent(&Player::skillDark, val);
+      return;
+    case VAR_IdentifyItemSkill:
+      AddSkillByEvent(&Player::skillItemId, val);
+      return;
+    case VAR_MerchantSkill:
+      AddSkillByEvent(&Player::skillMerchant, val);
+      return;
+    case VAR_RepairSkill:
+      AddSkillByEvent(&Player::skillRepair, val);
+      return;
+    case VAR_BodybuildingSkill:
+      AddSkillByEvent(&Player::skillBodybuilding, val);
+      return;
+    case VAR_MeditationSkill:
+      AddSkillByEvent(&Player::skillMeditation, val);
+      return;
+    case VAR_PerceptionSkill:
+      AddSkillByEvent(&Player::skillPerception, val);
+      return;
+    case VAR_DiplomacySkill:
+      AddSkillByEvent(&Player::skillDiplomacy, val);
+      return;
+    case VAR_ThieverySkill:
+      Error ("Thieving unsupported");
+      return;
+    case VAR_DisarmTrapSkill:
+      AddSkillByEvent(&Player::skillDisarmTrap, val);
+      return;
+    case VAR_DodgeSkill:
+      AddSkillByEvent(&Player::skillDodge, val);
+      return;
+    case VAR_UnarmedSkill:
+      AddSkillByEvent(&Player::skillUnarmed, val);
+      return;
+    case VAR_IdentifyMonsterSkill:
+      AddSkillByEvent(&Player::skillMonsterId, val);
+      return;
+    case VAR_ArmsmasterSkill:
+      AddSkillByEvent(&Player::skillArmsmaster, val);
+      return;
+    case VAR_StealingSkill:
+      AddSkillByEvent(&Player::skillStealing, val);
+      return;
+    case VAR_AlchemySkill:
+      AddSkillByEvent(&Player::skillAlchemy, val);
+      return;
+    case VAR_LearningSkill:
+      AddSkillByEvent(&Player::skillLearning, val);
+      return;
+    default:
+      return;
+  }
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim97()
+{
+  int playerIndex = GetPlayerIndex();
+  pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, playerIndex);
+  PlayAwardSound();
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim97_Face( PlayerSpeech speech )
+{
+  this->PlaySound(speech, 0);
+  PlayAwardSound_Anim97();
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::AddSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 addSkillValue )
+{
+  if ( addSkillValue > 63 )
+  {
+    this->*skillToSet = (unsigned __int8)addSkillValue | this->*skillToSet & 63;
+  }
+  else
+  {
+    this->*skillToSet = min(this->*skillToSet + addSkillValue, 60) | this->*skillToSet & 0xC0;
+  }
+  PlayAwardSound_Anim97();
+  return;
+}
+
+//----- (0044B9C4) --------------------------------------------------------
+void Player::SubtractVariable( enum VariableType VarNum, signed int pValue )
+{
+  DDM_DLV_Header *locationHeader; // eax@90
+  int randGold;
+  int randFood;
+  int npcIndex;
+
+  if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_99 )
+  {
+    if ( VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 )
+    {
+      stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] -= pValue;
+    }
+    if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 )
+    {
+      stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] -= pValue;
+    }
+    return;
+  }
+
+  switch (VarNum)
+  {
+    case VAR_CurrentHP:
+      ReceiveDamage((signed int)pValue, DMGT_PHISYCAL);
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_CurrentSP:
+      this->sMana = max(this->sMana - pValue, 0);
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_ACModifier:
+      this->sACModifier -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_BaseLevel:
+      this->uLevel -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_LevelModifier:
+      this->sLevelModifier -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Age:
+      this->sAgeModifier -= (signed __int16)pValue;
+      return;
+    case VAR_Award:
+      _449B7E_toggle_bit(this->_achieved_awards_bits, (signed __int16)pValue, 0);
+      return;
+    case VAR_Experience:
+      this->uExperience -= pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_QBits_QuestsDone:
+      _449B7E_toggle_bit(pParty->_quest_bits, (__int16)pValue, 0);
+      this->PlaySound(SPEECH_96, 0);
+      return;
+    case VAR_PlayerItemInHands:
+      for ( uint i = 0; i < 16; ++i )
+      {
+        int id_ = this->pEquipment.pIndices[i];
+        if ( id_ > 0 )
+        {
+          if ( this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == pValue )
+          {
+            this->pEquipment.pIndices[i] = 0;
+          }
+        }
+      }
+      for (int i = 0; i < 126; i++)
+      {
+        int id_ = this->pInventoryMatrix[i];
+        if ( id_ > 0 )
+        {
+          if ( this->pInventoryItemList[id_ - 1].uItemID == pValue )
+          {
+            RemoveItemAtInventoryIndex(i);
+            return;
+          }
+        }
+      }
+      if ( pParty->pPickedItem.uItemID == pValue )
+      {
+        pMouse->RemoveHoldingItem();
+        return;
+      }
+      return;
+    case VAR_FixedGold:
+      if ( (unsigned int)pValue > pParty->uNumGold )
+      {
+        dword_5B65C4_cancelEventProcessing = 1;
+        return;
+      }
+      Party::TakeGold((unsigned int)pValue);
+      return;
+    case VAR_RandomGold:
+      randGold = rand() % (signed int)pValue + 1;
+      if ( (unsigned int)randGold > pParty->uNumGold )
+        randGold = pParty->uNumGold;
+      Party::TakeGold(randGold);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[503], randGold);
+      ShowStatusBarString(pTmpBuf.data(), 2);
+      GameUI_DrawFoodAndGold();
+      return;
+    case VAR_FixedFood:
+      Party::TakeFood((unsigned int)pValue);
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_RandomFood:
+      randFood = rand() % (signed int)pValue + 1;
+      if ( (unsigned int)randFood > pParty->uNumFoodRations )
+        randFood = pParty->uNumFoodRations;
+      Party::TakeFood(randFood);
+      sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[504], randFood);
+      ShowStatusBarString(pTmpBuf.data(), 2u);
+      GameUI_DrawFoodAndGold();
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_MightBonus:
+    case VAR_ActualMight:
+      this->uMightBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_IntellectBonus:
+    case VAR_ActualIntellect:
+      this->uIntelligenceBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_PersonalityBonus:
+    case VAR_ActualPersonality:
+      this->uWillpowerBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_EnduranceBonus:
+    case VAR_ActualEndurance:
+      this->uEnduranceBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_SpeedBonus:
+    case VAR_ActualSpeed:
+      this->uSpeedBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_AccuracyBonus:
+    case VAR_ActualAccuracy:
