diff IndoorCameraD3D.cpp @ 0:9c0607679772

init
author Ritor1
date Sat, 12 Jan 2013 09:45:18 +0600
parents
children ec84db4c8f9d
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/IndoorCameraD3D.cpp	Sat Jan 12 09:45:18 2013 +0600
@@ -0,0 +1,1749 @@
+#include "IndoorCameraD3D.h"
+#include "VectorTypes.h"
+#include "Game.h"
+#include "Indoor.h"
+#include "Viewport.h"
+#include "IndoorCamera.h"
+#include "OutdoorCamera.h"
+#include "Render.h"
+#include "LOD.h"
+
+#include "mm7_data.h"
+
+
+
+//----- (004364C5) --------------------------------------------------------
+void IndoorCameraD3D::ViewTransfrom_OffsetUV(RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutVertices, stru320 *a5)
+{
+  for (uint i = 0; i < uNumVertices; ++i)
+  {
+    pOutVertices[i].vWorldPosition.x = pVertices[i].vWorldPosition.x;
+    pOutVertices[i].vWorldPosition.y = pVertices[i].vWorldPosition.y;
+    pOutVertices[i].vWorldPosition.z = pVertices[i].vWorldPosition.z;
+
+    pOutVertices[i].u = pVertices[i].u + a5->pDeltaUV[0];
+    pOutVertices[i].v = pVertices[i].v + a5->pDeltaUV[1];
+  }
+  ViewTransform(pOutVertices, uNumVertices);
+}
+
+//----- (0043669D) --------------------------------------------------------
+char IndoorCameraD3D::ApplyViewTransform_TrueIfStillVisible(int x, int y, int z, signed int *pOutX, int *pOutZ, int *pOutY, char bDoNotShow)
+{
+  int to_z; // esi@2
+  int v9; // ecx@3
+  signed int *v10; // esi@5
+  int pOutY_; // ecx@5
+  signed int v12; // esi@7
+  int v14; // [sp+8h] [bp-4h]@3
+  int to_x; // [sp+14h] [bp+8h]@1
+  int to_y; // [sp+18h] [bp+Ch]@1
+  int a2b; // [sp+18h] [bp+Ch]@5
+  int a3a; // [sp+1Ch] [bp+10h]@5
+
+  to_x = (x - pBLVRenderParams->vPartyPos.x) << 16;
+  to_y = (y - pBLVRenderParams->vPartyPos.y) << 16;
+  if ( pBLVRenderParams->sPartyRotX )
+  {
+    to_z = (z - pBLVRenderParams->vPartyPos.z) << 16;
+    if ( pRenderer->pRenderD3D )
+    {
+      v14 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16)
+          + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16);
+      v9 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16)
+         - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16);
+    }
+    else
+    {
+      v14 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16)
+          - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16);
+      v9 = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16)
+         + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16);
+    }
+    a3a = (z - pBLVRenderParams->vPartyPos.z) << 16;
+    a2b = (unsigned __int64)(to_z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16;
+    v10 = pOutX;
+    *pOutX = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - a2b;
+    *pOutZ = v9;
+    pOutY_ = ((unsigned __int64)(v14 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16)
+           + ((unsigned __int64)(a3a * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16);
+  }
+  else
+  {
+    pOutY_ = (z - pBLVRenderParams->vPartyPos.z) << 16;
+    if ( pRenderer->pRenderD3D )
+    {
+      v10 = pOutX;
+      *pOutX = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16)
+             + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16);
+      *pOutZ = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16)
+             - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16);
+    }
+    else
+    {
+      v10 = pOutX;
+      *pOutX = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sCosineY) >> 16)
+             - ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sSineY) >> 16);
+      *pOutZ = ((unsigned __int64)(to_x * (signed __int64)pBLVRenderParams->sSineY) >> 16)
+             + ((unsigned __int64)(to_y * (signed __int64)pBLVRenderParams->sCosineY) >> 16);
+    }
+  }
+  *pOutY = pOutY_;
+  return !bDoNotShow || (v12 = *v10, v12 >= (signed int)0x40000u) && v12 <= (signed int)0x1F400000u;
+}
+
+
+
+//----- (00436455) --------------------------------------------------------
+bool IndoorCameraD3D::IsCulled(BLVFace *pFace)
+{
+  RenderVertexSoft v; // [sp+8h] [bp-30h]@1
+
+  Vec3_short__to_RenderVertexSoft(&v, &pIndoor->pVertices[*pFace->pVertexIDs]);
+  return is_face_faced_to_camera(pFace, &v);
+}
+
+//----- (00436523) --------------------------------------------------------
+void IndoorCameraD3D::ViewTransform(RenderVertexSoft *a1a, unsigned int uNumVertices)
+{
+  if (byte_4D864C && pGame->uFlags & 0x80 ||
+      uCurrentlyLoadedLevelType == LEVEL_Indoor)
+  {
+    float sin_x = pIndoorCamera->fRotationXSine,
+          cos_x = pIndoorCamera->fRotationXCosine;
+    float sin_y = pIndoorCamera->fRotationYSine,
+          cos_y = pIndoorCamera->fRotationYCosine;
+
+    //v4 = uNumVertices;
+    //v7 = pIndoorCamera->fRotationXSine;
+    if ( pIndoorCamera->sRotationX )
+    {
+
+        //_EAX = a1a;
+    for (uint i = 0; i < uNumVertices; ++i)
+    {
+          float st0, st1, st2;
+          if ( pRenderer->pRenderD3D )
+          {
+            /*__asm
+            {
+              fld     [ebp+uNumVertices] // [(a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(3)          // [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // [(a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(5)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              faddp   st(1), st          // [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // [(a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // [pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]   [pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]   [(a1a[i].z - pIndoorCamera->pos.z)]   [pIndoorCamera->fRotationXCosine]   [pIndoorCamera->fRotationYSine]   [pIndoorCamera->fRotationYCosine]
+
+              fld     [ebp+uNumVertices] // 0[a1a[i].y - pIndoorCamera->pos.y]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+
+              fmul    st, st(6)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+
+              fsubp   st(1), st          // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) + pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+            }*/
+            st0 = sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y);
+            st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y);
+            st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z);
+          }
+          else
+          {
+            /*__asm
+            {
+              fld     [ebp+a1]           // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fsubp   st(1), st          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 2[pIndoorCamera->fRotationXCosine]
+                                         // 3[pIndoorCamera->fRotationYSine]
