diff LightmapBuilder.cpp @ 0:9c0607679772

init
author Ritor1
date Sat, 12 Jan 2013 09:45:18 +0600
parents
children ca142e247b73 5a08b193507f
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/LightmapBuilder.cpp	Sat Jan 12 09:45:18 2013 +0600
@@ -0,0 +1,1804 @@
+#include "LightmapBuilder.h"
+#include "Game.h"
+#include "stru314.h"
+#include "Outdoor.h"
+#include "Log.h"
+
+#include "mm7_data.h"
+
+
+
+
+
+
+
+LightsStack_StationaryLight_ *pStationaryLightsStack = new LightsStack_StationaryLight_;
+//StationaryLight pStationaryLights[400];
+//int uNumStationaryLightsApplied; // weak
+LightsStack_MobileLight_ *pMobileLightsStack = new LightsStack_MobileLight_;
+//MobileLight pMobileLights[400];
+//int uNumMobileLightsApplied;
+
+
+
+
+
+//----- (0045DF13) --------------------------------------------------------
+Lightmap::Lightmap()
+{
+  field_C18 = 0;
+}
+
+
+
+
+
+//----- (0045BB06) --------------------------------------------------------
+LightmapBuilder::LightmapBuilder()
+{
+}
+
+
+
+
+
+//----- (0045BC07) --------------------------------------------------------
+bool LightmapBuilder::ApplyLights(stru320 *a2, stru154 *a3, unsigned int uNumVertices, RenderVertexSoft *a5, IndoorCameraD3D_Vec4 *a6, char uClipFlag)
+{
+  Vec3_int_ pos; // [sp+2Ch] [bp-40h]@21
+  RenderVertexSoft *a9; // [sp+68h] [bp-4h]@8
+
+  if (!uNumVertices)
+    return false;
+
+  static RenderVertexSoft static_69B140[64];
+
+  a9 = a5;
+  if (a6)
+  {
+    for (uint i = 0; i < uNumVertices; ++i)
+      memcpy(static_69B140 + i, a5 + i, sizeof(RenderVertexSoft));
+
+    __debugbreak();
+    if (pGame->pIndoorCameraD3D->_437376(
+           a3,
+           static_69B140,
+           &uNumVertices) == 1)
+    {
+      if ( !uNumVertices )
+        return false;
+      a9 = static_69B140;
+    }
+  }
+
+  static stru314 static_69B110;
+  static_69B110.field_4.x = a3->face_plane.vNormal.x;
+  static_69B110.field_4.y = a3->face_plane.vNormal.y;
+  static_69B110.field_4.z = a3->face_plane.vNormal.z;
+  static_69B110.dist = a3->face_plane.dist;
+  if (!pGame->pIndoorCameraD3D->GetFacetOrientation(
+          a3->polygonType,
+          &static_69B110.field_4,
+          &static_69B110.field_10,
+          &static_69B110.field_1C))
+  {
+    MessageBoxW(nullptr, L"Error: Failed to get the facet orientation", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:119", 0);
+    ExitProcess(0);
+  }
+
+  for (uint i = 0; i < a2->uNumLightsApplied; ++i)
+  {
+    pos.x = a2->_blv_lights_xs[i];
+    pos.y = a2->_blv_lights_ys[i];
+    pos.z = a2->_blv_lights_zs[i];
+
+    uint uColorR = (uint)floorf(a2->_blv_lights_rs[i] * 255.0 + 0.5f) & 0xFF,
+         uColorG = (uint)floorf(a2->_blv_lights_gs[i] * 255.0 + 0.5f) & 0xFF,
+         uColorB = (uint)floorf(a2->_blv_lights_bs[i] * 255.0 + 0.5f) & 0xFF;
+    uint uColor = (uColorR << 16) | (uColorG << 8) | uColorB;
+    if (!uColor)
+      uColor = 0x00FFFFF;
+
+    if (!_45BE86_build_light_polygon(
+              &pos,
+              a2->_blv_lights_radii[i],
+              uColor,
+              a2->_blv_lights_light_dot_faces[i],
+              a2->_blv_lights_types[i],
+              &static_69B110,
+              uNumVertices,
+              a9,
+              uClipFlag) )
+    {
+      MessageBoxW(nullptr, L"Error: Failed to build light polygon", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:138", 0);
+    }
+  }
+  return true;
+}
+
+//----- (0045BE86) --------------------------------------------------------
+bool LightmapBuilder::_45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag)
+{
+  Lightmap *v11; // edi@3
+  double v17; // st7@5
+  double v24; // st7@6
+  int v31; // eax@8
+  int v32; // ebx@8
+  unsigned int v33; // ecx@8
+  int v34; // edx@9
+  int v35; // edx@11
+  unsigned int v36; // edx@13
+  int v37; // ecx@14
+  double v38; // st7@14
+  double v39; // st7@16
+  double v40; // st7@16
+  int v45; // eax@24
+  int v53; // [sp-8h] [bp-54h]@34
+
+  if (fabsf(radius) < 1e-6f)
+    return true;
+
+  v11 = uLightType & 1 ? &std__vector_000004[std__vector_000004_size] :
+                         &std__vector_183808[std__vector_183808_size];
+  flt_3C8C24 = radius - dot_dist;
+  flt_3C8C28 = sqrt((radius + dot_dist) * (radius - dot_dist));
+  flt_3C8C2C_lightmaps_brightness = 1.0 - (radius - flt_3C8C28) / radius;
+  v11->field_C08 = (double)pos->x - dot_dist * a7->field_4.x;
+  v11->field_C0A = (double)pos->y - dot_dist * a7->field_4.y;
+  v11->field_C0C = (double)pos->z - dot_dist * a7->field_4.z;
+
+  v17 = radius * flt_3C8C2C_lightmaps_brightness;
+  flt_3C8C30 = v17;
+  flt_3C8C0C = v17 * a7->field_10.x;
+  flt_3C8C10 = v17 * a7->field_10.y;
+  flt_3C8C14 = v17 * a7->field_10.z;
+  flt_3C8C18 = v17 * a7->field_1C.x;
+  flt_3C8C1C = v17 * a7->field_1C.y;
+  flt_3C8C20 = v17 * a7->field_1C.z;
+
+  /*
+  v11->pVertices[0].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
+  v11->pVertices[0].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
+  v11->pVertices[0].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
+  v11->pVertices[0].u = 0.0;
+  v11->pVertices[0].v = 0.0;
+
+  v11->pVertices[1].vWorldPosition.x = v11->field_C08 - flt_3C8C18 - flt_3C8C0C;
+  v11->pVertices[1].vWorldPosition.y = v11->field_C0A - flt_3C8C1C - flt_3C8C10;
+  v11->pVertices[1].vWorldPosition.z = v11->field_C0C - flt_3C8C20 - flt_3C8C14;
+  v11->pVertices[1].u = 0.0;
+  v11->pVertices[1].v = 1.0;
+
+  v11->pVertices[2].vWorldPosition.x = v11->field_C08 + flt_3C8C18 - flt_3C8C0C;
+  v11->pVertices[2].vWorldPosition.y = v11->field_C0A + flt_3C8C1C - flt_3C8C10;
+  v11->pVertices[2].vWorldPosition.z = v11->field_C0C + flt_3C8C20 - flt_3C8C14;
+  v11->pVertices[2].u = 1.0;
+  v11->pVertices[2].v = 1.0;
+
+  v11->pVertices[3].vWorldPosition.x = v11->field_C08 + flt_3C8C18 + flt_3C8C0C;
+  v11->pVertices[3].vWorldPosition.y = v11->field_C0A + flt_3C8C1C + flt_3C8C10;
+  v11->pVertices[3].vWorldPosition.z = v11->field_C0C + flt_3C8C20 + flt_3C8C14;
+  v11->pVertices[3].u = 1.0;
+  v11->pVertices[3].v = 0.0;
+  */
+
+  for (uint i = 0; i < 4; ++i)
+  {
+    v11->pVertices[i].vWorldPosition.x = v11->field_C08 - flt_3C8C18 + flt_3C8C0C;