+      this->uAccuracyBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_LuckBonus:
+    case VAR_ActualLuck:
+      this->uLuckBonus -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_BaseMight:
+      this->uMight -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BaseIntellect:
+      this->uIntelligence -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BasePersonality:
+      this->uWillpower -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BaseEndurance:
+      this->uEndurance -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BaseSpeed:
+      this->uSpeed -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BaseAccuracy:
+      this->uAccuracy -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BaseLuck:
+      this->uLuck -= (unsigned __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_FireResistance:
+      this->sResFireBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_AirResistance:
+      this->sResAirBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_WaterResistance:
+      this->sResWaterBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_EarthResistance:
+      this->sResEarthBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_SpiritResistance:
+      this->sResSpiritBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_MindResistance:
+      this->sResMindBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_BodyResistance:
+      this->sResBodyBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_LightResistance:
+      this->sResLightBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_DarkResistance:
+      this->sResDarkBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_MagicResistance:
+      this->sResMagicBase -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_FireResistanceBonus:
+      this->sResFireBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_AirResistanceBonus:
+      this->sResAirBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_92);
+      return;
+    case VAR_WaterResistanceBonus:
+      this->sResWaterBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_EarthResistanceBonus:
+      this->sResEarthBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_SpiritResistanceBonus:
+      this->sResSpiritBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_MindResistanceBonus:
+      this->sResMindBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_BodyResistanceBonus:
+      this->sResBodyBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_LightResistanceBonus:
+      this->sResLightBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_DarkResistanceBonus:
+      this->sResDarkBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_MagicResistanceBonus:
+      this->sResMagicBonus -= (signed __int16)pValue;
+      this->PlayAwardSound_Anim98_Face(SPEECH_91);
+      return;
+    case VAR_StaffSkill:
+      this->skillStaff -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_SwordSkill:
+      this->skillSword -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DaggerSkill:
+      this->skillDagger -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_AxeSkill:
+      this->skillAxe -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_SpearSkill:
+      this->skillSpear -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_BowSkill:
+      this->skillBow -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_MaceSkill:
+      this->skillMace -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_BlasterSkill:
+      this->skillBlaster -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_ShieldSkill:
+      this->skillShield -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_LeatherSkill:
+      this->skillLearning -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_SkillChain:
+      this->skillChain -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_PlateSkill:
+      this->skillPlate -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_FireSkill:
+      this->skillFire -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_AirSkill:
+      this->skillAir -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_WaterSkill:
+      this->skillWater -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_EarthSkill:
+      this->skillEarth -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_SpiritSkill:
+      this->skillSpirit -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_MindSkill:
+      this->skillMind -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_BodySkill:
+      this->skillBody -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_LightSkill:
+      this->skillLight -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DarkSkill:
+      this->skillDark -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_IdentifyItemSkill:
+      this->skillItemId -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_MerchantSkill:
+      this->skillMerchant -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_RepairSkill:
+      this->skillRepair -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_BodybuildingSkill:
+      this->skillBodybuilding -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_MeditationSkill:
+      this->skillMeditation -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_PerceptionSkill:
+      this->skillPerception -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DiplomacySkill:
+      this->skillDiplomacy -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_ThieverySkill:
+      Error ("Thieving unsupported");
+      return;
+    case VAR_DisarmTrapSkill:
+      this->skillDisarmTrap -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DodgeSkill:
+      this->skillDodge -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_UnarmedSkill:
+      this->skillUnarmed -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_IdentifyMonsterSkill:
+      this->skillMonsterId -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_ArmsmasterSkill:
+      this->skillArmsmaster -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_StealingSkill:
+      this->skillStealing -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_AlchemySkill:
+      this->skillAlchemy -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_LearningSkill:
+      this->skillLearning -= (unsigned __int8)pValue;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Cursed:
+      this->pConditions[Condition_Cursed] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Weak:
+      this->pConditions[Condition_Weak] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Asleep:
+      this->pConditions[Condition_Sleep] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Afraid:
+      this->pConditions[Condition_Fear] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Drunk:
+      this->pConditions[Condition_Drunk] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Insane:
+      this->pConditions[Condition_Insane] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_PoisonedGreen:
+      this->pConditions[Condition_Poison_Weak] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DiseasedGreen:
+      this->pConditions[Condition_Disease_Weak] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_PoisonedYellow:
+      this->pConditions[Condition_Poison_Medium] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DiseasedYellow:
+      this->pConditions[Condition_Disease_Medium] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_PoisonedRed:
+      this->pConditions[Condition_Poison_Severe] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_DiseasedRed:
+      this->pConditions[Condition_Disease_Severe] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Paralyzed:
+      this->pConditions[Condition_Paralyzed] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Unconsious:
+      this->pConditions[Condition_Unconcious] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Dead:
+      this->pConditions[Condition_Dead] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Stoned:
+      this->pConditions[Condition_Pertified] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_Eradicated:
+      this->pConditions[Condition_Eradicated] = 0;
+      PlayAwardSound_Anim98();
+      return;
+    case VAR_AutoNotes:
+      _449B7E_toggle_bit(pParty->_autonote_bits, pValue - 1, 0);
+      return;
+    case VAR_NPCs2:
+      npcIndex = 0;
+      GetNewNPCData(sDialogue_SpeakingActorNPC_ID, &npcIndex);
+      if ( npcIndex == pValue )
+      {
+        npcIdToDismissAfterDialogue = pValue;
+      }
+      else
+      {
+        npcIdToDismissAfterDialogue = 0;
+        pParty->hirelingScrollPosition = 0;
+        LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
+        pParty->CountHirelings();
+        viewparams->bRedrawGameUI = true;
+      }
+      return;
+    case VAR_HiredNPCHasSpeciality:
+      for (unsigned int i = 0; i < pNPCStats->uNumNewNPCs; i++)
+      {
+        if (pNPCStats->pNewNPCData[i].uProfession == pValue)
+        {
+          LOBYTE(pNPCStats->pNewNPCData[(int)pValue].uFlags) &= 0x7Fu;
+        }
+      }
+      if ( pParty->pHirelings[0].uProfession == pValue )
+        memset(&pParty->pHirelings[0], 0, sizeof(NPCData));
+      if ( pParty->pHirelings[1].uProfession == pValue )
+        memset(&pParty->pHirelings[1], 0, sizeof(NPCData));
+      pParty->hirelingScrollPosition = 0;
+      pParty->CountHirelings();
+      return;
+    case VAR_NumSkillPoints:
+      if ((unsigned int)pValue <= this->uSkillPoints)
+      {
+        this->uSkillPoints -= pValue;
+      }
+      else
+      {
+        this->uSkillPoints = 0;
+      }
+      return;
+    case VAR_ReputationInCurrentLocation:
+      locationHeader = &pOutdoor->ddm;
+      if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
+        locationHeader = &pIndoor->dlv;
+      locationHeader->uReputation -= pValue;
+      if (locationHeader->uReputation < -10000)
+        locationHeader->uReputation = -10000;
+      return;
+    case VAR_GoldInBank:
+      if ( (unsigned int)pValue <= pParty->uNumGoldInBank )
+      {
+        pParty->uNumGoldInBank -= (unsigned int)pValue;
+      }
+      else
+      {
+        dword_5B65C4_cancelEventProcessing = 1;
+      }
+      return;
+    case VAR_NumDeaths:
+        pParty->uNumDeaths -= (unsigned int)pValue;
+        return;
+    case VAR_NumBounties:
+      pParty->uNumBountiesCollected -= (unsigned int)pValue;
+      return;
+    case VAR_PrisonTerms:
+      pParty->uNumPrisonTerms -= (int)pValue;
+      return;
+    case VAR_ArenaWinsPage:
+      pParty->uNumArenaPageWins -= (char)pValue;
+      return;
+    case VAR_ArenaWinsSquire:
+      pParty->uNumArenaSquireWins -= (char)pValue;
+      return;
+    case VAR_ArenaWinsKnight:
+      pParty->uNumArenaKnightWins -= (char)pValue;
+      return;
+    case VAR_ArenaWinsLord:
+      pParty->uNumArenaLordWins -= (char)pValue;
+      return;
+  }
+}
+// 5B65C4: using guessed type int dword_5B65C4;
+// 5B65CC: using guessed type int dword_5B65CC;
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim98()
+{
+  int playerIndex = GetPlayerIndex();
+  pGame->pStru6Instance->SetPlayerBuffAnim(0x98u, playerIndex);
+  PlayAwardSound();
+}
+
+//----- (new function) --------------------------------------------------------
+void Player::PlayAwardSound_Anim98_Face( PlayerSpeech speech )
+{
+  this->PlaySound(speech, 0);
+  PlayAwardSound_Anim98();
+}
+
+//----- (00467E7F) --------------------------------------------------------
+void Player::EquipBody(ITEM_EQUIP_TYPE uEquipType)
+{
+  int itemAnchor; // ebx@1
+  int itemInvLocation; // edx@1
+  int freeSlot; // eax@3
+  ItemGen tempPickedItem; // [sp+Ch] [bp-30h]@1
+
+  tempPickedItem.Reset();
+  itemAnchor = pEquipTypeToBodyAnchor[uEquipType];
+  itemInvLocation = pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor];
+  if ( itemInvLocation )//ïåðåîäåòüñÿ â äðóãóþ âåùü
+  {
+    memcpy(&tempPickedItem, &pParty->pPickedItem, sizeof(tempPickedItem));
+    pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1].uBodyAnchor = 0;
+    pParty->pPickedItem.Reset();
+    pParty->SetHoldingItem(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1]);
+    tempPickedItem.uBodyAnchor = itemAnchor + 1;
+    memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[itemInvLocation - 1], &tempPickedItem, sizeof(ItemGen));
+    pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = itemInvLocation;
+  }
+  else//îäåòü âåùü
+  {
+    freeSlot = pPlayers[uActiveCharacter]->FindFreeInventoryListSlot();
+    if (freeSlot >= 0)
+    {
+      pParty->pPickedItem.uBodyAnchor = itemAnchor + 1;
+      memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[freeSlot], &pParty->pPickedItem, sizeof(ItemGen));
+      pPlayers[uActiveCharacter]->pEquipment.pIndices[itemAnchor] = freeSlot + 1;
+      pMouse->RemoveHoldingItem();
+    }
+  }
+}
+
+//----- (0049387A) --------------------------------------------------------
+int CycleCharacter(bool backwards)
+{
+  const int PARTYSIZE = 4;
+  int valToAdd = backwards ? (PARTYSIZE - 2) : 0;
+  int mult = backwards ? -1 : 1;
+
+  for (int i = 0; i < (PARTYSIZE - 1); i++)
+  {
+    int currCharId = ((uActiveCharacter + mult * i + valToAdd) % PARTYSIZE) + 1;
+    if ( pPlayers[currCharId]->uTimeToRecovery == 0 )
+    {
+      return currCharId;
+    }
+  }
+  return uActiveCharacter;
+}
+
+//----- (0043EE77) --------------------------------------------------------