+                                         // 4[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+a1]           // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(4)          // 0[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+              fld     [ebp+uNumVertices] // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+              fmul    st, st(6)          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 1[pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 2[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 3[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 4[pIndoorCamera->fRotationXCosine]
+                                         // 5[pIndoorCamera->fRotationYSine]
+                                         // 6[pIndoorCamera->fRotationYCosine]
+              faddp   st(1), st          // 0[pIndoorCamera->fRotationYCosine * (a1a[i].y - pIndoorCamera->pos.y) + pIndoorCamera->fRotationYSine * (a1a[i].x - pIndoorCamera->pos.x)]
+                                         // 1[pIndoorCamera->fRotationYCosine * (a1a[i].x - pIndoorCamera->pos.x) - pIndoorCamera->fRotationYSine * (a1a[i].y - pIndoorCamera->pos.y)]
+                                         // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                         // 3[pIndoorCamera->fRotationXCosine]
+                                         // 4[pIndoorCamera->fRotationYSine]
+                                         // 5[pIndoorCamera->fRotationYCosine]
+            }*/
+            st0 = cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y) + sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x);
+            st1 = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y);
+            st2 = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z);
+          }
+
+          a1a[i].vWorldViewPosition.x = st1*cos_x - st2*sin_x;
+          a1a[i].vWorldViewPosition.y = st0;
+          a1a[i].vWorldViewPosition.z = st2*cos_x + st1*sin_x;
+      }
+    }
+    else
+    {
+      for (uint i = 0; i < uNumVertices; ++i)
+      {
+          if ( pRenderer->pRenderD3D )
+          {
+            /*__asm
+            {
+              fld     [ebp+uNumVertices]   // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fmul    st, st(2)            // 0[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fld     [ebp+a1]             // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fmul    st, st(4)            // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              faddp   st(1), st            // 0[cos_y * (a1a[i].x - pIndoorCamera->pos.x) + sin_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fstp    dword ptr [eax+0Ch]
+              fld     [ebp+a1]             // 0[(a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fmul    st, st(2)            // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fld     [ebp+uNumVertices]   // 0[(a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fmul    st, st(4)            // 0[cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[sin_y * (a1a[i].x - pIndoorCamera->pos.x)]
+                                           // 2[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 3[sin_y]
+                                           // 4[cos_y]
+              fsubp   st(1), st            // 0[sin_y * (a1a[i].x - pIndoorCamera->pos.x) - cos_y * (a1a[i].y - pIndoorCamera->pos.y)]
+                                           // 1[(a1a[i].z - pIndoorCamera->pos.z)]
+                                           // 2[sin_y]
+                                           // 3[cos_y]
+              fstp    dword ptr [eax+10h]
+              fstp    dword ptr [eax+14h]
+            }*/
+            a1a[i].vWorldViewPosition.x = cos_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) + sin_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y);
+            a1a[i].vWorldViewPosition.y = sin_y * (a1a[i].vWorldPosition.x - pIndoorCamera->pos.x) - cos_y * (a1a[i].vWorldPosition.y - pIndoorCamera->pos.y);
+            a1a[i].vWorldViewPosition.z = (a1a[i].vWorldPosition.z - pIndoorCamera->pos.z);
+          }
+          else
+          {
+            __debugbreak();
+            /*__asm
+            {
+              fld     [ebp+a1]
+              fmul    st, st(3)
+              fld     [ebp+uNumVertices]
+              fmul    st, st(3)
+              fsubp   st(1), st
+              fstp    dword ptr [eax+0Ch]
+              fld     [ebp+a1]
+              fmul    st, st(2)
+              fld     [ebp+uNumVertices]
+              fmul    st, st(4)
+              faddp   st(1), st
+
+              fstp    dword ptr [eax+10h]
+              fstp    dword ptr [eax+14h]
+            }*/
+          }
+      }
+    }
+  }
+  else for (uint i = 0; i < uNumVertices; ++i)
+    pIndoorCamera->ViewTransform(a1a + i);
+}
+
+
+//----- (00436932) --------------------------------------------------------
+bool IndoorCameraD3D::GetFacetOrientation(char polyType, Vec3_float_ *a2, Vec3_float_ *a3, Vec3_float_ *a4)
+{
+  switch ((PolygonType)polyType)
+  {
+    case POLYGON_VerticalWall:
+    {
+      a4->x = -a2->y;
+      a4->y = a2->x;
+      a4->z = 0.0;
+
+      a3->x = 0.0;
+      a3->y = 0.0;
+      a3->z = 1.0f;
+    }
+    return true;
+
+    case POLYGON_Floor:
+    case POLYGON_Ceiling:
+    {
+      a4->x = 1.0;
+      a4->y = 0.0;
+      a4->z = 0.0;
+
+      a3->x = 0.0;
+      a3->y = 1.0;
+      a3->z = 0.0;
+    }
+    return true;
+
+    case POLYGON_InBetweenFloorAndWall:
+    case POLYGON_InBetweenCeilingAndWall:
+    {
+      if (fabs(a2->z) < 0.70811361)
+      {
+        a4->x = -a2->y;
+        a4->y = a2->x;
+        a4->z = 0.0;
+        a4->Normalize();
+
+        a3->x = 0.0;
+        a3->y = 0.0;
+        a3->z = 1.0;
+      }
+      else
+      {
+        a4->x = 1.0;
+        a4->y = 0.0;
+        a4->z = 0.0;
+
+        a3->x = 0.0;
+        a3->y = 1.0;
+        a3->z = 0.0;
+      }
+    }
+    return true;
+
+    default:
+      return false;
+  }
+}
+
+
+//----- (00438258) --------------------------------------------------------
+bool IndoorCameraD3D::is_face_faced_to_camera(BLVFace *pFace, RenderVertexSoft *a2)
+{
+  if (pFace->TwoSided())
+    return false;
+
+  //really strange cull; dot(to_cam, normal) < 0 means we see the BACK face, not font %_%
+  if ( (a2->vWorldPosition.z - (double)pIndoorCamera->pos.z) * (double)pFace->pFacePlane_old.vNormal.z
+     + (a2->vWorldPosition.y - (double)pIndoorCamera->pos.y) * (double)pFace->pFacePlane_old.vNormal.y
+     + (a2->vWorldPosition.x - (double)pIndoorCamera->pos.x) * (double)pFace->pFacePlane_old.vNormal.x < 0.0)
+    return false;
+
+  return true;
+}
+
+//----- (00438250) --------------------------------------------------------
+void IndoorCameraD3D::Reset_list_0037C()
+{
+  this->list_0037C_size = 0;
+}
+
+
+//----- (00438240) --------------------------------------------------------
+void IndoorCameraD3D::_438240_draw_lits()
+{
+  IndoorCameraD3D *v1; // ebp@1
+  int v2; // edi@2
+  int v3; // ebx@3
+  int v4; // esi@4
+  double v5; // st7@6
+  float v6; // ST00_4@8