+    v11->pVertices[i].vWorldPosition.y = v11->field_C0A - flt_3C8C1C + flt_3C8C10;
+    v11->pVertices[i].vWorldPosition.z = v11->field_C0C - flt_3C8C20 + flt_3C8C14;
+    v11->pVertices[i].u = 0.0;
+    v11->pVertices[i].v = 0.0;
+
+    v24 = a7->field_4.y * v11->pVertices[i].vWorldPosition.y
+        + a7->field_4.z * v11->pVertices[i].vWorldPosition.z
+        + a7->field_4.x * v11->pVertices[i].vWorldPosition.x
+        + a7->dist;
+
+    v11->pVertices[i].vWorldPosition.x -= v24 * a7->field_4.x;
+    v11->pVertices[i].vWorldPosition.y -= v24 * a7->field_4.y;
+    v11->pVertices[i].vWorldPosition.z -= v24 * a7->field_4.z;
+  }
+
+  v11->uColorMask = uColorMask;
+  v11->uNumVertices = 4;
+
+  if (~pGame->uFlags2 & 4)
+    v11->fBrightness = flt_3C8C2C_lightmaps_brightness;
+  else
+  {
+    Vec3_float_ a1; // [sp+2Ch] [bp-20h]@8
+    a1.x = (double)pos->x - v11->field_C08;
+    a1.y = (double)pos->y - v11->field_C0A;
+    a1.z = (double)pos->z - v11->field_C0C;
+    a1.Normalize();
+
+    auto dist_x = abs(pos->x - v11->field_C08), //v31
+         dist_y = abs(pos->y - v11->field_C0A), //v32  arg0a
+         dist_z = abs(pos->z - v11->field_C0C); //v33  _v64
+    v31 = dist_x;
+    v32 = dist_y;
+    v33 = dist_z;
+    if (v31 < dist_y)
+    {
+      v34 = v31;
+      v31 = dist_y;
+      v32 = v34;
+    }
+    if (v31 < dist_z)//SHIDWORD(v64) )
+    {
+      v35 = v31;
+      v31 = dist_z;//HIDWORD(v64);
+      v33 = v35;
+    }
+    if ( v32 < (signed int)v33 )
+    {
+      v36 = v33;
+      v33 = v32;
+      v32 = v36;
+    }
+    v37 = v33 >> 2;
+    //LODWORD(a5) = ((unsigned int)(11 * v32) >> 5) + v37 + v31;
+    v38 = (double)(signed)(((unsigned int)(11 * v32) >> 5) + v37 + v31);
+    if (v38 > radius)
+      return true;
+    //radius = (1 / radius) * v38;
+    if ( uLightType & 4 )
+    {
+      //v59 = (void *)v37;
+      //uLightType = flt_4D86CC;
+      //v58 = v37;
+      v39 = fabs(a1.x * a7->field_4.x + a1.z * a7->field_4.z + a1.y * a7->field_4.y);
+      v40 = v39 * 1.0 * flt_4D86CC;
+
+      v11->fBrightness = v40 - (1 / radius) * v38 * v40;
+    }
+    else if ( uLightType & 8 )
+    {
+        v40 = 1.0 * 1.0;
+        v11->fBrightness = v40 - (1 / radius) * v38;
+    }
+    else
+    {
+        MessageBoxW(nullptr, L"Invalid light type!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:277", 0);
+    }
+  }
+
+  if (!pGame->pStru9Instance->_4980B9(a9, uNumVertices,
+                                      a7->field_4.x, a7->field_4.y, a7->field_4.z,
+                                      v11->pVertices, &v11->uNumVertices))
+    return false;
+
+  //v44 = &v11->uNumVertices;
+  if (!v11->uNumVertices)
+    return true;
+
+  v45 = _45C6D6(uNumVertices, a9, v11);
+  if ( v45 != uNumVertices && v45 > 0 )
+    _45C4B9(uNumVertices, a9, v11);
+  //v59 = v11->uNumVertices;
+  //v46 = (RenderVertexSoft *)pLightmapVertices_;
+  pGame->pIndoorCameraD3D->ViewTransform(v11->pVertices, v11->uNumVertices);
+  //v59 = 0;
+  //v58 = v11->uNumVertices;
+  pGame->pIndoorCameraD3D->Project(v11->pVertices, v11->uNumVertices, 0);
+
+  unsigned int _a4 = 0;
+  if ( !(uClipFlag & 1) )
+    _a4 = 1;
+  else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+  {
+    if ( uClipFlag & 2 )
+    {
+      //v59 = &a4;
+      //v58 = (unsigned int)field_3C8C34;
+      //v57 = *v44;
+      pGame->pIndoorCameraD3D->_436CDC_mess_with_lightmap__clipflag_2(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
+
+      //v59 = v44;
+      //v58 = (unsigned int)field_3C8C34;
+      //v57 = (int)v46;
+      //v56 = a4;
+      pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
+    }
+    else if ( uClipFlag & 4 )
+    {
+      //v59 = &a4;
+      //v58 = (unsigned int)field_3C8C34;
+      //v57 = *v44;
+      pGame->pIndoorCameraD3D->_436F09_mess_with_lightmap__clipflag_4(v11->pVertices, v11->uNumVertices, field_3C8C34, &_a4);
+
+      //v59 = v44;
+      //v58 = (unsigned int)field_3C8C34;
+      //v57 = (int)v46;
+      //v56 = a4;
+      pGame->pIndoorCameraD3D->_437143(_a4, v11->pVertices, field_3C8C34, &v11->uNumVertices);
+    }
+    else
+      MessageBoxW(nullptr, L"Undefined clip flag specified", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:330", 0);
+  }
+  else
+    MessageBoxW(nullptr, L"Lightpoly builder native indoor clipping not implemented", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:335", 0);
+
+  if (_a4)
+  {
+    if (uLightType & 1)
+    {
+      //v48 = (char *)&std__vector_000004_size;
+      //v49 = std__vector_000004_size;
+      //v51 = __OFSUB__(std__vector_000004_size, 511);
+      //v50 = std__vector_000004_size - 511 < 0;
+      if (std__vector_000004_size < 512 - 1)
+        ++std__vector_000004_size;
+    }
+    else
+    {
+      //v48 = (char *)&std__vector_183808_size;
+      //v49 = std__vector_183808_size;
+      //v51 = __OFSUB__(std__vector_183808_size, 767);
+      //v50 = std__vector_183808_size - 767 < 0;
+      if (std__vector_183808_size < 768 - 1)
+        ++std__vector_183808_size;
+    }
+    //if ( v50 ^ v51 )
+    //  *(unsigned int *)v48 = v49 + 1;
+  }
+  return true;
+}
+
+//----- (0045C4B9) --------------------------------------------------------
+int LightmapBuilder::_45C4B9(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
+{
+  Lightmap *v4; // edi@1
+  int v5; // eax@1
+  signed int v6; // ecx@1
+  RenderVertexSoft *v7; // ebx@2
+  int v8; // edx@3
+  RenderVertexSoft *v9; // esi@3
+  int v10; // eax@6
+  char *v11; // edi@7
+  RenderVertexSoft *v12; // ecx@8
+  char v13; // bl@17
+  signed int v14; // edx@17
+  double v15; // st6@18
+  double v16; // st6@21
+  double v17; // st6@24
+  signed int v18; // edx@33
+  int v20; // [sp+4h] [bp-1Ch]@3
+  int v21; // [sp+8h] [bp-18h]@8
+  float v22; // [sp+Ch] [bp-14h]@23
+  float v23; // [sp+10h] [bp-10h]@20
+  int v24; // [sp+14h] [bp-Ch]@1
+  RenderVertexSoft *v25; // [sp+18h] [bp-8h]@2
+  char v26; // [sp+1Eh] [bp-2h]@17
+  char v27; // [sp+1Fh] [bp-1h]@17
+
+  v4 = pLightmap;
+  v5 = 0;
+  v6 = pLightmap->uNumVertices;
+  v24 = 0;
+  if ( v6 > 0 )
+  {
+    v7 = pLightmap->pVertices;
+    v25 = pLightmap->pVertices;
+    do
+    {
+      v20 = v5 + 1;