+bool Player::HasUnderwaterSuitEquipped() //the original function took the player number as a parameter. if it was 0, the whole party was checked. calls with the parameter 0 have been changed to calls to this for every player
+{
+  if (GetArmorItem() == nullptr || GetArmorItem()->uItemID != 604)
+  {
+    return false;
+  }
+  return true;
+}
+
+//----- (0043EE15) --------------------------------------------------------
+bool Player::HasItem( unsigned int uItemID, bool checkHeldItem )
+{
+  if ( !checkHeldItem || pParty->pPickedItem.uItemID != uItemID )
+  {
+    for ( uint i = 0; i < 126; ++i )
+    {
+      if ( this->pInventoryMatrix[i] > 0 )
+      {
+        if ( (unsigned int)this->pInventoryItemList[this->pInventoryMatrix[i] - 1].uItemID == uItemID )
+          return true;
+      }
+    }
+    for ( uint i = 0; i < 16; ++i )
+    {
+      if ( this->pEquipment.pIndices[i] )
+      {
+        if ( (unsigned int)this->pInventoryItemList[this->pEquipment.pIndices[i] - 1].uItemID == uItemID )
+          return true;
+      }
+    }
+    return false;
+  }
+  else
+  {
+    return true;
+  }
+}
+//----- (0043EDB9) --------------------------------------------------------
+bool ShouldLoadTexturesForRaceAndGender(unsigned int _this)
+{
+  CHARACTER_RACE race; // edi@2
+  PLAYER_SEX sex; // eax@2
+
+  for (int i = 1; i <= 4; i++)
+  {
+    race = pPlayers[i]->GetRace();
+    sex = pPlayers[i]->GetSexByVoice();
+    switch(_this)
+    {
+       case 0:
+         if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_MALE )
+           return true;
+         break;
+       case 1:
+         if (( race == CHARACTER_RACE_HUMAN || race == CHARACTER_RACE_ELF || race == CHARACTER_RACE_GOBLIN ) && sex == SEX_FEMALE )
+           return true;
+         break;
+       case 2:
+         if ( race == CHARACTER_RACE_DWARF && sex == SEX_MALE )
+           return true;
+         break;
+       case 3:
+         if ( race == CHARACTER_RACE_DWARF && sex == SEX_FEMALE )
+           return true;
+         break;
+    }
+  }
+  return false;
+}
+
+//----- (0043ED6F) --------------------------------------------------------
+bool IsDwarfPresentInParty(bool a1)
+{
+  for (uint i = 0; i < 4; ++i)
+  {
+    CHARACTER_RACE race = pParty->pPlayers[i].GetRace();
+
+    if (race == CHARACTER_RACE_DWARF && a1)
+      return true;
+    else if (race != CHARACTER_RACE_DWARF && !a1)
+      return true;
+  }
+  return false;
+}
+
+//----- (00439FCB) --------------------------------------------------------
+void __fastcall DamagePlayerFromMonster(unsigned int uObjID, int dmgSource, Vec3_int_ *pPos, signed int a4)
+{
+  Player *playerPtr; // ebx@3
+  Actor *actorPtr; // esi@3
+  int spellId; // eax@38
+  signed int recvdMagicDmg; // eax@139
+  int v72[4]; // [sp+30h] [bp-24h]@164
+  int healthBeforeRecvdDamage; // [sp+48h] [bp-Ch]@3
+  unsigned int uActorID; // [sp+4Ch] [bp-8h]@1
+
+  uActorID = PID_ID(uObjID);
+  if ( PID_TYPE(uObjID) != 2)
+  {
+    playerPtr = &pParty->pPlayers[a4];
+    actorPtr = &pActors[uActorID];
+    healthBeforeRecvdDamage = playerPtr->sHealth;
+    if ( PID_TYPE(uObjID) != 3 || !actorPtr->ActorHitOrMiss(playerPtr) )
+      return;
+    ItemGen* equippedArmor = playerPtr->GetArmorItem();
+    SoundID soundToPlay;
+    if ( !equippedArmor
+      || equippedArmor->IsBroken()
+      || 
+      (equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_CHAIN 
+      && equippedArmor->GetPlayerSkillType() != PLAYER_SKILL_PLATE 
+      )
+      )
+    {
+      int randVal = rand() % 4;
+      switch (randVal)
+      {
+        case 0 : soundToPlay = (SoundID)108; break;
+        case 1 : soundToPlay = (SoundID)109; break;
+        case 2 : soundToPlay = (SoundID)110; break;
+        case 3 : soundToPlay = (SoundID)44; break;
+        default: Error("Unexpected sound value");
+      }
+    }
+    else
+    {
+      int randVal = rand() % 4;
+      switch (randVal)
+      {
+        case 0 : soundToPlay = (SoundID)105; break;
+        case 1 : soundToPlay = (SoundID)106; break;
+        case 2 : soundToPlay = (SoundID)107; break;
+        case 3 : soundToPlay = (SoundID)45; break;
+        default: Error("Unexpected sound value");
+      }
+    }
+    pAudioPlayer->PlaySound(soundToPlay, PID(OBJECT_Player,a4 + 80), 0, -1, 0, 0, 0, 0);
+    int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
+    if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
+    {
+      __int16 spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
+      if ( spellPower )
+        dmgToReceive /= (signed int)spellPower;
+    }
+    int damageType;
+    switch (dmgSource)
+    {
+      case 0: damageType = actorPtr->pMonsterInfo.uAttack1Type; 
+        break;
+      case 1: damageType = actorPtr->pMonsterInfo.uAttack2Type; 
+        break;
+      case 2: spellId = actorPtr->pMonsterInfo.uSpell1ID;
+        damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
+        break;
+      case 3: spellId = actorPtr->pMonsterInfo.uSpell2ID;
+        damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
+        break;
+      case 4: damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack; 
+        break;
+      default:
+      case 5: damageType = 4; //yes, the original just assigned the value 4
+        break;   
+    }
+    if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
+    {
+      dmgToReceive = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
+      if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
+      {
+        int actorState = actorPtr->uAIState;
+        if ( actorState != Dying && actorState != Dead)
+        {
+          int reflectedDamage = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, dmgToReceive);
+          actorPtr->sCurrentHP -= reflectedDamage;
+          if ( reflectedDamage >= 0 )
+          {
+            if ( actorPtr->sCurrentHP >= 1 )
+            {
+              Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);     //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions
+              Actor::AggroSurroundingPeasants(uActorID, 1);
+            }
+            else
+            {
+              if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS)
+              {
+                int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
+                pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
+              }
+              Actor::Die(uActorID);
+              Actor::ApplyFineForKillingPeasant(uActorID);
+              Actor::AggroSurroundingPeasants(uActorID, 1);
+              if ( actorPtr->pMonsterInfo.uExp )
+                pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