+  IndoorCameraD3D *v7; // esi@1
+  float v8; // [sp+4h] [bp-28h]@6
+  float v9; // [sp+8h] [bp-24h]@6
+  unsigned int v10; // [sp+Ch] [bp-20h]@6
+  char v11; // [sp+10h] [bp-1Ch]@6
+  float v12; // [sp+14h] [bp-18h]@6
+  int v13; // [sp+28h] [bp-4h]@1
+
+  v7 = this;
+  _438141_draw_list_0037C();
+  v13 = 0;
+  v1 = v7;
+  if ( v7->list_E0380_size > 0 )
+  {
+    v2 = (int)&v7->list_E0380[0].field_C04;
+    do
+    {
+      v3 = 0;
+      if ( *(int *)v2 > 0 )
+      {
+        v4 = v2 - 3048;
+        do
+        {
+          if ( *(char *)(v2 - 3076) & 1 )
+          {
+            LODWORD(v12) = 1;
+            v11 = 1;
+            v10 = *(int *)(v2 + 4);
+            v9 = 0.0;
+            v8 = *(float *)(v4 + 4);
+            v5 = *(float *)v4;
+          }
+          else
+          {
+            LODWORD(v12) = 0;
+            v11 = 1;
+            v10 = *(int *)(v2 + 4);
+            v9 = *(float *)(v4 - 16);
+            v8 = *(float *)(v4 - 20);
+            v5 = *(float *)(v4 - 24);
+          }
+          v6 = v5;
+          _437D4A_draw_some_vertices(v6, v8, v9, v10, v11, v12);
+          ++v3;
+          v4 += 48;
+        }
+        while ( v3 < *(int *)v2 );
+      }
+      ++v13;
+      v2 += 3088;
+    }
+    while ( v13 < v1->list_E0380_size );
+  }
+}
+
+
+//----- (00438141) --------------------------------------------------------
+void IndoorCameraD3D::_438141_draw_list_0037C()
+{
+  IndoorCameraD3D *v1; // edi@1
+  signed int v2; // ebx@1
+  char *v3; // esi@2
+  double v4; // st7@4
+  float v5; // ST00_4@6
+  float v6; // [sp+4h] [bp-20h]@4
+  float v7; // [sp+8h] [bp-1Ch]@4
+  unsigned int v8; // [sp+Ch] [bp-18h]@4
+  char v9; // [sp+10h] [bp-14h]@4
+  float v10; // [sp+14h] [bp-10h]@4
+
+  v1 = this;
+  v2 = 0;
+  if ( (signed int)this->list_0037C_size > 0 )
+  {
+    v3 = (char *)&this->list_0037C[0].field_20;
+    do
+    {
+      if ( *(v3 - 32) & 1 )
+      {
+        LODWORD(v10) = 1;
+        v9 = 1;
+        v8 = *((int *)v3 + 5);
+        v7 = 0.0;
+        v6 = *(float *)v3;
+        v4 = *((float *)v3 - 1);
+      }
+      else
+      {
+        LODWORD(v10) = 0;
+        v9 = 1;
+        v8 = *((int *)v3 + 5);
+        v7 = *((float *)v3 - 5);
+        v6 = *((float *)v3 - 6);
+        v4 = *((float *)v3 - 7);
+      }
+      v5 = v4;
+      _437D4A_draw_some_vertices(v5, v6, v7, v8, v9, v10);
+      ++v2;
+      v3 += 56;
+    }
+    while ( v2 < (signed int)v1->list_0037C_size );
+  }
+}
+
+
+//----- (00437D4A) --------------------------------------------------------
+void IndoorCameraD3D::_437D4A_draw_some_vertices(float x, float y, float z, unsigned int a5, char a6, float a7)
+{
+  IndoorCameraD3D *v7; // edx@1
+  char *v8; // eax@1
+  signed int v9; // ecx@1
+  signed int v10; // edx@10
+  char *v11; // ecx@10
+  signed int uNumD3DVertices; // edi@16
+  char *v13; // ecx@24
+  unsigned int v14; // edx@25
+  unsigned int v15; // eax@25
+  int v16; // ebx@25
+  int v17; // eax@26
+  int v18; // edx@26
+  IDirect3DDevice3 *v19; // ST24_4@27
+  HRESULT v20; // eax@27
+  RenderVertexSoft vert[20]; // [sp+0h] [bp-680h]@1
+  RenderVertexD3D3 pD3DVertices[5]; // [sp+3C0h] [bp-2C0h]@15
+  RenderVertexSoft a1; // [sp+640h] [bp-40h]@1
+  //double v24; // [sp+670h] [bp-10h]@25
+  //double v25; // [sp+678h] [bp-8h]@1
+
+  v7 = this;
+  a1.flt_2C = 0.0;
+  //HIDWORD(v25) = (int)this;
+  v8 = (char *)&vert[0].flt_2C;
+  v9 = 20;
+  do
+  {
+    *(float *)v8 = 0.0;
+    v8 += 48;
+    --v9;
+  }
+  while ( v9 );
+  if ( LOBYTE(a7) )
+  {
+    vert[0].vWorldViewProjX = x;
+    vert[0].vWorldViewProjY = y;
+    goto LABEL_15;
+  }
+  a1.vWorldPosition.x = x;
+  a1.vWorldPosition.y = y;
+  a1.vWorldPosition.z = z;
+  if ( pRenderer->pRenderD3D )
+  {
+    LODWORD(a7) = 1;
+    if ( v7->_437285_prolly_colide_vertices_against_frustrum(
+           &a1,
+           (unsigned int *)&a7,
+           vert,
+           v7->std__vector_000034_prolly_frustrum,
+           4,
+           1,
+           0) == 1
+      && SLODWORD(a7) < 1 )
+      return;
+  }
+  else
+  {
+    vert[0].vWorldPosition.x = x;
+    vert[0].vWorldPosition.y = y;
+    vert[0].vWorldPosition.z = z;
+  }
+  ViewTransform(vert, 1u);
+  v10 = 0;
+  v11 = (char *)&vert[0].vWorldViewPosition;
+  do
+  {
+    if ( *(float *)v11 >= 8.0 )
+      break;
+    ++v10;
+    v11 += 48;
+  }
+  while ( v10 < 1 );
+  if ( v10 < 1 )
+  {
+    Project(vert, 1u, 0);
+LABEL_15:
+    pD3DVertices[0].pos.x = vert[0].vWorldViewProjX;
+    pD3DVertices[0].pos.y = vert[0].vWorldViewProjY;
+    pD3DVertices[0].specular = 0;
+    pD3DVertices[0].diffuse = a5;
+    if ( a6 )
+    {
+      pD3DVertices[0].pos.z = 0.000099999997;
+      pD3DVertices[1].pos.x = vert[0].vWorldViewProjX;
+      pD3DVertices[2].pos.x = vert[0].vWorldViewProjX;
+      pD3DVertices[0].rhw = 0.001;
+      uNumD3DVertices = 5;
+      pD3DVertices[0].texcoord.x = 0.0;
+      pD3DVertices[1].diffuse = a5;
+      pD3DVertices[1].specular = 0;
+      pD3DVertices[0].texcoord.y = 0.0;
+      pD3DVertices[2].diffuse = a5;
+      pD3DVertices[2].specular = 0;
+      pD3DVertices[3].pos.y = vert[0].vWorldViewProjY;
+      pD3DVertices[3].diffuse = a5;
+      pD3DVertices[3].specular = 0;
+      pD3DVertices[4].pos.y = vert[0].vWorldViewProjY;
+      pD3DVertices[1].pos.y = vert[0].vWorldViewProjY - 1.0;
+      pD3DVertices[4].diffuse = a5;
+      pD3DVertices[4].specular = 0;
+      pD3DVertices[1].pos.z = 0.000099999997;
+      pD3DVertices[1].rhw = 0.001;
+      pD3DVertices[1].texcoord.x = 0.0;
+      pD3DVertices[1].texcoord.y = 0.0;
+      pD3DVertices[2].pos.y = vert[0].vWorldViewProjY + 1.0;
+      pD3DVertices[2].pos.z = 0.000099999997;
+      pD3DVertices[2].rhw = 0.001;
+      pD3DVertices[2].texcoord.x = 0.0;
+      pD3DVertices[2].texcoord.y = 0.0;
+      pD3DVertices[3].pos.x = vert[0].vWorldViewProjX - 1.0;
+      pD3DVertices[3].pos.z = 0.000099999997;
+      pD3DVertices[3].rhw = 0.001;
+      pD3DVertices[3].texcoord.x = 0.0;
+      pD3DVertices[3].texcoord.y = 0.0;
+      pD3DVertices[4].pos.x = vert[0].vWorldViewProjX + 1.0;
+      pD3DVertices[4].pos.z = 0.000099999997;
+      pD3DVertices[4].rhw = 0.001;
+      pD3DVertices[4].texcoord.x = 0.0;
+      pD3DVertices[4].texcoord.y = 0.0;
+    }
+    else
+    {
+      uNumD3DVertices = 1;
+      __debugbreak(); // make things right
+      *(unsigned int *)(&pD3DVertices[0].pos.z) = 0x38D1B717u;
+      pD3DVertices[0].texcoord.x = 0.0;
+      *(unsigned int *)(&pD3DVertices[0].rhw) = 0x3A83126Fu;
+      pD3DVertices[0].texcoord.y = 0.0;
+    }
+    if ( pRenderer->pRenderD3D )
+    {
+      __debugbreak(); // decompilation bug
+      //v19 = pRenderer->pRenderD3D->pDevice;
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_POINTLIST,
+              D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
+              pD3DVertices,
+              uNumD3DVertices,