+      v8 = (v5 + 1) % v6;
+      v9 = &v4->pVertices[v8];
+      if ( v7->vWorldPosition.x != v9->vWorldPosition.x
+        || v7->vWorldPosition.y != v4->pVertices[v8].vWorldPosition.y
+        || v7->vWorldPosition.z != v4->pVertices[v8].vWorldPosition.z )
+      {
+        v10 = 0;
+        if ( a2 > 0 )
+        {
+          v11 = (char *)&a3->vWorldPosition.z;
+          do
+          {
+            v21 = v10 + 1;
+            v12 = &a3[(v10 + 1) % a2];
+            if ( (*((float *)v11 - 2) != v12->vWorldPosition.x
+               || *((float *)v11 - 1) != v12->vWorldPosition.y
+               || *(float *)v11 != v12->vWorldPosition.z)
+              && v7->vWorldPosition.x == *((float *)v11 - 2)
+              && v7->vWorldPosition.y == *((float *)v11 - 1)
+              && v7->vWorldPosition.z == *(float *)v11
+              && (v9->vWorldPosition.x != v12->vWorldPosition.x
+               || v9->vWorldPosition.y != v12->vWorldPosition.y
+               || v9->vWorldPosition.z != v12->vWorldPosition.z) )
+            {
+              v13 = 0;
+              v14 = 0;
+              v27 = 0;
+              v26 = 0;
+              if ( v9->vWorldPosition.x <= (double)v12->vWorldPosition.x )
+                v15 = v12->vWorldPosition.x - v9->vWorldPosition.x;
+              else
+                v15 = v9->vWorldPosition.x - v12->vWorldPosition.x;
+              v23 = v15;
+              if ( v9->vWorldPosition.y <= (double)v12->vWorldPosition.y )
+                v16 = v12->vWorldPosition.y - v9->vWorldPosition.y;
+              else
+                v16 = v9->vWorldPosition.y - v12->vWorldPosition.y;
+              v22 = v16;
+              if ( v9->vWorldPosition.z <= (double)v12->vWorldPosition.z )
+                v17 = v12->vWorldPosition.z - v9->vWorldPosition.z;
+              else
+                v17 = v9->vWorldPosition.z - v12->vWorldPosition.z;
+              if ( v23 < 1.0 )
+              {
+                v13 = 1;
+                v14 = 1;
+              }
+              if ( v22 < 1.0 )
+              {
+                v27 = 1;
+                ++v14;
+              }
+              if ( v17 < 1.0 )
+              {
+                v26 = 1;
+                ++v14;
+              }
+              if ( v14 > 1 )
+              {
+                v18 = 0;
+                if ( v13 && v9->vWorldPosition.x != v12->vWorldPosition.x )
+                {
+                  v18 = 1;
+                  v9->vWorldPosition.x = v12->vWorldPosition.x;
+                }
+                if ( v27 && v9->vWorldPosition.y != v12->vWorldPosition.y )
+                {
+                  ++v18;
+                  v9->vWorldPosition.y = v12->vWorldPosition.y;
+                }
+                if ( v26 && v9->vWorldPosition.z != v12->vWorldPosition.z )
+                {
+                  ++v18;
+                  v9->vWorldPosition.z = v12->vWorldPosition.z;
+                }
+                if ( v18 > 0 )
+                  ++v24;
+              }
+              v7 = v25;
+            }
+            ++v10;
+            v11 += 48;
+          }
+          while ( v21 < a2 );
+          v4 = pLightmap;
+        }
+      }
+      v5 = v20;
+      v6 = v4->uNumVertices;
+      ++v7;
+      v25 = v7;
+    }
+    while ( v20 < v6 );
+  }
+  return v24;
+}
+
+//----- (0045C6D6) --------------------------------------------------------
+int LightmapBuilder::_45C6D6(int a2, RenderVertexSoft *a3, Lightmap *pLightmap)
+{
+  Lightmap *v4; // edi@1
+  signed int v5; // ebx@1
+  signed int v6; // esi@1
+  RenderVertexSoft *v7; // ecx@2
+  char *v8; // edx@4
+  double v9; // st7@6
+  double v10; // st6@10
+  double v11; // st5@14
+  double v12; // st7@17
+  RenderVertexSoft *v13; // eax@21
+  int v15; // [sp+Ch] [bp-8h]@1
+  float v16; // [sp+10h] [bp-4h]@1
+  int pLightmapa; // [sp+24h] [bp+10h]@3
+
+  v4 = pLightmap;
+  v5 = 0;
+  v6 = -1;
+  v16 = 3.4028235e38;
+  v15 = 0;
+  if ( (signed int)pLightmap->uNumVertices > 0 )
+  {
+    v7 = pLightmap->pVertices;
+    do
+    {
+      pLightmapa = 0;
+      if ( a2 > 0 )
+      {
+        v8 = (char *)&a3->vWorldPosition.z;
+        do
+        {
+          if ( v7->vWorldPosition.x <= (double)*((float *)v8 - 2) )
+            v9 = *((float *)v8 - 2) - v7->vWorldPosition.x;
+          else
+            v9 = v7->vWorldPosition.x - *((float *)v8 - 2);
+          if ( v9 < 2.0 )
+          {
+            v10 = v7->vWorldPosition.y <= (double)*((float *)v8 - 1) ? *((float *)v8 - 1) - v7->vWorldPosition.y : v7->vWorldPosition.y - *((float *)v8 - 1);
+            if ( v10 < 2.0 )
+            {
+              v11 = v7->vWorldPosition.z <= (double)*(float *)v8 ? *(float *)v8 - v7->vWorldPosition.z : v7->vWorldPosition.z - *(float *)v8;
+              if ( v11 < 2.0 )
+              {
+                v12 = v9 + v11 + v10;
+                if ( v12 < v16 )
+                {
+                  v16 = v12;
+                  v6 = pLightmapa;
+                }
+              }
+            }
+          }
+          ++pLightmapa;
+          v8 += 48;
+        }
+        while ( pLightmapa < a2 );
+        if ( v6 != -1 )
+        {
+          v13 = &a3[v6];
+          ++v15;
+          v7->vWorldPosition.x = v13->vWorldPosition.x;
+          v7->vWorldPosition.y = v13->vWorldPosition.y;
+          v7->vWorldPosition.z = v13->vWorldPosition.z;
+        }
+      }
+      v6 = -1;
+      ++v5;
+      ++v7;
+      v16 = 3.4028235e38;
+    }
+    while ( v5 < (signed int)v4->uNumVertices );
+  }
+  return v15;
+}
+
+//----- (0045C7F6) --------------------------------------------------------
+bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID)
+{
+  auto pFace = &pIndoor->pFaces[uFaceID];
+  auto pSector = pIndoor->pSectors + pFace->uSectorID;
+
+  stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16;
+
+  uint uNumLightsApplied = 0;
+  for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
+  {
+    if (uNumLightsApplied >= 20)
+      break;
+
+    ApplyLight_BLV((StationaryLight *)(pMobileLightsStack->pLights + i), pFace, &uNumLightsApplied, true, 0);
+  }
+
+  for (uint i = 0; i < pSector->uNumLights; ++i)
+  {
+    if (uNumLightsApplied >= 20 )