+              int speechToPlay = SPEECH_51;
+              if ( rand() % 100 < 20 )
+                speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
+              playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
+            }
+          }
+        }
+      }
+      if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
+        && actorPtr->pMonsterInfo.uSpecialAttackType
+        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
+      {
+        playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
+      }
+    }
+    if ( !pParty->bTurnBasedModeOn )
+    {
+      int actEndurance = playerPtr->GetActualEndurance();
+      int recoveryTime = (int)((20 - playerPtr->GetParameterBonus(actEndurance)) * flt_6BE3A4_debug_recmod1 * 2.133333333333333);
+      playerPtr->SetRecoveryTime(recoveryTime);
+    }
+    int yellThreshold = playerPtr->GetMaxHealth() / 4;
+    if ( yellThreshold < playerPtr->sHealth && yellThreshold >= healthBeforeRecvdDamage && playerPtr->sHealth > 0 )
+    {
+      playerPtr->PlaySound(SPEECH_48, 0);
+    }
+    viewparams->bRedrawGameUI = 1;
+    return;
+  }
+  else
+  {
+    SpriteObject* v37 = &pSpriteObjects[uActorID];
+    int uActorType = PID_TYPE(v37->spell_caster_pid);
+    int uActorID = PID_ID(v37->spell_caster_pid);
+    if ( uActorType == 2 )
+    {
+      Player *playerPtr; // eax@81
+      if ( a4 != -1 )
+      {
+        playerPtr = &pParty->pPlayers[a4];
+      }
+      else
+      {
+        int activePlayerCounter = 0;
+        for (int i = 1; i <= 4; i++)
+        {
+          if (pPlayers[i]->CanAct())
+          {
+            v72[activePlayerCounter] = i;
+            activePlayerCounter++;
+          }
+        }
+        if ( activePlayerCounter )
+        {
+          playerPtr = &pParty->pPlayers[v72[rand() % activePlayerCounter] - 1];//&stru_AA1058[3].pSounds[6972 * *(&v72 + rand() % v74) + 40552];
+        }
+      }
+      int v68;
+      int v69;
+      if ( uActorType != OBJECT_Player || v37->spell_id != SPELL_BOW_ARROW)
+      {
+        int playerMaxHp = playerPtr->GetMaxHealth();
+        v68 = _43AFE3_calc_spell_damage(v37->spell_id, v37->spell_level, v37->spell_skill, playerMaxHp);
+        v69 = LOBYTE(pSpellStats->pInfos[v37->spell_id].uSchool);
+      }
+      else
+      {
+        v68 = pParty->pPlayers[uActorID].CalculateRangedDamageTo(0);
+        v69 = 0;
+      }
+      playerPtr->ReceiveDamage(v68, (DAMAGE_TYPE)v69);
+      if ( uActorType == OBJECT_Player && !_A750D8_player_speech_timer )
+      {
+        _A750D8_player_speech_timer = 256i64;
+        PlayerSpeechID = SPEECH_44;
+        uSpeakingCharacter = uActorID + 1;
+      }
+      return;
+    }
+    else if ( uActorType == 3 )
+    {
+      Actor *actorPtr = &pActors[uActorID];
+      if ( a4 == -1 )
+        a4 = stru_50C198.which_player_to_attack(actorPtr);
+      Player *playerPtr = &pParty->pPlayers[a4];
+      int dmgToReceive = actorPtr->_43B3E0_CalcDamage(dmgSource);
+      unsigned __int16 spriteType = v37->uType;
+      if ( v37->uType == 545 )
+      {
+        __int16 skillLevel = playerPtr->GetActualSkillLevel(PLAYER_SKILL_UNARMED);
+        if ( SkillToMastery(skillLevel) >= 4 && rand() % 100 < (skillLevel & 0x3F) )
+        {
+		    sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[637], playerPtr->pName);
+          ShowStatusBarString(pTmpBuf.data(), 2u);
+          playerPtr->PlaySound(SPEECH_6, 0);
+          return;
+        }
+      }
+      else if ( spriteType == 555
+          || spriteType == 510
+          || spriteType == 500
+          || spriteType == 515
+          || spriteType == 505
+          || spriteType == 530
+          || spriteType == 525
+          || spriteType == 520
+          || spriteType == 535
+          || spriteType == 540 )
+      {
+        if ( !actorPtr->ActorHitOrMiss(playerPtr) )
+          return;
+        if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_SHIELD].uExpireTime > 0 )
+          dmgToReceive >>= 1;
+        if ( playerPtr->HasEnchantedItemEquipped(36) )
+          dmgToReceive >>= 1;
+        if ( playerPtr->HasEnchantedItemEquipped(69) )
+          dmgToReceive >>= 1;
+        if ( playerPtr->HasItemEquipped(EQUIP_ARMOUR)
+          && playerPtr->GetArmorItem()->uItemID == ITEM_ARTIFACT_GOVERNORS_ARMOR )
+          dmgToReceive >>= 1;
+        if ( playerPtr->HasItemEquipped(EQUIP_TWO_HANDED))
+        {
+          ItemGen* mainHandItem = playerPtr->GetMainHandItem();
+          if ( mainHandItem->uItemID == ITEM_RELIC_KELEBRIM || mainHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (mainHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
+            dmgToReceive >>= 1;
+        }
+        if ( playerPtr->HasItemEquipped(EQUIP_SINGLE_HANDED))
+        {
+          ItemGen* offHandItem = playerPtr->GetOffHandItem();
+          if ( offHandItem->uItemID == ITEM_RELIC_KELEBRIM || offHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (offHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
+            dmgToReceive >>= 1;
+        }
+      }
+      if ( actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0 )
+      {
+        int spellPower = actorPtr->pActorBuffs[ACTOR_BUFF_SHRINK].uPower;
+        if ( spellPower )
+          dmgToReceive /= (signed int)spellPower;
+      }
+      int damageType;
+      switch(dmgSource)
+      {
+        case 0:
+          damageType = actorPtr->pMonsterInfo.uAttack1Type;
+          break;
+        case 1:
+          damageType = actorPtr->pMonsterInfo.uAttack2Type;
+          break;
+        case 2:
+          spellId = actorPtr->pMonsterInfo.uSpell1ID;
+          damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
+          break;
+        case 3:
+          spellId = actorPtr->pMonsterInfo.uSpell2ID;
+          damageType = LOBYTE(pSpellStats->pInfos[spellId].uSchool);
+          break;
+        case 4:
+          damageType = actorPtr->pMonsterInfo.field_3C_some_special_attack;
+          break;
+        case 5:
+          damageType = 4;
+          break;
+      }
+      if ( !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE) )
+      {
+        int reflectedDmg = playerPtr->ReceiveDamage(dmgToReceive, (DAMAGE_TYPE)damageType);
+        if ( playerPtr->pPlayerBuffs[PLAYER_BUFF_PAIN_REFLECTION].uExpireTime > 0 )
+        {
+          unsigned __int16 actorState = actorPtr->uAIState;
+          if ( actorState != Dying && actorState != Dead)
+          {
+            recvdMagicDmg = actorPtr->CalcMagicalDamageToActor((DAMAGE_TYPE)damageType, reflectedDmg);
+            actorPtr->sCurrentHP -= recvdMagicDmg;