+              16));
+    }
+    else
+    {
+      if ( (double)(signed int)pViewport->uViewportX <= vert[0].vWorldViewProjX - 1.0
+        && (double)(signed int)pViewport->uViewportZ > vert[0].vWorldViewProjX + 2.0
+        && (double)(signed int)pViewport->uViewportY <= vert[0].vWorldViewProjY - 1.0
+        && (double)(signed int)pViewport->uViewportW > vert[0].vWorldViewProjY + 2.0
+        && uNumD3DVertices > 0 )
+      {
+        v13 = (char *)&pD3DVertices[0].diffuse;
+        do
+        {
+          LODWORD(a7) = *((int *)v13 - 3);
+          //v25 = a7 + 6.7553994e15;
+          auto _v25 = floorf(a7 + 0.5f);
+
+          //v24 = *((float *)v13 - 4) + 6.7553994e15;
+          auto _v24 = floorf(*((float *)v13 - 4) + 0.5f);
+
+          v14 = *(int *)v13;
+          v15 = *(int *)v13;
+          v16 = (*(int *)v13 >> 3) & 0x1F;
+          if ( pRenderer->uTargetGBits == 5 )
+          {
+            v17 = (v15 >> 6) & 0x3E0;
+            v18 = (v14 >> 9) & 0x7C00;
+          }
+          else
+          {
+            v17 = (v15 >> 5) & 0x7E0;
+            v18 = (v14 >> 8) & 0xF800;
+          }
+          v13 += 32;
+          --uNumD3DVertices;
+          pRenderer->pTargetSurface[(uint)_v24 + pRenderer->uTargetSurfacePitch * (uint)_v25] = v18 | v16 | (unsigned __int16)v17;
+        }
+        while ( uNumD3DVertices );
+      }
+    }
+  }
+}
+
+
+//----- (00437C96) --------------------------------------------------------
+void IndoorCameraD3D::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, unsigned int uDiffuseBegin, const RenderVertexD3D3 *pLineEnd, unsigned int uDiffuseEnd, float z_stuff)
+{
+  double v6; // st7@2
+  IDirect3DDevice3 *v7; // eax@2
+  HRESULT v8; // eax@2
+  std::string v9; // [sp-18h] [bp-60h]@3
+  const char *v10; // [sp-Ch] [bp-54h]@2
+  const char *v11; // [sp-8h] [bp-50h]@2
+  int v12; // [sp-4h] [bp-4Ch]@2
+  RenderVertexD3D3 v13[2]; // [sp+8h] [bp-40h]@2
+
+  if ( pRenderer->pRenderD3D )
+  {
+    v6 = 0.001 - z_stuff;
+    memcpy(v13, pLineBegin, 0x20u);
+    memcpy(&v13[1], pLineEnd, sizeof(v13[1]));
+    v13[0].pos.z = v6;
+    v13[1].pos.z = v6;
+    v12 = 0;
+    v13[0].diffuse = uDiffuseBegin;
+    v13[1].diffuse = uDiffuseEnd;
+    v7 = pRenderer->pRenderD3D->pDevice;
+    v11 = 0;
+    //v10 = (const char *)v7;
+    ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr));
+    ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(
+           D3DPT_LINELIST,
+           452,
+           v13,
+           2,
+           16));
+  }
+  else
+  {
+    MessageBoxW(nullptr, L"draw_debug_line() not implemented for SW rendering", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Core3D.cpp:1415", 0);
+  }
+}
+
+//----- (00437AB5) --------------------------------------------------------
+void IndoorCameraD3D::do_draw_debug_line_sw(RenderVertexSoft *pLineBegin, unsigned int uStartDiffuse, RenderVertexSoft *pLineEnd, unsigned int uEndDiffuse, unsigned int uOutNumVertices, float z_stuff)
+{
+  char *v7; // eax@2
+  signed int v8; // edx@2
+  float v9; // ecx@5
+  float v10; // eax@5
+  char *v11; // eax@6
+  signed int v12; // edx@6
+  float v13; // edx@8
+  float v14; // eax@8
+  float v15; // eax@8
+  double v16; // st7@11
+  HRESULT v17; // eax@11
+  std::string v18; // [sp-18h] [bp-7E4h]@12
+  IDirect3DDevice3 *v19; // [sp-Ch] [bp-7D8h]@8
+  const char *v20; // [sp-8h] [bp-7D4h]@8
+  int v21; // [sp-4h] [bp-7D0h]@8
+  RenderVertexSoft a1[20]; // [sp+8h] [bp-7C4h]@6
+  RenderVertexSoft pVertices[20]; // [sp+3C8h] [bp-404h]@2
+  RenderVertexD3D3 v24[2]; // [sp+788h] [bp-44h]@11
+  IndoorCameraD3D *v25; // [sp+7C8h] [bp-4h]@1
+
+  v25 = this;
+  if ( pRenderer->pRenderD3D )
+  {
+    v7 = (char *)&pVertices[0].flt_2C;
+    v8 = 20;
+    do
+    {
+      *(float *)v7 = 0.0;
+      v7 += 48;
+      --v8;
+    }
+    while ( v8 );
+    if ( (char)uOutNumVertices )
+    {
+      v9 = pLineBegin->vWorldViewProjX;
+      pVertices[0].vWorldViewProjY = pLineBegin->vWorldViewProjY;
+      pVertices[0].vWorldViewProjX = v9;
+      v10 = pLineEnd->vWorldViewProjY;
+      pVertices[1].vWorldViewProjX = pLineEnd->vWorldViewProjX;
+      pVertices[1].vWorldViewProjY = v10;
+LABEL_11:
+      v16 = 0.001 - z_stuff;
+      v24[0].specular = 0;
+      v24[0].pos.x = pVertices[0].vWorldViewProjX;
+      v24[0].pos.y = pVertices[0].vWorldViewProjY;
+      v24[0].pos.z = v16;
+      v24[0].diffuse = uStartDiffuse;
+      v24[0].rhw = 0.001;
+      v24[1].pos.x = pVertices[1].vWorldViewProjX;
+      v24[0].texcoord.x = 0.0;
+      v24[1].pos.y = pVertices[1].vWorldViewProjY;
+      v24[0].texcoord.y = 0.0;
+      v24[1].diffuse = uEndDiffuse;
+      v24[1].pos.z = v16;
+      v24[1].specular = 0;
+      v21 = 0;
+      v24[1].rhw = 0.001;
+      v20 = 0;
+      v24[1].texcoord.x = 0.0;
+      v24[1].texcoord.y = 0.0;
+      //v19 = pRenderer->pRenderD3D->pDevice;
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, nullptr));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(
+              D3DPT_LINELIST,
+              D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
+              v24,
+              2,
+              16));
+      return;
+    }
+    v11 = (char *)&a1[0].flt_2C;
+    v12 = 20;
+    do
+    {
+      *(float *)v11 = 0.0;
+      v11 += 48;
+      --v12;
+    }
+    while ( v12 );
+    v21 = 0;
+    v20 = (const char *)1;
+    v19 = (IDirect3DDevice3 *)4;
+    v13 = pLineBegin->vWorldPosition.x;
+    uOutNumVertices = 2;
+    a1[0].vWorldPosition.x = v13;
+    v14 = pLineBegin->vWorldPosition.z;
+    a1[0].vWorldPosition.y = pLineBegin->vWorldPosition.y;
+    a1[0].vWorldPosition.z = v14;
+    a1[1].vWorldPosition.x = pLineEnd->vWorldPosition.x;
+    v15 = pLineEnd->vWorldPosition.z;
+    a1[1].vWorldPosition.y = pLineEnd->vWorldPosition.y;
+    a1[1].vWorldPosition.z = v15;
+    if ( _437285_prolly_colide_vertices_against_frustrum(
+           a1,
+           &uOutNumVertices,
+           pVertices,
+           this->std__vector_000034_prolly_frustrum,
+           4,
+           1,
+           0) != 1
+      || (signed int)uOutNumVertices >= 2 )
+    {
+      ViewTransform(pVertices, 2u);
+      Project(pVertices, 2u, 0);
+      goto LABEL_11;
+    }
+  }
+  else
+    MessageBoxW(nullptr, L"draw_debug_line() not implemented for SW rendering", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Core3D.cpp:1383", 0);
+}
+
+
+//----- (00437A55) --------------------------------------------------------
+void IndoorCameraD3D::debug_outline_d3d(const RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff)
+{
+  unsigned int v5; // esi@1
+  const RenderVertexD3D3 *v6; // ecx@2
+  unsigned int v7; // ebx@2
+  const RenderVertexD3D3 *v8; // edi@3
+  IndoorCameraD3D *thisa; // [sp+10h] [bp-4h]@1
+
+  v5 = 0;
+  thisa = this;
+  if ( (signed int)(uNumLines - 1) > 0 )
+  {
+    v6 = pLineVertices;
+    v7 = uNumLines - 1;