+      break;
+
+    auto pLight = &pIndoor->pLights[pSector->pLights[i]];
+    if (~pLight->uAtributes & 0x08)
+      ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &byte_4E94D0);
+  }
+
+  for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
+  {
+    if (uNumLightsApplied >= 20)
+      break;
+
+    ApplyLight_BLV(pStationaryLightsStack->pLights + i, pFace, &uNumLightsApplied, false, &byte_4E94D0);
+  }
+
+  stru_F8AD28.uNumLightsApplied = uNumLightsApplied;
+  return true;
+}
+
+//----- (0045C911) --------------------------------------------------------
+bool LightmapBuilder::ApplyLight_BLV(StationaryLight *pLight, BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
+{
+  double v13; // st7@8
+
+  if (!pLight->uRadius)
+    return false;
+
+  if (pLight->vPosition.x > a2->pBounding.x1 - pLight->uRadius &&
+      pLight->vPosition.x < a2->pBounding.x2 + pLight->uRadius &&
+      pLight->vPosition.y > a2->pBounding.y1 - pLight->uRadius &&
+      pLight->vPosition.y < a2->pBounding.y2 + pLight->uRadius &&
+      pLight->vPosition.z > a2->pBounding.z1 - pLight->uRadius &&
+      pLight->vPosition.z < a2->pBounding.z2 + pLight->uRadius)
+  {
+    v13 = (double)pLight->vPosition.z * a2->pFacePlane.vNormal.z +
+          (double)pLight->vPosition.y * a2->pFacePlane.vNormal.y +
+          (double)pLight->vPosition.x * a2->pFacePlane.vNormal.x +
+          a2->pFacePlane.dist;
+    if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius)
+    {
+      auto slot = *pSlot;
+
+      stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius;
+      stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius;
+      stru_F8AD28._blv_lights_xs[slot] = pLight->vPosition.x;
+      stru_F8AD28._blv_lights_ys[slot] = pLight->vPosition.y;
+      stru_F8AD28._blv_lights_zs[slot] = pLight->vPosition.z;
+      stru_F8AD28._blv_lights_rs[slot] = (double)pLight->uLightColorR / 255.0f;
+      stru_F8AD28._blv_lights_gs[slot] = (double)pLight->uLightColorG / 255.0f;
+      stru_F8AD28._blv_lights_bs[slot] = (double)pLight->uLightColorB / 255.0f;
+      stru_F8AD28._blv_lights_light_dot_faces[slot] = abs((int)floorf(v13 + 0.5f));
+      stru_F8AD28._blv_lights_types[slot] = pLight->uLightType;
+
+      *pSlot += 1;
+      return true;
+    }
+  }
+
+  return false;
+}
+
+//----- (0045CA88) --------------------------------------------------------
+int LightmapBuilder::_45CA88(stru320 *a2, RenderVertexSoft *a3, int a4, Vec3_float_ *pNormal)
+{
+  int result; // eax@1
+  stru320 *v6; // ecx@2
+  RenderVertexSoft *v7; // ebx@2
+  double v8; // st7@2
+  double v9; // st6@2
+  char *v10; // eax@3
+  double v11; // st7@5
+  __int64 v12; // ST2C_8@5
+  float v13; // edx@5
+  int v14; // eax@5
+  float v15; // ST10_4@5
+  Vec3_float_ v16; // ST00_12@5
+  double v17; // st7@5
+  int a5; // [sp+2Ch] [bp-1Ch]@1
+  float v19; // [sp+30h] [bp-18h]@1
+  float v20; // [sp+34h] [bp-14h]@1
+  LightmapBuilder *thisa; // [sp+38h] [bp-10h]@1
+  int v22; // [sp+3Ch] [bp-Ch]@1
+  int *j; // [sp+40h] [bp-8h]@3
+  int i; // [sp+44h] [bp-4h]@1
+  int a3a; // [sp+58h] [bp+10h]@2
+
+  *(float *)&a5 = 0.0;
+  v19 = 0.0;
+  thisa = this;
+  v20 = 0.0;
+  result = _45CBD4(a3, a4, dword_69B010, &v22);
+  for ( i = 0; i < v22; result = i )
+  {
+    v6 = a2;
+    a3a = 0;
+    v7 = &a3[dword_69B010[i]];
+    v8 = v7->vWorldPosition.z;
+    v9 = v7->vWorldPosition.y;
+    *(float *)&a5 = v7->vWorldPosition.x;
+    v19 = v9;
+    v20 = v8;
+    v7->flt_2C = 0.0;
+    if ( a2->uNumLightsApplied > 0 )
+    {
+      v10 = (char *)a2->_blv_lights_ys;
+      for ( j = a2->_blv_lights_ys; ; v10 = (char *)j )
+      {
+        v11 = (double)*((signed int *)v10 - 60);
+        LODWORD(v12) = *((unsigned int *)v10 - 20);
+        HIDWORD(v12) = *(unsigned int *)v10;
+        LODWORD(v13) = *((unsigned int *)v10 + 60);
+        v14 = a3a;
+        LOBYTE(v14) = v6->_blv_lights_types[a3a];
+        v15 = v11;
+        *(_QWORD *)&v16.x = v12;
+        v16.z = v13;
+        v17 = _45CC0C_light(v16/*COERCE_VEC3_FLOAT_(v16.x)*/, 1.0, v15, pNormal, *(float *)&a5/*COERCE_FLOAT(&a5)*/, v14)
+            + v7->flt_2C;
+        ++a3a;
+        ++j;
+        v7->flt_2C = v17;
+        if ( a3a >= a2->uNumLightsApplied )
+          break;
+        v6 = a2;
+      }
+    }
+    ++i;
+  }
+  return result;
+}
+
+//----- (0045CB89) --------------------------------------------------------
+int LightmapBuilder::_45CB89(RenderVertexSoft *a1, int a2)
+{
+  int v3; // edx@1
+  int result; // eax@2
+  char *v5; // ecx@2
+  double v6; // st7@4
+  __int16 v7; // fps@4
+  char v8; // c0@4
+  char v9; // c2@4
+  char v10; // c3@4
+  double v11; // st7@5
+  double v12; // st7@6
+  __int16 v13; // fps@6
+  char v14; // c0@6
+  char v15; // c2@6
+  char v16; // c3@6
+
+  v3 = a2;
+  if ( a2 > 0 )
+  {
+    HIWORD(result) = HIWORD(a1);
+    v5 = (char *)&a1->flt_2C;
+    do
+    {
+      if ( *(float *)v5 < 0.0
+        || (v6 = *(float *)v5, /*UNDEF(v7),*/ v8 = 1.0 < v6, v9 = 0, v10 = 1.0 == v6, LOWORD(result) = v7, v6 <= 1.0) )
+      {
+        v12 = *(float *)v5;
+        //UNDEF(v13);
+        v14 = 0.0 < v12;
+        v15 = 0;
+        v16 = 0.0 == v12;
+        LOWORD(result) = v13;
+        if ( v12 >= 0.0 )
+          v11 = *(float *)v5;
+        else
+          v11 = 0.0;
+      }
+      else
+      {
+        v11 = 1.0;
+      }
+      *(float *)v5 = v11;
+      v5 += 48;
+      --v3;
+    }
+    while ( v3 );
+  }
+  return result;
+}
+
+//----- (0045CBD4) --------------------------------------------------------
+int LightmapBuilder::_45CBD4(RenderVertexSoft *a2, int a3, int *a4, int *a5)
+{
+  int result; // eax@1
+  int v6; // edx@1
+  int v7; // ecx@2
+  int v8; // esi@2
+
+  result = (int)a5;
+  v6 = 0;
+  for ( *a5 = 0; v6 < a3; ++v6 )
+  {
+    v7 = *a5;
+    v8 = 0;
+    if ( *a5 <= 0 )
+    {
+LABEL_5:
+      a4[v7] = v6;
+      ++*a5;
+    }
+    else
+    {
+      while ( a4[v8] != v6 )
+      {
+        ++v8;
+        if ( v8 >= v7 )
+          goto LABEL_5;
+      }
+    }
+  }
+  return result;
+}
+
+//----- (0045CC0C) --------------------------------------------------------