+            if ( recvdMagicDmg >= 0 )
+            {
+              if ( actorPtr->sCurrentHP >= 1 )
+              {
+                Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);
+                Actor::AggroSurroundingPeasants(uActorID, 1);
+              }
+              else
+              {
+                if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
+                {
+                  int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
+                  pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
+                }
+                Actor::Die(uActorID);
+                Actor::ApplyFineForKillingPeasant(uActorID);
+                Actor::AggroSurroundingPeasants(uActorID, 1);
+                if ( actorPtr->pMonsterInfo.uExp )
+                  pParty->GivePartyExp(pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].uExp);
+                int speechToPlay = SPEECH_51;
+                if ( rand() % 100 < 20 )
+                  speechToPlay = actorPtr->pMonsterInfo.uHP >= 100 ? 2 : 1;
+                playerPtr->PlaySound((PlayerSpeech)speechToPlay, 0);
+              }
+            }
+          }
+        }
+      }
+      if ( !dmgSource
+        && !(dword_6BE368_debug_settings_2 & DEBUG_SETTINGS_NO_DAMAGE)
+        && actorPtr->pMonsterInfo.uSpecialAttackType
+        && rand() % 100 < actorPtr->pMonsterInfo.uLevel * actorPtr->pMonsterInfo.uSpecialAttackLevel )
+      {
+        playerPtr->ReceiveSpecialAttackEffect(actorPtr->pMonsterInfo.uSpecialAttackType, actorPtr);
+      }
+      if ( !pParty->bTurnBasedModeOn )
+      {
+        int actEnd = playerPtr->GetActualEndurance();
+        int recTime = (int)((20 - playerPtr->GetParameterBonus(actEnd))
+          * flt_6BE3A4_debug_recmod1
+          * 2.133333333333333);
+        playerPtr->SetRecoveryTime(recTime);
+      }
+      return;
+    }
+    else
+    {
+      return;
+    }
+  }
+}
+//----- (00421EA6) --------------------------------------------------------
+void Player::OnInventoryLeftClick()
+{
+  signed int inventoryXCoord; // ecx@2
+  int inventoryYCoord; // eax@2
+  int invMatrixIndex; // eax@2
+  unsigned int enchantedItemPos; // eax@7
+  unsigned int pickedItemId; // esi@12
+  unsigned int invItemIndex; // eax@12
+  unsigned int itemPos; // eax@18
+  ItemGen tmpItem; // [sp+Ch] [bp-3Ch]@1
+  unsigned int pY; // [sp+3Ch] [bp-Ch]@2
+  unsigned int pX; // [sp+40h] [bp-8h]@2
+  CastSpellInfo *pSpellInfo;
+
+  if ( pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] == 103 )
+  {
+    pMouse->GetClickPos(&pX, &pY);
+    inventoryYCoord = (pY - 17) / 32;
+    inventoryXCoord = (pX - 14) / 32;
+    invMatrixIndex = inventoryXCoord + (INVETORYSLOTSWIDTH * inventoryYCoord);
+    if ( inventoryYCoord >= 0 && inventoryYCoord < INVETORYSLOTSHEIGHT && inventoryXCoord >= 0 && inventoryXCoord < INVETORYSLOTSWIDTH)
+    {
+      if ( _50C9A0_IsEnchantingInProgress )
+      {
+        enchantedItemPos = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
+        if ( enchantedItemPos )
+        {
+         /* *((char *)pGUIWindow_Settings->ptr_1C + 8) &= 0x7Fu;
+          *((short *)pGUIWindow_Settings->ptr_1C + 2) = uActiveCharacter - 1;
+          *((int *)pGUIWindow_Settings->ptr_1C + 3) = enchantedItemPos - 1;
+          *((short *)pGUIWindow_Settings->ptr_1C + 3) = invMatrixIndex;*/
+          pSpellInfo = (CastSpellInfo *)pGUIWindow_Settings->ptr_1C;
+          pSpellInfo->uFlags &= 0x7F;
+          pSpellInfo->uPlayerID_2 = uActiveCharacter - 1;
+          pSpellInfo->spell_target_pid = enchantedItemPos - 1;
+          pSpellInfo->field_6 = invMatrixIndex;
+          ptr_50C9A4_ItemToEnchant = &this->pInventoryItemList[enchantedItemPos-1];
+          _50C9A0_IsEnchantingInProgress = 0;
+          if ( pMessageQueue_50CBD0->uNumMessages )
+            pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0;
+          pMouse->SetCursorBitmap("MICON1");
+          _50C9D0_AfterEnchClickEventId = 113;
+          _50C9D4_AfterEnchClickEventSecondParam = 0;
+          _50C9D8_AfterEnchClickEventTimeout = 256;
+        }
+        return;
+      }
+      if ( ptr_50C9A4_ItemToEnchant )
+        return;
+      pickedItemId = pParty->pPickedItem.uItemID;
+      invItemIndex = this->GetItemIDAtInventoryIndex(&invMatrixIndex);
+      if (!pickedItemId)
+      {
+        if ( !invItemIndex )
+          return;
+        else
+        {
+          memcpy(&pParty->pPickedItem, &this->pInventoryItemList[invItemIndex-1], sizeof(pParty->pPickedItem));
+          this->RemoveItemAtInventoryIndex(invMatrixIndex);
+          pickedItemId = pParty->pPickedItem.uItemID;
+          pMouse->SetCursorBitmap(pItemsTable->pItems[pickedItemId].pIconName);
+          return;
+        }
+      }
+      else
+      {
+        if ( invItemIndex )
+        {
+          ItemGen* invItemPtr = &this->pInventoryItemList[invItemIndex-1];
+          memcpy(&tmpItem, invItemPtr, sizeof(tmpItem));
+          this->RemoveItemAtInventoryIndex(invMatrixIndex);
+          int emptyIndex = this->AddItem2(invMatrixIndex, &pParty->pPickedItem);
+          if ( !emptyIndex )
+          {
+            emptyIndex = this->AddItem2(-1, &pParty->pPickedItem);
+            if ( !emptyIndex )
+            {
+              this->PutItemArInventoryIndex(tmpItem.uItemID, invItemIndex - 1, invMatrixIndex);
+              memcpy(invItemPtr, &tmpItem, sizeof(ItemGen));
+              return;
+            }
+          }
+          memcpy(&pParty->pPickedItem, &tmpItem, sizeof(ItemGen));
+          pMouse->SetCursorBitmap(pParty->pPickedItem.GetIconName());
+          return;
+        }
+        else
+        {
+          itemPos = this->AddItem(invMatrixIndex, pickedItemId);
+          if ( itemPos )
+          {
+            memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
+            pMouse->RemoveHoldingItem();
+            return;
+          }
+          itemPos = this->AddItem(-1, pickedItemId);
+          if ( itemPos )
+          {
+            memcpy(&this->pInventoryItemList[itemPos-1], &pParty->pPickedItem, sizeof(ItemGen));
+            pMouse->RemoveHoldingItem();
+            return;
+          }
+        }
+      }
+    }
+  }
+}
+
+
+bool Player::IsWeak()
+{
+  return pConditions[Condition_Weak] != 0;
+}
+
+bool Player::IsDead()
+{
+  return pConditions[Condition_Dead] != 0;
+}
+
+bool Player::IsEradicated()
+{
+  return pConditions[Condition_Eradicated] != 0;
+}
+
+bool Player::IsZombie()
+{
+  return pConditions[Condition_Zombie] != 0;
+}
+
+bool Player::IsCursed()
+{
+  return pConditions[Condition_Cursed] != 0;
+}
+
+bool Player::IsPertified()
+{