+    v5 = uNumLines - 1;
+    do
+    {
+      v8 = v6 + 1;
+      do_draw_debug_line_d3d(v6, uDiffuse, v6 + 1, uDiffuse, z_stuff);
+      --v7;
+      v6 = v8;
+    }
+    while ( v7 );
+  }
+  do_draw_debug_line_d3d(&pLineVertices[v5], uDiffuse, pLineVertices, uDiffuse, z_stuff);
+}
+
+
+//----- (004379EE) --------------------------------------------------------
+void IndoorCameraD3D::debug_outline_sw(RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5)
+{
+  unsigned int v5; // esi@1
+  RenderVertexSoft *v6; // eax@2
+  RenderVertexSoft *v7; // edi@3
+  char v8; // zf@3
+  IndoorCameraD3D *v9; // [sp+10h] [bp-4h]@1
+  unsigned int uNumVerticesa; // [sp+20h] [bp+Ch]@2
+
+  v9 = this;
+  v5 = 0;
+  if ( (signed int)(uNumVertices - 1) > 0 )
+  {
+    v6 = a2;
+    v5 = uNumVertices - 1;
+    uNumVerticesa = uNumVertices - 1;
+    do
+    {
+      v7 = v6 + 1;
+      do_draw_debug_line_sw(v6, uDiffuse, v6 + 1, uDiffuse, 0, a5);
+      v8 = uNumVerticesa-- == 1;
+      v6 = v7;
+    }
+    while ( !v8 );
+  }
+  do_draw_debug_line_sw(&a2[v5], uDiffuse, a2, uDiffuse, 0, a5);
+}
+
+
+//----- (00437906) --------------------------------------------------------
+void IndoorCameraD3D::PrepareAndDrawDebugOutline(BLVFace *pFace, unsigned int uDiffuse)
+{
+  char *v3; // eax@2
+  signed int v4; // ecx@2
+  signed int v5; // ebx@5
+  Vec3_short_ *v6; // edx@6
+  char *v7; // esi@6
+  signed int v8; // ecx@7
+  IndoorCameraD3D *thisa; // [sp+8h] [bp-4h]@1
+
+  thisa = this;
+
+  
+  static RenderVertexSoft static_sub_437906_array_50CDD0[64];
+  static bool __init_flag1 = false;
+  if (!__init_flag1)
+  {
+    __init_flag1 = true;
+
+    for (uint i = 0; i < 64; ++i)
+      static_sub_437906_array_50CDD0[i].flt_2C = 0.0f;
+  }
+
+  v5 = 0;
+  if ( pFace->uNumVertices )
+  {
+    v6 = pIndoor->pVertices;
+    v7 = (char *)&static_sub_437906_array_50CDD0[0].vWorldPosition.y;
+    do
+    {
+      v8 = v5++;
+      *((float *)v7 - 1) = (double)v6[pFace->pVertexIDs[v8]].x;
+      *(float *)v7 = (double)v6[pFace->pVertexIDs[v8]].y;
+      v7 += 48;
+      *((float *)v7 - 11) = (double)v6[pFace->pVertexIDs[v8]].z;
+      *((float *)v7 - 4) = (double)pFace->pVertexUIDs[v8];
+      *((float *)v7 - 3) = (double)pFace->pVertexVIDs[v8];
+    }
+    while ( v5 < pFace->uNumVertices );
+  }
+  debug_outline_sw(static_sub_437906_array_50CDD0, pFace->uNumVertices, uDiffuse, 0.0);
+}
+// 50D9D0: using guessed type char static_sub_437906_byte_50D9D0_init_flag;
+
+
+//----- (004378BA) --------------------------------------------------------
+void IndoorCameraD3D::MatrixMultiply(Matrix3x3_float_ *a1, Matrix3x3_float_ *a2, Matrix3x3_float_ *out)
+{
+  float *v4; // ecx@1
+  float *v5; // eax@1
+  signed int v6; // ebx@1
+  float *v7; // edx@2
+  float *v8; // ecx@2
+  signed int v9; // edi@2
+  double v10; // st7@3
+  double v11; // st6@3
+
+  v4 = (float *)out;
+  v5 = &a1->_12;
+  v6 = 3;
+  do
+  {
+    v7 = v4;
+    v8 = &a2->_21;
+    v9 = 3;
+    do
+    {
+      v10 = v8[3] * v5[1] + *(v8 - 3) * *(v5 - 1);
+      v11 = *v8 * *v5;
+      ++v8;
+      *v7 = v10 + v11;
+      ++v7;
+      --v9;
+    }
+    while ( v9 );
+    v5 += 3;
+    --v6;
+    v4 = v7;
+  }
+  while ( v6 );
+}
+
+
+//----- (004376E7) --------------------------------------------------------
+void IndoorCameraD3D::CreateWorldMatrixAndSomeStuff()
+{
+  //IndoorCameraD3D *v1; // esi@1
+  double v2; // st7@1
+  //signed int v3; // edi@1
+  //int v4; // eax@1
+  //double v5; // st7@2
+  //double v6; // st7@3
+  Matrix3x3_float_ m1; // [sp+10h] [bp-B8h]@1
+  Matrix3x3_float_ m2; // [sp+34h] [bp-94h]@1
+  Matrix3x3_float_ m3; // [sp+58h] [bp-70h]@1
+  Matrix3x3_float_ m4; // [sp+7Ch] [bp-4Ch]@1
+  Matrix3x3_float_ m5; // [sp+A0h] [bp-28h]@1
+  float v12; // [sp+C4h] [bp-4h]@1
+
+ //RotationZ(0)
+  m5._11 = cosf(0);         m5._12 = sinf(0);        m5._13 = 0;
+  m5._21 = -sinf(0);        m5._22 = cosf(0);        m5._23 = 0;
+  m5._31 = 0;               m5._32 = 0;              m5._33 = 1;
+
+  float cos_x1 = pIndoorCamera->fRotationXCosine,
+        sin_x1 = pIndoorCamera->fRotationXSine;
+ //RotationX(x)
+  m4._11 = 1;               m4._12 = 0;              m4._13 = 0;
+  m4._21 = 0;               m4._22 = cos_x1;         m4._23 = sin_x1;
+  m4._31 = 0;               m4._32 = -sin_x1;        m4._33 = cos_x1;
+  
+  float cos_y1 = pIndoorCamera->fRotationYCosine,
+        sin_y1 = pIndoorCamera->fRotationYSine;
+ //RotationY(some_angle)
+  m3._11 = cos_y1;          m3._12 = 0;              m3._13 = -sin_y1;
+  m3._21 = 0;               m3._22 = 1;              m3._23 = 0;
+  m3._31 = sin_y1;          m3._32 = 0;              m3._33 = cos_y1;
+
+  MatrixMultiply(&m5, &m3, &m1);
+  MatrixMultiply(&m4, &m1, &m2);
+
+  for (uint i = 0; i < 3; ++i)
+  {
+    field_4[0].v[i] = m2.v[1][i];
+    field_4[1].v[i] = m2.v[0][i];
+    field_4[2].v[i] = m2.v[2][i];
+  }
+
+  inv_fov = 1.1344639;
+  fov_x = (double)pViewport->uScreenWidth * 0.8814736;
+
+  fov_y = 0.8814736 * (double)pViewport->uScreenHeight;
+  fov = fov_y;
+  if ( fov_x > fov )
+    fov = fov_x;
+  screenCenterX = (double)pViewport->uScreenCenterX;
+  screenCenterY = (double)(pViewport->uScreenCenterY - pViewport->uScreenY);
+}
+
+
+//----- (00437691) --------------------------------------------------------
+void IndoorCameraD3D::Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut)
+{
+  pOut->y = field_4[1].x * pVector->x + field_4[0].x * pVector->y + field_4[2].x * pVector->z;
+  pOut->z = field_4[1].y * pVector->x + field_4[0].y * pVector->y + field_4[2].y * pVector->z;
+  pOut->x = field_4[1].z * pVector->x + field_4[0].z * pVector->y + field_4[2].z * pVector->z;
+}
+
+//----- (00437607) --------------------------------------------------------
+void IndoorCameraD3D::_437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2)
+{
+  double v4; // st7@1
+  IndoorCameraD3D_Vec3 v8; // [sp+8h] [bp-1Ch]@1
+
+  v8.x = (double)pIndoorCamera->pos.x;
+  v8.y = (double)pIndoorCamera->pos.y;
+  v8.z = (double)pIndoorCamera->pos.z;
+  Vec3Transform(a1, a2);
+
+  v4 = v8.x * a2->x + v8.y * a2->y + v8.z * a2->z;
+  a2->dot = v4 + 0.000099999997;
+}
+
+//----- (004374E8) --------------------------------------------------------
+void IndoorCameraD3D::_4374E8_ProllyBuildFrustrum()
+{
+  //IndoorCameraD3D *v1; // esi@1
+  //double v2; // st7@1
+  double v3; // st7@1
+  //double v4; // st7@1
+  double v5; // st7@1
+  //double v6; // st7@1
+  IndoorCameraD3D_Vec3 v7; // [sp+Ch] [bp-24h]@1
+  //float v8; // [sp+10h] [bp-20h]@1
+  //float v9; // [sp+14h] [bp-1Ch]@1
+  //float v10; // [sp+18h] [bp-18h]@1
+  //float v11; // [sp+1Ch] [bp-14h]@1
+  //float v12; // [sp+20h] [bp-10h]@1
+  //int v13; // [sp+2Ch] [bp-4h]@1
+
+  //v1 = this;
+  //IndoorCameraD3D_Vec3::IndoorCameraD3D_Vec3(&v7);
+  //v2 = 2.0 / inv_fov;
+  //v13 = 0;
+  v3 = atan(2.0 / inv_fov * fov / fov_x);
+  //v12 = v3;
+  //v11 = sin(v3);