+double LightmapBuilder::_45CC0C_light(Vec3_float_ a1, float a2, float a3, Vec3_float_ *pNormal, float a5, int uLightType)
+{
+  float v7; // esi@1
+  int v8; // eax@1
+  int v9; // ebx@1
+  unsigned int v10; // ecx@1
+  int v11; // edx@2
+  int v12; // edx@4
+  unsigned int v13; // edx@6
+  double v14; // st7@7
+  double result; // st7@8
+  double v16; // st7@9
+  int v17; // esi@9
+  const char *v18; // ecx@9
+  double v19; // st7@10
+  double v20; // st7@10
+  std::string v21; // [sp-10h] [bp-40h]@13
+  const char *v22[6]; // [sp+0h] [bp-30h]@10
+  double v23; // [sp+18h] [bp-18h]@1
+  double v24; // [sp+20h] [bp-10h]@1
+  int v25; // [sp+28h] [bp-8h]@1
+  int v26; // [sp+2Ch] [bp-4h]@1
+
+  v7 = a5;
+  LODWORD(a5) = *(unsigned int *)(LODWORD(a5) + 8);
+  //v24 = a5 + 6.7553994e15;
+  v26 = floorf(a5 + 0.5f);//LODWORD(v24);
+  LODWORD(a5) = *(unsigned int *)(LODWORD(v7) + 4);
+  //v24 = a5 + 6.7553994e15;
+  auto _v24 = floorf(a5 + 0.5f);
+  LODWORD(a5) = *(unsigned int *)LODWORD(v7);
+  //v23 = a5 + 6.7553994e15;
+  auto _v23 = floorf(a5 + 0.5f);
+  //*(_QWORD *)((char *)&v24 + 4) = __PAIR__(LODWORD(v24), LODWORD(v23));
+  v26 = abs((signed)LODWORD(a1.z) - v26);
+  //v25 = abs((signed)LODWORD(a1.y) - (signed)LODWORD(v24));
+  //v8 = abs((int)a1.x - (signed)LODWORD(v23));
+  v25 = abs((signed)LODWORD(a1.y) - (signed)_v24);
+  v8 = abs((int)a1.x - (signed)_v23);
+  LODWORD(a5) = v8;
+  v9 = v25;
+  v10 = v26;
+  if ( v8 < v25 )
+  {
+    v11 = v8;
+    v8 = v25;
+    v9 = v11;
+  }
+  if ( v8 < v26 )
+  {
+    v12 = v8;
+    v8 = v26;
+    v10 = v12;
+  }
+  if ( v9 < (signed int)v10 )
+  {
+    v13 = v10;
+    v10 = v9;
+    v9 = v13;
+  }
+  v14 = (double)(signed int)(((unsigned int)(11 * v9) >> 5) + (v10 >> 2) + v8);
+  if ( v14 <= a3 )
+  {
+    a5 = v14 / a3;
+    v16 = (double)(signed int)a1.x;
+    *(float *)&v23 = (double)SLODWORD(a1.y);
+    LODWORD(a1.x) = *(unsigned int *)LODWORD(v7);
+    v17 = LODWORD(v7) + 4;
+    *((float *)&v23 + 1) = (double)SLODWORD(a1.z);
+    LODWORD(a1.y) = *(unsigned int *)v17;
+    LODWORD(a1.z) = *(unsigned int *)(v17 + 4);
+    a3 = *((float *)&v23 + 1) - a1.z;
+    a1.z = a3;
+    a1.x = v16 - a1.x;
+    a1.y = (float)v23 - a1.y;
+    a1.Normalize();
+    if ( uLightType & 4 )
+    {
+      v22[1] = v18;
+      uLightType = dword_4D86D8;
+      v22[0] = v18;
+      v19 = fabs(a1.z * pNormal->z + a1.y * pNormal->y + a1.x * pNormal->x);
+      v20 = v19 * *(float *)&uLightType * a2;
+    }
+    else
+    {
+      if ( uLightType & 8 )
+      {
+        v20 = 1.3 * a2;
+      }
+      else
+      {
+        MessageBoxW(nullptr, L"Invalid light type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:783", 0);
+        v20 = *(float *)&uLightType;
+      }
+    }
+    result = v20 - a5 * v20;
+  }
+  else
+  {
+    result = 0.0;
+  }
+  return result;
+}
+// 4D86D8: using guessed type int dword_4D86D8;
+
+//----- (0045CDB7) --------------------------------------------------------
+bool LightmapBuilder::ApplyLights_OutdoorFace(ODMFace *pFace)
+{
+  int v2; // esi@1
+  int v3; // eax@1
+  MobileLight *pMobileLight; // ebx@2
+  int v5; // esi@5
+  StationaryLight *pStationaryLight; // ebx@6
+  bool result; // eax@9
+  LightmapBuilder *thisa; // [sp+Ch] [bp-8h]@1
+  int pSlot; // [sp+10h] [bp-4h]@1
+
+  v2 = 0;
+  thisa = this;
+  v3 = stru_F8AD28.uDefaultAmbientLightLevel + pFace->uShadeType;
+  pSlot = 0;
+  stru_F8AD28.uCurrentAmbientLightLevel = v3 << 16;
+  if ( pMobileLightsStack->uNumLightsActive > 0 )
+  {
+    pMobileLight = pMobileLightsStack->pLights;
+    do
+    {
+      if ( pSlot >= 20 )
+        break;
+      ApplyLight_ODM((StationaryLight *)pMobileLight, pFace, (unsigned int *)&pSlot, 1);
+      ++v2;
+      ++pMobileLight;
+    }
+    while ( v2 < pMobileLightsStack->uNumLightsActive );
+  }
+  v5 = 0;
+  if ( pStationaryLightsStack->uNumLightsActive > 0 )
+  {
+    pStationaryLight = pStationaryLightsStack->pLights;
+    do
+    {
+      if ( pSlot >= 20 )
+        break;
+      ApplyLight_ODM(pStationaryLight, pFace, (unsigned int *)&pSlot, 0);
+      ++v5;
+      ++pStationaryLight;
+    }
+    while ( v5 < pStationaryLightsStack->uNumLightsActive );
+  }
+  result = pSlot;
+  stru_F8AD28.uNumLightsApplied = pSlot;
+  return true;
+}
+
+//----- (0045CE50) --------------------------------------------------------
+bool LightmapBuilder::ApplyLight_ODM(StationaryLight *pLight, ODMFace *pFace, unsigned int *pSlot, char a4)
+{
+  int result; // eax@0
+  signed int v6; // ebx@1
+  int v7; // ecx@2
+  int v8; // esi@4
+  int v9; // edx@6
+  int v10; // ecx@8
+  int v11; // eax@11
+  unsigned int v12; // ebx@11
+  RenderD3D *v13; // ecx@11
+  char v14; // dl@11
+
+  __debugbreak();
+
+  v6 = pLight->uRadius;
+  if ( v6 > 0
+    && (result = (int)pFace, v7 = pLight->vPosition.x, v7 > pFace->pBoundingBox.x1 - v6)
+    && v7 < v6 + pFace->pBoundingBox.x2
+    && (v8 = pLight->vPosition.y, v8 > pFace->pBoundingBox.y1 - v6)
+    && v8 < v6 + pFace->pBoundingBox.y2
+    && (v9 = pLight->vPosition.z, v9 > pFace->pBoundingBox.z1 - v6)
+    && v9 < v6 + pFace->pBoundingBox.z2
+    && ((v10 = (pFace->pFacePlane.dist
+              + pLight->vPosition.x * pFace->pFacePlane.vNormal.x
+              + v8 * pFace->pFacePlane.vNormal.y
+              + v9 * pFace->pFacePlane.vNormal.z) >> 16,
+         a4)
+     || v10 >= 0)
+    && v10 <= v6 )
+  {
+    stru_F8AD28._blv_lights_radii[*pSlot] = v6;
+    stru_F8AD28._blv_lights_inv_radii[*pSlot] = 65536 / v6;
+    stru_F8AD28._blv_lights_xs[*pSlot] = pLight->vPosition.x;
+    stru_F8AD28._blv_lights_ys[*pSlot] = pLight->vPosition.y;
+    stru_F8AD28._blv_lights_zs[*pSlot] = pLight->vPosition.z;
+    stru_F8AD28._blv_lights_rs[*pSlot] = (double)pLight->uLightColorR * 0.0039215689;
+    stru_F8AD28._blv_lights_gs[*pSlot] = (double)pLight->uLightColorG * 0.0039215689;
+    stru_F8AD28._blv_lights_bs[*pSlot] = (double)pLight->uLightColorB * 0.0039215689;
+    v11 = abs(v10);
+    v12 = pRenderer->bUsingSpecular;
+    stru_F8AD28._blv_lights_light_dot_faces[*pSlot] = v11;
+    stru_F8AD28._blv_lights_types[*pSlot] = pLight->uLightType;
+    v13 = pRenderer->pRenderD3D;
+    v14 = stru_F8AD28._blv_lights_types[*pSlot];