+  return pConditions[Condition_Pertified] != 0;
+}
+
+bool Player::IsUnconcious()
+{
+  return pConditions[Condition_Unconcious] != 0;
+}
+
+bool Player::IsAsleep()
+{
+  return pConditions[Condition_Sleep] != 0;
+}
+
+bool Player::IsParalyzed()
+{
+  return pConditions[Condition_Paralyzed] != 0;
+}
+
+bool Player::IsDrunk()
+{
+  return pConditions[Condition_Drunk] != 0;
+}
+
+void Player::SetCursed( unsigned long long state )
+{
+  pConditions[Condition_Cursed] = state;
+}
+
+void Player::SetWeak( unsigned long long state )
+{
+  pConditions[Condition_Weak] = state;
+}
+
+void Player::SetAsleep( unsigned long long state )
+{
+  pConditions[Condition_Sleep] = state;
+}
+
+void Player::SetAfraid( unsigned long long state )
+{
+  pConditions[Condition_Fear] = state;
+}
+
+void Player::SetDrunk( unsigned long long state )
+{
+  pConditions[Condition_Drunk] = state;
+}
+
+void Player::SetInsane( unsigned long long state )
+{
+  pConditions[Condition_Insane] = state;
+}
+
+void Player::SetPoisonWeak( unsigned long long state )
+{
+  pConditions[Condition_Poison_Weak] = state;
+}
+
+void Player::SetDiseaseWeak( unsigned long long state )
+{
+  pConditions[Condition_Disease_Weak] = state;
+}
+
+void Player::SetPoisonMedium( unsigned long long state )
+{
+  pConditions[Condition_Poison_Medium] = state;
+}
+
+void Player::SetDiseaseMedium( unsigned long long state )
+{
+  pConditions[Condition_Disease_Medium] = state;
+}
+
+void Player::SetPoisonSevere( unsigned long long state )
+{
+  pConditions[Condition_Poison_Severe] = state;
+}
+
+void Player::SetDiseaseSevere( unsigned long long state )
+{
+  pConditions[Condition_Disease_Severe] = state;
+}
+
+void Player::SetParalyzed( unsigned long long state )
+{
+  pConditions[Condition_Paralyzed] = state;
+}
+
+void Player::SetUnconcious( unsigned long long state )
+{
+  pConditions[Condition_Unconcious] = state;
+}
+
+void Player::SetDead( unsigned long long state )
+{
+  pConditions[Condition_Dead] = state;
+}
+
+void Player::SetPertified( unsigned long long state )
+{
+  pConditions[Condition_Pertified] = state;
+}
+
+void Player::SetEradicated( unsigned long long state )
+{
+  pConditions[Condition_Eradicated] = state;
+}
+
+void Player::SetZombie( unsigned long long state )
+{
+  pConditions[Condition_Zombie] = state;
+}
+
+void Player::SetCondWeakWithBlockCheck( int blockable )
+{
+  SetCondition(Condition_Weak, blockable);
+}
+
+void Player::SetCondInsaneWithBlockCheck( int blockable )
+{
+  SetCondition(Condition_Insane, blockable);
+}
+
+void Player::SetCondDeadWithBlockCheck( int blockable )
+{
+  SetCondition(Condition_Dead, blockable);
+}
+
+void Player::SetCondUnconsciousWithBlockCheck( int blockable )
+{
+  SetCondition(Condition_Dead, blockable);
+}
+
+ItemGen* Player::GetOffHandItem()
+{
+  return GetItem(&PlayerEquipment::uShield);
+}
+
+ItemGen* Player::GetMainHandItem()
+{
+  return GetItem(&PlayerEquipment::uMainHand);
+}
+
+ItemGen* Player::GetBowItem()
+{
+  return GetItem(&PlayerEquipment::uBow);
+}
+
+ItemGen* Player::GetArmorItem()
+{
+  return GetItem(&PlayerEquipment::uArmor);
+}
+
+ItemGen* Player::GetHelmItem()
+{
+  return GetItem(&PlayerEquipment::uHelm);
+}
+
+ItemGen* Player::GetBeltItem()
+{
+  return GetItem(&PlayerEquipment::uBelt);
+}
+
+ItemGen* Player::GetCloakItem()
+{
+  return GetItem(&PlayerEquipment::uCloak);
+}
+
+ItemGen* Player::GetGloveItem()
+{
+  return GetItem(&PlayerEquipment::uGlove);
+}
+
+ItemGen* Player::GetBootItem()
+{
+  return GetItem(&PlayerEquipment::uBoot);
+}
+
+ItemGen* Player::GetAmuletItem()
+{
+  return GetItem(&PlayerEquipment::uAmulet);
+}
+
+ItemGen* Player::GetNthRingItem(int ringNum)
+{
+  return GetNthEquippedIndexItem(ringNum + 10);
+}
+
+ItemGen* Player::GetNthEquippedIndexItem(int index)
+{
+  if (this->pEquipment.pIndices[index] == 0)
+  {
+    return nullptr;
+  }
+  return &this->pInventoryItemList[this->pEquipment.pIndices[index] - 1];
+}
+
+ItemGen* Player::GetItem(unsigned int PlayerEquipment::* itemPos)
+{
+  if (this->pEquipment.*itemPos == 0)
+  {
+    return nullptr;
+  }
+  return &this->pInventoryItemList[this->pEquipment.*itemPos - 1];
+}
+
+int Player::GetPlayerIndex()
+{
+  int uPlayerIdx = 0;
+  if ( this == pPlayers[1] )
+    uPlayerIdx = 0;
+  else if( this == pPlayers[2] )
+    uPlayerIdx = 1;
+  else if ( this == pPlayers[3] )
+    uPlayerIdx = 2;
+  else if ( this == pPlayers[4] )  
+    uPlayerIdx = 3;
+  else
+    Error("Unexpected player pointer");
+  return uPlayerIdx;
+}
+
+//----- (004272F5) --------------------------------------------------------
+bool Player::PlayerHitOrMiss(Actor *pActor, int a3, int a4)
+{
+  signed int naturalArmor; // esi@1
+  signed int armorBuff; // edi@1
+  int effectiveActorArmor; // esi@8
+  int attBonus; // eax@9
+  int v9; // edx@11
+//  unsigned __int8 v12; // sf@13
+//  unsigned __int8 v13; // of@13
+  int attPositiveMod; // edx@14
+  int attNegativeMod; // eax@14
+//  signed int result; // eax@17
+
+  naturalArmor = pActor->pMonsterInfo.uAC;
+  armorBuff = 0;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_SOMETHING_THAT_HALVES_AC].uExpireTime > 0 )
+    naturalArmor /= 2;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_HOUR_OF_POWER].uExpireTime > 0 )
+    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_SHIELD].uPower;
+  if ( pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uExpireTime > 0 && pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower > armorBuff )
+    armorBuff = pActor->pActorBuffs[ACTOR_BUFF_STONESKIN].uPower;
+  effectiveActorArmor = armorBuff + naturalArmor;
+  if ( a3 )
+    attBonus = this->GetRangedAttack();
+  else
+    attBonus = this->GetActualAttack(false);
+  v9 = rand() % (effectiveActorArmor + 2 * attBonus + 30);
+  attPositiveMod = a4 + v9;
+  if ( a3 == 2 )
+  {
+    attNegativeMod = ((effectiveActorArmor + 15) / 2) + effectiveActorArmor + 15;
+  }
+  else if ( a3 == 3 )
+  {
+    attNegativeMod = 2 * effectiveActorArmor + 30;
+  }
+  else 
+  {
+    attNegativeMod = effectiveActorArmor + 15;
+  }
+  return (attPositiveMod > attNegativeMod);
+}
+
+
+//----- (0042ECB5) --------------------------------------------------------
+void Player::_42ECB5_PlayerAttacksActor()
+{
+//  char *v5; // eax@8
+//  unsigned int v9; // ecx@21
+//  char *v11; // eax@26
+//  unsigned int v12; // eax@47
+//  SoundID v24; // [sp-4h] [bp-40h]@58
+
+  //result = pParty->pPlayers[uActiveCharacter-1].CanAct();
+  Player* player = &pParty->pPlayers[uActiveCharacter - 1];
+  if (!player->CanAct())
+    return;
+
+  CastSpellInfoHelpers::_427D48();
+    //v3 = 0;
+  if (pParty->Invisible())
+    pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
+