+  //v4 = cos(v3);
+  v7.x = -sin(v3);
+  v7.y = 0.0;
+  v7.z = cos(v3);
+  _437607(&v7, std__vector_000034_prolly_frustrum);
+  v7.x = sin(v3);
+  _437607(&v7, &std__vector_000034_prolly_frustrum[1]);
+  v5 = atan(2.0 / inv_fov * fov / (fov_y + 0.5));
+  //v12 = v5;
+  //v11 = sin(v5);
+  //v6 = cos(v5);
+  v7.y = sin(v5);
+  v7.x = 0.0;
+  v7.z = cos(v5);
+  _437607(&v7, &std__vector_000034_prolly_frustrum[2]);
+  v7.y = -sin(v5);
+  _437607(&v7, &std__vector_000034_prolly_frustrum[3]);
+  //v13 = -1;
+  //IndoorCameraD3D_Vec3::dtor(&v7);
+}
+
+//----- (00437376) --------------------------------------------------------
+char IndoorCameraD3D::_437376(stru154 *thisa, RenderVertexSoft *a2, unsigned int *pOutNumVertices)
+{
+  unsigned int v4; // ebx@1
+  RenderVertexSoft *v5; // edx@2
+  double v6; // st7@3
+  unsigned int v7; // edi@5
+  signed int v8; // esi@6
+  int v9; // ebx@8
+  int v10; // eax@8
+  int v11; // ecx@14
+  int v12; // eax@14
+  int v13; // eax@15
+  signed int v14; // ebx@17
+  RenderVertexSoft *v15; // eax@18
+  unsigned int *v16; // eax@20
+  char result; // al@24
+  RenderVertexSoft v18; // [sp+Ch] [bp-34h]@2
+  int v19; // [sp+3Ch] [bp-4h]@8
+  signed int thisb; // [sp+48h] [bp+8h]@6
+  char a2_3; // [sp+4Fh] [bp+Fh]@5
+
+  v4 = *pOutNumVertices;
+  if ( (signed int)*pOutNumVertices <= 3
+    || ((v5 = a2,
+         memcpy(&v18, a2, sizeof(v18)),
+         (v18.vWorldPosition.z - (double)pBLVRenderParams->vPartyPos.z) * thisa->face_plane.vNormal.z
+       + (v18.vWorldPosition.y - (double)pBLVRenderParams->vPartyPos.y) * thisa->face_plane.vNormal.y
+       + (v18.vWorldPosition.x - (double)pBLVRenderParams->vPartyPos.x) * thisa->face_plane.vNormal.x < 0.0) ? (v6 = 1.0) : (v6 = -1.0),
+        a2_3 = 0,
+        memcpy(&v5[v4], v5, sizeof(v5[v4])),
+        memcpy(&v5[*pOutNumVertices + 1], &v5[1], sizeof(v5[*pOutNumVertices + 1])),
+        v7 = *pOutNumVertices,
+        (signed int)*pOutNumVertices <= 0) )
+    goto LABEL_28;
+  v8 = 1;
+  for ( thisb = 1; ; v8 = thisb )
+  {
+    v9 = v8 - 1;
+    v10 = v8 + 1;
+    v19 = v8 + 1;
+    if ( v8 - 1 >= (signed int)v7 )
+      v9 -= v7;
+    if ( v8 >= (signed int)v7 )
+      v8 -= v7;
+    if ( v19 >= (signed int)v7 )
+      v10 = v19 - v7;
+    v11 = (int)&v5[v10];
+    v12 = (int)&v5[v9];
+    if ( -0.009999999776482582 > ((v5[v8].vWorldViewProjX - *(float *)(v12 + 24))
+                                * (*(float *)(v11 + 28) - *(float *)(v12 + 28))
+                                - (v5[v8].vWorldViewProjY - *(float *)(v12 + 28))
+                                * (*(float *)(v11 + 24) - *(float *)(v12 + 24)))
+                               * v6 )
+    {
+      thisb = v19;
+      v16 = pOutNumVertices;
+    }
+    else
+    {
+      v13 = thisb;
+      if ( thisb >= (signed int)v7 )
+        v13 = thisb - v7;
+      v14 = v13;
+      if ( v13 < (signed int)v7 )
+      {
+        v15 = &v5[v13];
+        do
+        {
+          memcpy(v15, &v15[1], 0x30u);
+          ++v14;
+          ++v15;
+        }
+        while ( v14 < (signed int)*pOutNumVertices );
+      }
+      v16 = pOutNumVertices;
+      a2_3 = 1;
+      --*v16;
+    }
+    v7 = *v16;
+    if ( thisb - 1 >= (signed int)*v16 )
+      break;
+  }
+  if ( a2_3 )
+    result = 1;
+  else
+LABEL_28:
+    result = 0;
+  return result;
+}
+
+//----- (00437285) --------------------------------------------------------
+bool IndoorCameraD3D::_437285_prolly_colide_vertices_against_frustrum(RenderVertexSoft *a1, unsigned int *pOutNumVertices, RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused)
+{
+  char *v8; // eax@2
+  signed int v9; // ecx@2
+  //bool result; // eax@5
+  int v11; // ecx@5
+  //signed int v12; // ecx@6
+  //char *v13; // esi@6
+  RenderVertexSoft *v14; // eax@8
+  RenderVertexSoft *v15; // edx@8
+  Vec3_float_ a5; // [sp+18h] [bp-3Ch]@12
+  float v17; // [sp+44h] [bp-10h]@1
+  int v18; // [sp+48h] [bp-Ch]@5
+  //stru9 *thisa; // [sp+4Ch] [bp-8h]@1
+  int a7a; // [sp+53h] [bp-1h]@5
+  //bool a6a; // [sp+70h] [bp+1Ch]@5
+
+  v17 = 0.0;
+  //thisa = pGame->pStru9Instance;
+
+  
+  static RenderVertexSoft sr_vertices_50D9D8[64];
+
+  //result = 0;
+  a7a = 0;
+  v11 = 2 * (a6 == 0) + 1;
+  //a6a = 0;
+  v18 = v11;
+  if (uNumVertices <= 0)
+    return false;
+
+    //v12 = *pOutNumVertices;
+    //v13 = (char *)&a4->y;
+  uint i = 0;
+    while ( 1 )
+    {
+      if (i % 2)
+      {
+        v14 = a1;
+        v15 = sr_vertices_50D9D8;
+      }
+      else
+      {
+        v15 = a1;
+        v14 = sr_vertices_50D9D8;
+      }
+      if (i == uNumVertices - 1)
+        v14 = pVertices;
+      a5.x = a4[i].x;
+      a5.y = a4[i].y;
+      a5.z = a4[i].z;
+      pGame->pStru9Instance->_4985FB(v15, *pOutNumVertices, v14, pOutNumVertices, &a5, a4[i].dot, (char *)&a7a, _unused);
+      //v12 = *pOutNumVertices;
+      if (*pOutNumVertices < v18)
+        break;
+      //result = a6a;
+      //v13 += 24;
+      if (++i >= uNumVertices)
+        return a7a;
+    }
+    *pOutNumVertices = 0;
+  return true;
+}
+
+//----- (004371C3) --------------------------------------------------------
+bool IndoorCameraD3D::_4371C3(RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused)
+{
+  char *v4; // eax@2
+  signed int v5; // ecx@2
+  RenderVertexSoft *v6; // esi@5
+  unsigned int *v7; // edi@5
+  char *v8; // ecx@6
+  int v9; // eax@6
+  IndoorCameraD3D *thisa; // [sp+0h] [bp-Ch]@1
+  signed int v12; // [sp+4h] [bp-8h]@5
+  unsigned int pVerticesa; // [sp+14h] [bp+8h]@6
+  unsigned int pOutNumVerticesa; // [sp+18h] [bp+Ch]@6
+
+  thisa = this;
+
+  
+  static RenderVertexSoft static_4371C3_array_50E5E0[64];
+  static bool __init_flag1 = false;
+  if (!__init_flag1)
+  {
+    __init_flag1 = true;
+
+    for (uint i = 0; i < 64; ++i)
+      static_4371C3_array_50E5E0[i].flt_2C = 0.0f;
+  }
+
+  v12 = 0;
+  v6 = pVertices;
+  v7 = pOutNumVertices;
+  if ( (signed int)*pOutNumVertices > 0 )
+  {
+    pOutNumVerticesa = (char *)static_4371C3_array_50E5E0 - (char *)pVertices;
+    pVerticesa = (char *)&static_4371C3_array_50E5E0[0].vWorldViewProjY - (char *)pVertices;
+    v8 = (char *)&static_4371C3_array_50E5E0[0].vWorldPosition.y;
+    v9 = (int)&v6->vWorldPosition.z;
+    do
+    {
+      ++v12;
+      *((int *)v8 - 1) = *(int *)(v9 - 8);
+      *(int *)v8 = *(int *)(v9 - 4);
+      v8 += 48;
+      *(float *)(pOutNumVerticesa + v9) = *(float *)v9;
+      *(float *)(pVerticesa + v9) = *(float *)(v9 + 28);
+      *(float *)((char *)&static_4371C3_array_50E5E0[0].flt_20 - (char *)v6 + v9) = *(float *)(v9 + 32);
+      v9 += 48;
+    }
+    while ( v12 < (signed int)*v7 );
+  }
+  return _437285_prolly_colide_vertices_against_frustrum(
+           static_4371C3_array_50E5E0,
+           v7,
+           v6,
+           thisa->std__vector_000034_prolly_frustrum,
+           4,
+           0,
+           _unused);
+}