+    if ( pRenderer->pRenderD3D && v12 && v14 & 4 )
+      v14 = _4E94D2_light_type;
+    stru_F8AD28._blv_lights_types[*pSlot] = v14;
+    result = 4 * *pSlot;
+    if ( v13 && v12 )
+    {
+      if ( stru_F8AD28._blv_lights_types[*pSlot] & 4 )
+      {
+        *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
+                                                                * 0.33000001;
+        *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
+                                                                * 0.33000001;
+        *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
+                                                                * 0.33000001;
+      }
+    }
+    ++*pSlot;
+    LOBYTE(result) = 1;
+  }
+  else
+  {
+    LOBYTE(result) = 0;
+  }
+  return result;
+}
+// 4E94D2: using guessed type char _4E94D2_light_type;
+
+//----- (0045D036) --------------------------------------------------------
+bool LightmapBuilder::StackLights_TerrainFace(Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces)
+{
+  int v6; // esi@1
+  //LightmapBuilder *v7; // edi@1
+  MobileLight *v8; // ebx@2
+  int v9; // esi@5
+  StationaryLight *v10; // ebx@6
+  //bool result; // eax@9
+  unsigned int a7; // [sp+Ch] [bp-4h]@1
+
+  v6 = 0;
+  //v7 = this;
+  a7 = 0;
+  stru_F8AD28.uCurrentAmbientLightLevel = pOutdoor->field_CBC_terrain_triangles_shade_type;
+  if ( pMobileLightsStack->uNumLightsActive > 0 )
+  {
+    v8 = pMobileLightsStack->pLights;
+    do
+    {
+      if ( (signed int)a7 >= 20 )
+        break;
+      StackLight_TerrainFace((StationaryLight *)v8, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
+      ++v6;
+      ++v8;
+    }
+    while ( v6 < pMobileLightsStack->uNumLightsActive );
+  }
+  v9 = 0;
+  if ( pStationaryLightsStack->uNumLightsActive > 0 )
+  {
+    v10 = pStationaryLightsStack->pLights;
+    do
+    {
+      if ( (signed int)a7 >= 20 )
+        break;
+      StackLight_TerrainFace(v10, pNormal, a3, a1, uStripType, bLightBackfaces, &a7);
+      ++v9;
+      ++v10;
+    }
+    while ( v9 < pStationaryLightsStack->uNumLightsActive );
+  }
+
+  stru_F8AD28.uNumLightsApplied = a7;
+  return true;
+}
+// 519AB4: using guessed type int uNumStationaryLightsApplied;
+
+//----- (0045D0D5) --------------------------------------------------------
+bool LightmapBuilder::StackLight_TerrainFace(StationaryLight *pLight, Vec3_float_ *pNormal, float *a3, RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)
+{
+  StationaryLight *v8; // edi@1
+  bool result; // eax@1
+  unsigned int v10; // esi@2
+  RenderVertexSoft *v11; // ebx@2
+  float v12; // eax@3
+  float v13; // eax@4
+  double v14; // st7@11
+  double maxz; // st7@11
+  double v16; // st7@11
+  double v17; // st6@11
+  __int16 v18; // fps@11
+  char v19; // c0@11
+  char v20; // c2@11
+  char v21; // c3@11
+  double v22; // st6@12
+  __int16 v23; // fps@12
+  char v24; // c0@12
+  char v25; // c2@12
+  char v26; // c3@12
+  double v27; // st7@13
+  double v28; // st6@13
+  __int16 v29; // fps@13
+  char v30; // c0@13
+  char v31; // c2@13
+  char v32; // c3@13
+  double v33; // st6@14
+  __int16 v34; // fps@14
+  char v35; // c0@14
+  char v36; // c2@14
+  char v37; // c3@14
+  double v38; // st7@15
+  double v39; // st6@15
+  __int16 v40; // fps@15
+  char v41; // c0@15
+  char v42; // c2@15
+  char v43; // c3@15
+  double v44; // st6@16
+  __int16 v45; // fps@16
+  char v46; // c0@16
+  char v47; // c2@16
+  char v48; // c3@16
+  Vec3_float_ *v49; // esi@17
+  double v50; // st7@17
+  double v51; // st6@17
+  signed int v52; // ecx@17
+  unsigned int *v53; // esi@18
+  int v54; // eax@18
+  unsigned int v55; // ebx@18
+  RenderD3D *v56; // ecx@18
+  char v57; // dl@18
+  std::string v58; // [sp-18h] [bp-38h]@10
+  const char *v59; // [sp-8h] [bp-28h]@10
+  signed int v60; // [sp-4h] [bp-24h]@10
+  double v61; // [sp+Ch] [bp-14h]@11
+  float minz; // [sp+14h] [bp-Ch]@11
+  int v63; // [sp+18h] [bp-8h]@1
+  float v64; // [sp+1Ch] [bp-4h]@5
+
+  v8 = pLight;
+  result = pLight->uRadius;
+  v63 = pLight->uRadius;
+  if ( result <= 0 )
+    goto LABEL_27;
+  v10 = uStripType;
+  v11 = a1;
+  if ( uStripType == 4 )
+  {
+    pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
+    v12 = a1[3].vWorldPosition.x;
+  }
+  else
+  {
+    if ( uStripType != 3 )
+    {
+      MessageBoxW(nullptr, L"Uknown strip type detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:981", 0);
+      goto LABEL_11;
+    }
+    if ( (unsigned char)X )
+    {
+      pLight = (StationaryLight *)LODWORD(a1->vWorldPosition.x);
+      uStripType = LODWORD(a1[2].vWorldPosition.x);
+      a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
+      v13 = v11[2].vWorldPosition.y;
+      goto LABEL_5;
+    }
+    pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x);
+    v12 = a1[2].vWorldPosition.x;
+  }
+  uStripType = LODWORD(v12);
+  a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
+  v13 = v11->vWorldPosition.y;
+LABEL_5:
+  v64 = v13;
+LABEL_11:
+  v60 = v10;
+  v59 = (const char *)v11;
+  v14 = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, v10);
+  v60 = v10;
+  minz = v14;
+  maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, v10);
+  result = v8->vPosition.x;
+  *((float *)&v61 + 1) = maxz;
+  v16 = (double)result;
+  *(float *)&X = (double)v63;
+  v17 = *(float *)&pLight - *(float *)&X;
+  //UNDEF(v18);
+  v19 = v16 < v17;
+  v20 = 0;
+  v21 = v16 == v17;
+  BYTE1(result) = HIBYTE(v18);
+  if ( v16 <= v17
+    || (v22 = *(float *)&X + *(float *)&uStripType,
+        //UNDEF(v23),
+        v24 = v16 < v22,
+        v25 = 0,
+        v26 = v16 == v22,
+        BYTE1(result) = HIBYTE(v23),
+        v16 >= v22)
+    || (result = v8->vPosition.y,
+        pLight = (StationaryLight *)v8->vPosition.y,
+        v27 = (double)(signed int)pLight,
+        v28 = *(float *)&a1 - *(float *)&X,
+        //UNDEF(v29),
+        v30 = v27 < v28,
+        v31 = 0,
+        v32 = v27 == v28,
+        BYTE1(result) = HIBYTE(v29),
+        v27 <= v28)
+    || (v33 = *(float *)&X + v64,
+        //UNDEF(v34),
+        v35 = v27 < v33,
+        v36 = 0,
+        v37 = v27 == v33,