+    //v31 = player->pEquipment.uBow;
+  int bow_idx = player->pEquipment.uBow;
+  if (bow_idx && player->pInventoryItemList[bow_idx - 1].IsBroken())
+    bow_idx = 0;
+
+    //v32 = 0;
+  int wand_item_id = 0;
+    //v33 = 0;
+    //v4 = v1->pEquipment.uMainHand;
+  int laser_weapon_item_id = 0;
+
+  int main_hand_idx = player->pEquipment.uMainHand;
+  if (main_hand_idx)
+  {
+    ItemGen* item = &player->pInventoryItemList[main_hand_idx - 1];
+      //v5 = (char *)v1 + 36 * v4;
+    if (!item->IsBroken())
+    {
+		//v28b = &v1->pInventoryItems[v4].uItemID;
+        //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124);
+      if (item->GetItemEquipType() == EQUIP_WAND)
+      {
+        if (item->uNumCharges <= 0)
+          player->pEquipment.uMainHand = 0; // wand discharged - unequip
+        else
+          wand_item_id = item->uItemID;//*((int *)v5 + 124);
+      }
+      else if (item->uItemID == ITEM_BLASTER || item->uItemID == ITEM_LASER_RIFLE)
+        laser_weapon_item_id = item->uItemID;//*((int *)v5 + 124);
+    }
+  }
+
+    //v30 = 0;
+    //v29 = 0;
+    //v28 = 0;
+    //v7 = pMouse->uPointingObjectID;
+
+  int target_pid = pMouse->uPointingObjectID;
+  int target_type = PID_TYPE(target_pid),
+      target_id = PID_ID(target_pid);
+  if (target_type != OBJECT_Actor || !pActors[target_id].CanAct())
+  {
+    target_pid = stru_50C198.FindClosestActor(5120, 0, 0);
+    target_type = PID_TYPE(target_pid);
+    target_id = PID_ID(target_pid);
+  }
+
+  Actor* actor = &pActors[target_id];
+  int actor_distance = 0;
+  if (target_type == OBJECT_Actor)
+  {
+    int distance_x = actor->vPosition.x - pParty->vPosition.x,
+        distance_y = actor->vPosition.y - pParty->vPosition.y,
+        distance_z = actor->vPosition.z - pParty->vPosition.z;
+    actor_distance = integer_sqrt(distance_x * distance_x + distance_y * distance_y + distance_z * distance_z) - actor->uActorRadius;
+    if (actor_distance < 0)
+      actor_distance = 0;
+  }
+
+  bool shooting_bow = false,
+       shotting_laser = false,
+       shooting_wand = false,
+       melee_attack = false;
+  if (laser_weapon_item_id)
+  {
+    shotting_laser = true;
+    _42777D_CastSpell_UseWand_ShootArrow(SPELL_LASER_PROJECTILE, uActiveCharacter - 1, 0, 0, uActiveCharacter + 8);
+  }
+  else if (wand_item_id)
+  {
+    shooting_wand = true;
+
+    int main_hand_idx = player->pEquipment.uMainHand;
+    _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItemList[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8);
+
+    if (!--player->pInventoryItemList[main_hand_idx - 1].uNumCharges)
+      player->pEquipment.uMainHand = 0;
+  }
+  else if (target_type == OBJECT_Actor && actor_distance <= 407.2)
+  {
+    melee_attack = true;
+
+    Vec3_int_ a3;
+    a3.x = actor->vPosition.x - pParty->vPosition.x;
+    a3.y = actor->vPosition.y - pParty->vPosition.y;
+    a3.z = actor->vPosition.z - pParty->vPosition.z;
+    Vec3_int_::Normalize(&a3.x, &a3.y, &a3.z);
+
+    Actor::DamageMonsterFromParty(PID(OBJECT_Player, uActiveCharacter - 1), target_id, &a3);
+    if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_TWO_HANDED) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_SINGLE_HANDED))
+          _42FA66_do_explosive_impact(actor->vPosition.x, actor->vPosition.y, actor->vPosition.z + actor->uActorHeight / 2, 0, 512, uActiveCharacter);
+  }
+  else if (bow_idx)
+  {
+    shooting_bow = true;
+    _42777D_CastSpell_UseWand_ShootArrow(SPELL_BOW_ARROW, uActiveCharacter - 1, 0, 0, 0);
+  }
+  else
+  {
+    melee_attack = true;
+    ; // actor out of range or no actor; no ranged weapon so melee attacking air
+  }
+
+  if (!pParty->bTurnBasedModeOn && melee_attack) // wands, bows & lasers will add recovery while shooting spell effect
+  {
+    int recovery = player->GetAttackRecoveryTime(false);
+    if (recovery < 30 )
+      recovery = 30;
+    player->SetRecoveryTime(flt_6BE3A4_debug_recmod1 * (double)recovery * 2.133333333333333);
+  }
+
+  int v34 = 0;
+  if (shooting_wand)
+    return;
+  else if (shooting_bow)
+  {
+    v34 = 5;
+    player->PlaySound(SPEECH_50, 0);
+  }
+  if (shotting_laser)
+    v34 = 7;
+  else
+  {
+    int main_hand_idx = player->pEquipment.uMainHand;
+    if (player->HasItemEquipped(EQUIP_TWO_HANDED))
+      v34 = player->pInventoryItemList[main_hand_idx - 1].GetPlayerSkillType();
+    pTurnEngine->ApplyPlayerAction();
+  }
+
+  switch (v34)
+  {
+    case 0: pAudioPlayer->PlaySound(SOUND_81, 0, 0, -1, 0, 0, 0, 0); break;
+    case 1: pAudioPlayer->PlaySound(SOUND_84, 0, 0, -1, 0, 0, 0, 0); break;
+    case 2: pAudioPlayer->PlaySound(SOUND_85, 0, 0, -1, 0, 0, 0, 0); break;
+    case 3: pAudioPlayer->PlaySound(SOUND_78, 0, 0, -1, 0, 0, 0, 0); break;
+    case 4: pAudioPlayer->PlaySound(SOUND_80, 0, 0, -1, 0, 0, 0, 0); break;
+    case 5: pAudioPlayer->PlaySound(SOUND_71, 0, 0, -1, 0, 0, 0, 0); break;
+    case 6: pAudioPlayer->PlaySound(SOUND_83, 0, 0, -1, 0, 0, 0, 0); break;
+    case 7: pAudioPlayer->PlaySound(SOUND_67, 0, 0, -1, 0, 0, 0, 0); break;
+  }
+}
+
+
+//----- (0042FA66) --------------------------------------------------------
+void Player::_42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6)
+{
+  unsigned __int16 v9; // ax@5
+
+  SpriteObject a1a; // [sp+Ch] [bp-74h]@1
+  //SpriteObject::SpriteObject(&a1a);
+  a1a.uType = 600;
+  a1a.stru_24.Reset();
+
+  a1a.spell_id = SPELL_FIRE_FIREBALL;
+  a1a.spell_level = 8;
+  a1a.spell_skill = 3;
+  v9 = 0;
+  for ( uint i = 0; i < pObjectList->uNumObjects; ++i )
+  {
+    if ( a1a.uType == pObjectList->pObjects[i].uObjectID )
+      v9 = i;
+  }
+  a1a.uObjectDescID = v9;
+  a1a.vPosition.x = a1;
+  a1a.vPosition.y = a2;
+  a1a.vPosition.z = a3;
+  a1a.uAttributes = 0;
+  a1a.uSectorID = pIndoor->GetSector(a1, a2, a3);
+  a1a.uSpriteFrameID = 0;
+  a1a.spell_target_pid = 0;
+  a1a.field_60_distance_related_prolly_lod = 0;
+  a1a.uFacing = 0;
+  a1a.uSoundID = 0;
+  if ( a6 >= 1 || a6 <= 4 )
+    a1a.spell_caster_pid = PID(OBJECT_Player, a6 - 1);
+  else
+    a1a.spell_caster_pid = 0;
+
+  int id = a1a.Create(0, 0, 0, 0);
+  if (id != -1)
+    AttackerInfo.Add(PID(OBJECT_Item, id), a5, SLOWORD(a1a.vPosition.x), SLOWORD(a1a.vPosition.y),
+    SLOWORD(a1a.vPosition.z), 0, 0);
+}
+
+//----- (00458244) --------------------------------------------------------
+unsigned int SkillToMastery( unsigned int skill_value )
+{
+  switch (skill_value & 0x1C0)
+  {
+  case 0x100: return 4;     // Grandmaster
+  case 0x80:  return 3;     // Master
+  case 0x40:  return 2;     // Expert
+  case 0x00:  return 1;     // Normal
+  }
+  assert(false);
+  return 0;
+}
\ No newline at end of file