+// 50F1E0: using guessed type char static_sub_4371C3_byte_50F1E0_init_flags;
+
+//----- (00437143) --------------------------------------------------------
+int IndoorCameraD3D::_437143(unsigned int uNumInVertices, RenderVertexSoft *pOutVertices, RenderVertexSoft *pInVertices, unsigned int *pOutNumVertices)
+{
+  unsigned int v5; // edi@1
+  char *pOutVertices_; // edx@2
+  char *v7; // eax@2
+  unsigned int v8; // ebx@2
+  double v9; // st7@3
+  double v10; // st6@3
+  int result; // eax@5
+  unsigned int a2a; // [sp+10h] [bp+Ch]@2
+
+  v5 = uNumInVertices;
+  if ( (signed int)uNumInVertices > 0 )
+  {
+    pOutVertices_ = (char *)&pOutVertices->vWorldViewProjY;
+    v7 = (char *)&pInVertices->flt_20;
+    v8 = (char *)pOutVertices - (char *)pInVertices;
+    a2a = uNumInVertices;
+    do
+    {
+      *(float *)v7 = 1.0 / (*((float *)v7 - 5) + 0.0000001);
+      memcpy(pOutVertices_ - 28, v7 - 32, 0x30u);
+      v9 = (double)pOutdoorCamera->int_fov_rad * *(float *)&v7[v8];
+      v10 = (double)pViewport->uScreenCenterX - v9 * *((float *)v7 - 4);
+      v7 += 48;
+      *((float *)pOutVertices_ - 1) = v10;
+      *(float *)pOutVertices_ = (double)pViewport->uScreenCenterY - v9 * *((float *)v7 - 15);
+      pOutVertices_ += 48;
+      --a2a;
+    }
+    while ( a2a );
+    v5 = uNumInVertices;
+  }
+  result = (int)pOutNumVertices;
+  *pOutNumVertices = v5;
+  return result;
+}
+//----- (00436F09) --------------------------------------------------------
+void IndoorCameraD3D::_436F09_mess_with_lightmap__clipflag_4(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
+{
+  unsigned int *pOutNumVertices_; // ebx@1
+  double v6; // st7@2
+  signed int v7; // esi@2
+  char *v8; // edx@5
+  unsigned int v9; // eax@10
+  RenderVertexSoft *v10; // ecx@11
+  double v11; // st6@11
+  double v12; // st6@12
+  unsigned int v13; // edi@14
+  unsigned __int8 v14; // c2@16
+  unsigned __int8 v15; // c3@16
+  unsigned int v16; // edi@17
+  bool a1a; // [sp+Ch] [bp+8h]@7
+  int a4a; // [sp+18h] [bp+14h]@5
+
+  pOutNumVertices_ = pOutNumVertices;
+  *pOutNumVertices = 0;
+  if ( uNumInVertices )
+  {
+    memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
+    v6 = (double)pOutdoorCamera->shading_dist_mist;
+    v7 = 0;
+    if ( v6 >= pInVertices->vWorldViewPosition.x )
+      v7 = 1;
+    if ( uNumInVertices + 1 > 1 )
+    {
+      a4a = uNumInVertices;
+      v8 = (char *)&pInVertices[1].u;
+      do
+      {
+        a1a = v6 >= *((float *)v8 - 6);
+        if ( v7 == a1a )
+        {
+          v10 = pOutVertices;
+          goto LABEL_23;
+        }
+        v9 = *pOutNumVertices_;
+        if ( a1a )
+        {
+          v10 = pOutVertices;
+          v11 = (v6 - *((float *)v8 - 18)) / (*((float *)v8 - 6) - *((float *)v8 - 18));
+          pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 5) - *((float *)v8 - 17)) * v11 + *((float *)v8 - 17);
+          pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 4) - *((float *)v8 - 16)) * v11
+                                                               + *((float *)v8 - 16);
+          pOutVertices[*pOutNumVertices_].u = (*(float *)v8 - *((float *)v8 - 12)) * v11 + *((float *)v8 - 12);
+          pOutVertices[*pOutNumVertices_].v = (*((float *)v8 + 1) - *((float *)v8 - 11)) * v11 + *((float *)v8 - 11);
+        }
+        else
+        {
+          v12 = (v6 - *((float *)v8 - 6)) / (*((float *)v8 - 18) - *((float *)v8 - 6));
+          pOutVertices[v9].vWorldViewPosition.y = (*((float *)v8 - 17) - *((float *)v8 - 5)) * v12 + *((float *)v8 - 5);
+          pOutVertices[*pOutNumVertices_].vWorldViewPosition.z = (*((float *)v8 - 16) - *((float *)v8 - 4)) * v12
+                                                               + *((float *)v8 - 4);
+          pOutVertices[*pOutNumVertices_].u = (*((float *)v8 - 12) - *(float *)v8) * v12 + *(float *)v8;
+          pOutVertices[*pOutNumVertices_].v = (*((float *)v8 - 11) - *((float *)v8 + 1)) * v12 + *((float *)v8 + 1);
+          v10 = pOutVertices;
+        }
+        v10[*pOutNumVertices_].vWorldViewPosition.x = v6;
+        v10[*pOutNumVertices_].flt_20 = 1.0 / v6;
+        if ( v7 )
+        {
+          v13 = (unsigned int)&v10[*pOutNumVertices_];
+          if ( *(float *)(v13 + 12) != *((float *)v8 - 18) || *(float *)(v13 + 16) != *((float *)v8 - 17) )
+            goto LABEL_21;
+          v14 = 0;
+          v15 = *(float *)(v13 + 20) == *((float *)v8 - 16);
+        }
+        else
+        {
+          v16 = (unsigned int)&v10[*pOutNumVertices_];
+          if ( *(float *)(v16 + 12) != *((float *)v8 - 6) || *(float *)(v16 + 16) != *((float *)v8 - 5) )
+          {
+LABEL_21:
+            ++*pOutNumVertices_;
+            goto LABEL_23;
+          }
+          v14 = 0;
+          v15 = *(float *)(v16 + 20) == *((float *)v8 - 4);
+        }
+        if ( !(v15 | v14) )
+          goto LABEL_21;
+LABEL_23:
+        if ( a1a )
+        {
+          memcpy(&v10[*pOutNumVertices_], v8 - 36, sizeof(v10[*pOutNumVertices_]));
+          pOutVertices[*pOutNumVertices_].flt_20 = 1.0 / (*((float *)v8 - 6) + 0.0000001);
+          pOutVertices[(*pOutNumVertices_)++].flt_2C = *((float *)v8 + 2);
+        }
+        v7 = a1a;
+        v8 += 48;
+        --a4a;
+      }
+      while ( a4a );
+    }
+    if ( (signed int)*pOutNumVertices_ < 3 )
+      *pOutNumVertices_ = 0;
+  }
+}
+
+
+//----- (00436CDC) --------------------------------------------------------
+void IndoorCameraD3D::_436CDC_mess_with_lightmap__clipflag_2(RenderVertexSoft *pInVertices, int uNumInVertices, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
+{
+  signed int v5; // esi@2
+  char *v6; // edx@5
+  unsigned int v7; // eax@10
+  RenderVertexSoft *v8; // ecx@11
+  double v9; // st6@11
+  double v10; // st6@12
+  unsigned int v11; // edi@14
+  unsigned __int8 v12; // c2@16
+  unsigned __int8 v13; // c3@16
+  unsigned int v14; // edi@17
+  bool a1a; // [sp+Ch] [bp+8h]@7
+
+  if ( uNumInVertices )
+  {
+    *pOutNumVertices = 0;
+    memcpy(&pInVertices[uNumInVertices], pInVertices, sizeof(pInVertices[uNumInVertices]));
+    v5 = 0;
+    if ( pInVertices->vWorldViewPosition.x >= 8.0 )
+      v5 = 1;
+    if ( uNumInVertices + 1 > 1 )
+    {
+      v6 = (char *)&pInVertices[1].u;
+      do
+      {
+        a1a = *((float *)v6 - 6) >= 8.0;
+        if ( v5 == a1a )
+        {
+          v8 = pOutVertices;
+          goto LABEL_23;
+        }
+        v7 = *pOutNumVertices;
+        if ( a1a )
+        {
+          v8 = pOutVertices;
+          v9 = (8.0 - *((float *)v6 - 18)) / (*((float *)v6 - 6) - *((float *)v6 - 18));
+          pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 5) - *((float *)v6 - 17)) * v9 + *((float *)v6 - 17);
+          pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 4) - *((float *)v6 - 16)) * v9
+                                                              + *((float *)v6 - 16);