+        BYTE1(result) = HIBYTE(v34),
+        v27 >= v33)
+    || (result = v8->vPosition.z,
+        pLight = (StationaryLight *)v8->vPosition.z,
+        v38 = (double)(signed int)pLight,
+        v39 = minz - *(float *)&X,
+        //UNDEF(v40),
+        v41 = v38 < v39,
+        v42 = 0,
+        v43 = v38 == v39,
+        BYTE1(result) = HIBYTE(v40),
+        v38 <= v39)
+    || (v44 = *(float *)&X + *((float *)&v61 + 1),
+        //UNDEF(v45),
+        v46 = v38 < v44,
+        v47 = 0,
+        v48 = v38 == v44,
+        BYTE1(result) = HIBYTE(v45),
+        v38 >= v44)
+    || (v49 = pNormal,
+        Vec3_float_::NegDot(&v11->vWorldPosition, pNormal, a3),
+        X = v8->vPosition.y,
+        v50 = (double)X * v49->y,
+        X = v8->vPosition.z,
+        v51 = (double)X * v49->z,
+        X = v8->vPosition.x,
+        *(float *)&a3 = v50 + v51 + (double)X * v49->x + *a3,
+        v61 = *(float *)&a3 + 6.7553994e15,
+        result = LODWORD(v61),
+        X = LODWORD(v61),
+        v52 = v63,
+        SLODWORD(v61) > v63) )
+  {
+LABEL_27:
+    LOBYTE(result) = 0;
+    return result;
+  }
+  v53 = pSlot;
+  v60 = X;
+  stru_F8AD28._blv_lights_radii[*pSlot] = v63;
+  stru_F8AD28._blv_lights_inv_radii[*v53] = 65536 / v52;
+  stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x;
+  stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y;
+  stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z;
+  a3 = (float *)v8->uLightColorR;
+  stru_F8AD28._blv_lights_rs[*v53] = (double)(signed int)a3 * 0.0039215689;
+  a3 = (float *)v8->uLightColorG;
+  stru_F8AD28._blv_lights_gs[*v53] = (double)(signed int)a3 * 0.0039215689;
+  a3 = (float *)v8->uLightColorB;
+  stru_F8AD28._blv_lights_bs[*v53] = (double)(signed int)a3 * 0.0039215689;
+  v54 = abs(v60);
+  v55 = pRenderer->bUsingSpecular;
+  stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54;
+  stru_F8AD28._blv_lights_types[*v53] = v8->uLightType;
+  v56 = pRenderer->pRenderD3D;
+  v57 = stru_F8AD28._blv_lights_types[*v53];
+  if ( pRenderer->pRenderD3D && v55 && v57 & 4 )
+    v57 = _4E94D2_light_type;
+  stru_F8AD28._blv_lights_types[*v53] = v57;
+  result = 4 * *v53;
+  if ( v56 && v55 )
+  {
+    if ( stru_F8AD28._blv_lights_types[*v53] & 4 )
+    {
+      *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
+                                                              * 0.33000001;
+      *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
+                                                              * 0.33000001;
+      *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
+                                                              * 0.33000001;
+    }
+  }
+  ++*v53;
+  LOBYTE(result) = 1;
+  return result;
+}
+// 4E94D2: using guessed type char _4E94D2_light_type;
+
+//----- (0045D3C7) --------------------------------------------------------
+bool LightmapBuilder::_45D3C7(stru148 *a1)
+{
+  LightmapBuilder *v2; // ebx@1
+  stru148 *result; // eax@1
+  float v4; // ecx@2
+  Span *i; // edi@5
+
+  v2 = this;
+  result = (stru148 *)a1->prolly_head;
+  if ( result && (v4 = result->field_4, *(int *)&v4) != 0 && *(unsigned int *)(LODWORD(v4) + 60) )
+  {
+    for ( i = a1->prolly_head; ; i = i->pNext )
+    {
+      result = i->pParent;
+      if ( result->field_108 )
+        result = (stru148 *)_45D426(
+                              i,
+                              a1->pEdgeList1,
+                              a1->uEdgeList1Size,
+                              (Edge *)a1->pEdgeList2,
+                              a1->uEdgeList2Size);
+      if ( a1->prolly_tail == i )
+        break;
+    }
+    LOBYTE(result) = 1;
+  }
+  else
+  {
+    LOBYTE(result) = 0;
+  }
+  return (bool)result;
+}
+
+//----- (0045D426) --------------------------------------------------------
+int LightmapBuilder::_45D426(Span *a1, Edge **a2, unsigned int a3, Edge *a4, int a5)
+{
+  int v6; // edi@1
+  signed int v7; // ebx@3
+  signed int v8; // ecx@3
+  Span *v9; // esi@3
+  double v10; // st7@4
+  Edge *v11; // edx@5
+  double v12; // st7@11
+  int v13; // edx@12
+  int v14; // ebx@17
+  Edge *v15; // edi@17
+  float v16; // ST04_4@17
+  float v17; // ST04_4@17
+  double v18; // st7@17
+  int result; // eax@19
+  //double v20; // ST14_8@20
+  //double v21; // ST14_8@20
+  double v22; // st7@20
+  int v23; // ecx@20
+  double v24; // st6@20
+  double v25; // st7@23
+  double v26; // st7@28
+  __int16 v27; // fps@28
+  char v28; // c0@28
+  char v29; // c2@28
+  char v30; // c3@28
+  double v31; // st7@29
+  double v32; // st7@30
+  __int16 v33; // fps@30
+  char v34; // c0@30
+  char v35; // c2@30
+  char v36; // c3@30
+  LightmapBuilder *this_4; // [sp+14h] [bp-8h]@1
+  signed int v38; // [sp+18h] [bp-4h]@3
+  float a1a; // [sp+24h] [bp+8h]@20
+  float a2a; // [sp+28h] [bp+Ch]@17
+  float a3a; // [sp+2Ch] [bp+10h]@17
+  float a5a; // [sp+34h] [bp+18h]@20
+  float a5b; // [sp+34h] [bp+18h]@20
+
+  v6 = 0;
+  this_4 = this;
+  if ( a5 && a3 )
+  {
+    v7 = -1;
+    v8 = 0;
+    v9 = a1;
+    v38 = -1;
+    if ( (signed int)a3 > 0 )
+    {
+      v10 = (double)a1->field_A;
+      while ( 1 )
+      {
+        v11 = a2[v8];
+        if ( v10 >= v11->field_2C )
+        {
+          if ( v10 <= v11->field_30 )
+            break;
+        }
+        ++v8;
+        if ( v8 >= (signed int)a3 )
+          goto LABEL_10;
+      }
+      v38 = v8;
+    }
+LABEL_10:
+    if ( a5 > 0 )
+    {
+      v12 = (double)a1->field_A;
+      while ( 1 )
+      {
+        v13 = *((unsigned int *)&a4->field_0 + v6);
+        if ( v12 >= *(float *)(v13 + 44) )
+        {
+          if ( v12 <= *(float *)(v13 + 48) )
+            break;
+        }
+        ++v6;
+        if ( v6 >= a5 )
+          goto LABEL_17;
+      }
+      v7 = v6;
+    }
+LABEL_17:
+    v14 = *((unsigned int *)&a4->field_0 + v7);
+    v15 = a2[v38];
+    v16 = (double)a1->field_A;
+    a3a = _45D643(a2[v38], v16);
+    v17 = (double)a1->field_A;
+    v18 = _45D643((Edge *)v14, v17);
+    a2a = v18;
+    if ( byte_4D864C && BYTE1(pGame->uFlags) & 0x80 )
+    {
+      HIWORD(result) = HIWORD(a3a);
+      a1->field_14 = v18;
+      a1->field_10 = a3a;
+    }
+    else