+          pOutVertices[*pOutNumVertices].u = (*(float *)v6 - *((float *)v6 - 12)) * v9 + *((float *)v6 - 12);
+          pOutVertices[*pOutNumVertices].v = (*((float *)v6 + 1) - *((float *)v6 - 11)) * v9 + *((float *)v6 - 11);
+        }
+        else
+        {
+          v10 = (8.0 - *((float *)v6 - 6)) / (*((float *)v6 - 18) - *((float *)v6 - 6));
+          pOutVertices[v7].vWorldViewPosition.y = (*((float *)v6 - 17) - *((float *)v6 - 5)) * v10 + *((float *)v6 - 5);
+          pOutVertices[*pOutNumVertices].vWorldViewPosition.z = (*((float *)v6 - 16) - *((float *)v6 - 4)) * v10
+                                                              + *((float *)v6 - 4);
+          pOutVertices[*pOutNumVertices].u = (*((float *)v6 - 12) - *(float *)v6) * v10 + *(float *)v6;
+          pOutVertices[*pOutNumVertices].v = (*((float *)v6 - 11) - *((float *)v6 + 1)) * v10 + *((float *)v6 + 1);
+          v8 = pOutVertices;
+        }
+        v8[*pOutNumVertices].vWorldViewPosition.x = 8.0;
+        v8[*pOutNumVertices].flt_20 = 0.125;
+        if ( v5 )
+        {
+          v11 = (unsigned int)&v8[*pOutNumVertices];
+          if ( *(float *)(v11 + 12) != *((float *)v6 - 18) || *(float *)(v11 + 16) != *((float *)v6 - 17) )
+            goto LABEL_21;
+          v12 = 0;
+          v13 = *(float *)(v11 + 20) == *((float *)v6 - 16);
+        }
+        else
+        {
+          v14 = (unsigned int)&v8[*pOutNumVertices];
+          if ( *(float *)(v14 + 12) != *((float *)v6 - 6) || *(float *)(v14 + 16) != *((float *)v6 - 5) )
+          {
+LABEL_21:
+            ++*pOutNumVertices;
+            goto LABEL_23;
+          }
+          v12 = 0;
+          v13 = *(float *)(v14 + 20) == *((float *)v6 - 4);
+        }
+        if ( !(v13 | v12) )
+          goto LABEL_21;
+LABEL_23:
+        if ( a1a )
+        {
+          memcpy(&v8[*pOutNumVertices], v6 - 36, sizeof(v8[*pOutNumVertices]));
+          pOutVertices[(*pOutNumVertices)++].flt_20 = 1.0 / (*((float *)v6 - 6) + 0.0000001);
+        }
+        v5 = a1a;
+        v6 += 48;
+        --uNumInVertices;
+      }
+      while ( uNumInVertices );
+    }
+    if ( (signed int)*pOutNumVertices < 3 )
+      *pOutNumVertices = 0;
+  }
+}
+
+
+//----- (00436BB7) --------------------------------------------------------
+void IndoorCameraD3D::Project(RenderVertexSoft *pVertices, unsigned int uNumVertices, char a4)
+{
+  double v7; // st7@7
+  double v8; // st7@9
+  double v9; // st6@10
+  double v10; // st5@12
+  double v11; // st7@16
+  double v12; // st6@17
+  double v13; // st5@19
+  float uNumVerticesa; // [sp+14h] [bp+Ch]@13
+  float uNumVerticesb; // [sp+14h] [bp+Ch]@20
+
+  for (uint i = 0; i < uNumVertices; ++i)
+  {
+    if (byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
+    {
+      v7 = 1.0 / pVertices[i].vWorldViewPosition.x;
+
+      pVertices[i].vWorldViewProjX = pVertices[i].vWorldViewPosition.y * fov * v7 + screenCenterX;
+      pVertices[i].vWorldViewProjY = (signed int)pViewport->uViewportW - (pVertices[i].vWorldViewPosition.z * fov * v7 + screenCenterY);
+    }
+    else
+    {
+      extern void _outdoor_project(RenderVertexSoft *v);
+      _outdoor_project(pVertices + i);
+    }
+
+      if ( a4 )
+      {
+        __debugbreak();
+        v8 = (double)(signed int)pViewport->uViewportZ;
+        if ( v8 >= pVertices[i].vWorldViewProjX )
+          v9 = pVertices[i].vWorldViewProjX;
+        else
+          v9 = v8;
+        v10 = (double)(signed int)pViewport->uViewportX;
+        if ( v10 <= v9 )
+        {
+          if ( v8 >= pVertices[i].vWorldViewProjX)
+            v8 = pVertices[i].vWorldViewProjX;
+        }
+        else
+        {
+          uNumVerticesa = v10;
+          v8 = uNumVerticesa;
+        }
+        pVertices[i].vWorldViewProjX = v8;
+        v11 = (double)(signed int)pViewport->uViewportW;
+        if ( v11 >= pVertices[i].vWorldViewProjY)
+          v12 = pVertices[i].vWorldViewProjY;
+        else
+          v12 = v11;
+        v13 = (double)(signed int)pViewport->uViewportY;
+        if ( v13 <= v12 )
+        {
+          if ( v11 >= pVertices[i].vWorldViewProjY)
+            v11 = pVertices[i].vWorldViewProjY;
+        }
+        else
+        {
+          uNumVerticesb = v13;
+          v11 = uNumVerticesb;
+        }
+        pVertices[i].vWorldViewProjY = v11;
+      }
+  }
+}
+
+
+//----- (00436A9A) --------------------------------------------------------
+void IndoorCameraD3D::Project(signed int x, signed int y, signed int z, int *a5, int *a6)
+{
+  double v6; // ST00_8@2
+  //double v7; // ST08_8@2
+  //double v8; // ST00_8@2
+  signed __int64 v9; // qtt@3
+  int v10; // ST04_4@3
+  float a2a; // [sp+18h] [bp+8h]@2
+  float a2b; // [sp+18h] [bp+8h]@2
+
+  if ( pRenderer->pRenderD3D )
+  {
+    v6 = 1.0 / (double)x;
+    a2a = (double)y * fov * v6 + screenCenterX;
+    //v7 = a2a + 6.7553994e15;
+    *a5 = floorf(a2a + 0.5f);
+    a2b = (double)z * fov * v6 + screenCenterY;
+    //v8 = a2b + 6.7553994e15;
+    *a6 = pViewport->uViewportW - floorf(a2b + 0.5f);
+  }
+  else
+  {
+    LODWORD(v9) = pBLVRenderParams->field_40 << 16;
+    HIDWORD(v9) = pBLVRenderParams->field_40 >> 16;
+    v10 = v9 / x;
+    LODWORD(v9) = pBLVRenderParams->field_40 << 16;
+    HIDWORD(v9) = pBLVRenderParams->field_40 >> 16;
+    *a5 = pBLVRenderParams->uViewportCenterX
+        - ((signed int)(((unsigned __int64)(v10 * (signed __int64)y) >> 16) + 32768) >> 16);
+    *a6 = pBLVRenderParams->uViewportCenterY - ((signed int)(((unsigned __int64)(v9 / x * z) >> 16) + 32768) >> 16);
+  }
+}
+
+//----- (00436A6D) --------------------------------------------------------
+double IndoorCameraD3D::GetPolygonMinZ(RenderVertexSoft *pVertices, unsigned int uStripType)
+{
+  unsigned int v3; // edx@1
+  double result; // st7@1
+  float *v5; // ecx@2
+
+  v3 = uStripType;
+  result = 3.4028235e38;
+  if ( (signed int)uStripType > 0 )
+  {
+    v5 = &pVertices->vWorldPosition.z;
+    do
+    {
+      if ( *v5 < result )
+        result = *v5;
+      v5 += 12;
+      --v3;
+    }
+    while ( v3 );
+  }
+  return result;
+}
+
+
+//----- (00436A24) --------------------------------------------------------
+struct IDirect3DTexture2 *IndoorCameraD3D::LoadTextureAndGetHardwarePtr(char *Str1)
+{
+  return pBitmaps_LOD->pHardwareTextures[pBitmaps_LOD->LoadTexture(Str1)];
+}
+
+//----- (00436A40) --------------------------------------------------------
+double IndoorCameraD3D::GetPolygonMaxZ(RenderVertexSoft *pVertex, unsigned int uStripType)
+{
+  unsigned int v3; // edx@1
+  double result; // st7@1
+  float *v5; // ecx@2
+
+  v3 = uStripType;
+  result = 1.1754944e-38;
+  if ( (signed int)uStripType > 0 )
+  {
+    v5 = &pVertex->vWorldPosition.z;
+    do
+    {
+      if ( *v5 > result )
+        result = *v5;
+      v5 += 12;
+      --v3;
+    }
+    while ( v3 );
+  }
+  return result;
+}
\ No newline at end of file