+    {
+      a5a = ((double)a1->field_A - v15->field_2C) * v15->field_4 + v15->field_24 - 0.5;
+      //v20 = a5a + 6.7553994e15;
+      //a5b = (double)SLODWORD(v20);
+      a5b = (double)floorf(a5a + 0.5f);
+      a1a = ((double)a1->field_A - *(float *)(v14 + 44)) * *(float *)(v14 + 4) + *(float *)(v14 + 36) + 0.5;
+      //v21 = a1a + 6.7553994e15;
+      //v22 = (double)SLODWORD(v21);
+      v22 = (double)floorf(a1a + 0.5f);
+      result = v9->field_8;
+      v23 = v9->field_C;
+      v24 = -((a3a - a2a) / (v22 - a5b));
+      v9->field_10 = ((double)result - a5b) * v24 + a3a;
+      v9->field_14 = a2a - (v22 - (double)(result + v23)) * v24;
+    }
+    if ( v9->field_10 < 0.0 || v9->field_10 <= 1.0 )
+    {
+      if ( v9->field_10 >= 0.0 )
+        v25 = v9->field_10;
+      else
+        v25 = 0.0;
+    }
+    else
+    {
+      v25 = 1.0;
+    }
+    v9->field_10 = v25;
+    if ( v9->field_14 < 0.0
+      || (v26 = v9->field_14,
+          //UNDEF(v27),
+          v28 = 1.0 < v26,
+          v29 = 0,
+          v30 = 1.0 == v26,
+          BYTE1(result) = HIBYTE(v27),
+          v26 <= 1.0) )
+    {
+      v32 = v9->field_14;
+      //UNDEF(v33);
+      v34 = 0.0 < v32;
+      v35 = 0;
+      v36 = 0.0 == v32;
+      BYTE1(result) = HIBYTE(v33);
+      if ( v32 >= 0.0 )
+        v31 = v9->field_14;
+      else
+        v31 = 0.0;
+    }
+    else
+    {
+      v31 = 1.0;
+    }
+    v9->field_14 = v31;
+    LOBYTE(result) = 1;
+  }
+  else
+  {
+    LOBYTE(result) = 0;
+  }
+  return result;
+}
+// 4D864C: using guessed type char byte_4D864C;
+
+//----- (0045D643) --------------------------------------------------------
+double LightmapBuilder::_45D643(Edge *a1, float a2)
+{
+  double result; // st7@1
+
+  result = (a1->field_1C - a1->field_20) * -1.0 / (a1->field_30 - a1->field_2C) * (a2 - a1->field_2C) + a1->field_1C;
+  if ( result < 0.0 || result <= 1.0 )
+  {
+    if ( result < 0.0 )
+      result = 0.0;
+  }
+  else
+  {
+    result = 1.0;
+  }
+  return result;
+}
+
+//----- (0045D698) --------------------------------------------------------
+bool LightmapBuilder::DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
+{
+  bool result; // eax@1
+  LightmapBuilder *v3; // esi@1
+  RenderVertexSoft *v4; // edi@3
+  RenderVertexSoft *v5; // edi@7
+  IndoorCameraD3D *thisa; // [sp+10h] [bp-8h]@1
+  bool v7; // [sp+14h] [bp-4h]@2
+  bool a2a; // [sp+20h] [bp+8h]@6
+
+  result = (bool)pGame->pIndoorCameraD3D;
+  v3 = this;
+  thisa = pGame->pIndoorCameraD3D;
+  if ( bit_one_for_list1__bit_two_for_list2 & 1 )
+  {
+    v7 = 0;
+    if ( (signed int)this->std__vector_000004_size > 0 )
+    {
+      v4 = this->std__vector_000004[0].pVertices;
+      do
+      {
+        pGame->pIndoorCameraD3D->debug_outline_sw(v4, *((unsigned int *)v4 - 1), 0xFF00u, 0.0);
+        ++v7;
+        v4 = (RenderVertexSoft *)((char *)v4 + 3100);
+        result = v7;
+      }
+      while ( v7 < (signed int)v3->std__vector_000004_size );
+    }
+  }
+  if ( bit_one_for_list1__bit_two_for_list2 & 2 )
+  {
+    a2a = 0;
+    if ( (signed int)v3->std__vector_183808_size > 0 )
+    {
+      v5 = v3->std__vector_183808[0].pVertices;
+      do
+      {
+        pGame->pIndoorCameraD3D->debug_outline_sw(v5, *((unsigned int *)v5 - 1), 0xC04000u, 0.00019999999);
+        ++a2a;
+        v5 = (RenderVertexSoft *)((char *)v5 + 3100);
+        result = a2a;
+      }
+      while ( a2a < (signed int)v3->std__vector_183808_size );
+    }
+  }
+  LOBYTE(result) = 1;
+  return result;
+}
+
+//----- (0045D73F) --------------------------------------------------------
+void LightmapBuilder::DrawLightmaps(int a2)
+{
+  if ( a2 == 2 )
+    DoDrawLightmaps();
+}
+
+//----- (0045D74F) --------------------------------------------------------
+char LightmapBuilder::_45D74F_MessWithLight(int a2, int *a3)
+{
+  char v3; // zf@1
+  IDirect3DDevice3 *v4; // eax@2
+  HRESULT v5; // eax@2
+  //char *v6; // eax@2
+  struct IDirect3DTexture2 *v7; // edi@4
+  HRESULT v8; // eax@8
+  HRESULT v9; // eax@8
+  HRESULT v10; // eax@8
+  HRESULT v11; // eax@8
+  HRESULT v12; // eax@8
+  int *v13; // eax@8
+  float v14; // ecx@15
+  IDirect3DDevice3 *v15; // eax@21
+  HRESULT v16; // eax@21
+  IDirect3DDevice3 *v17; // eax@21
+  HRESULT v18; // eax@21
+  IDirect3DDevice3 *v19; // eax@21
+  HRESULT v20; // eax@21
+  IDirect3DDevice3 *v21; // eax@21
+  HRESULT v22; // eax@21
+  //IDirect3DDevice3 *v23; // eax@23
+  std::string v25; // [sp+44h] [bp-44h]@12
+  signed int v26; // [sp+48h] [bp-40h]@21
+  signed int v27; // [sp+4Ch] [bp-3Ch]@21
+  Lightmap *v28; // [sp+50h] [bp-38h]@2
+  int v29; // [sp+54h] [bp-34h]@2
+  //float v30; // [sp+58h] [bp-30h]@2
+  int arg4; // [sp+68h] [bp-20h]@8
+  float v32; // [sp+6Ch] [bp-1Ch]@8
+  float v33; // [sp+70h] [bp-18h]@8
+  int v34; // [sp+74h] [bp-14h]@19
+  int v35; // [sp+78h] [bp-10h]@2
+  int *v36; // [sp+7Ch] [bp-Ch]@10
+  int a1; // [sp+80h] [bp-8h]@12
+  float v38; // [sp+84h] [bp-4h]@1
+
+  v3 = this->std__vector_000004_size == 0;
+  LODWORD(v38) = (int)this;
+  if ( !v3 )
+  {
+    //v30 = 0.0;
+    //v4 = pRenderer->pRenderD3D->pDevice;
+    ErrD3D(v4->SetTextureStageState(0, D3DTSS_ADDRESS, 3u));
+    //v6 = (char *)stru_69BD44.c_str();
+    //if ( !stru_69BD44.c_str() )
+    //  v6 = (char *)&dword_4D86F0;
+    v7 = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03");
+    if ( pRenderer->bUsingSpecular )
+      pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0);
+    if ( !byte_4D864C || !(pGame->uFlags & 1) )
+    {
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, v7));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u));
+      v13 = a3;
+      v33 = 1.0;
+      v32 = 1.0;
+      *(float *)&arg4 = 1.0;
+      if ( a3 )
+      {
+        if ( *a3 != -1 )
+        {
+          v36 = a3;
+          do
+          {
+            v28 = (Lightmap *)(3100 * *v13 + LODWORD(v38) + 4);
+            if ( !DrawLightmap(v28, (Vec3_float_ *)&arg4, 0.0) )
+            {
+              MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1230", 0);
+              a1 = 5080812;
+            }
+            v13 = v36 + 1;
+            v36 = v13;
+          }
+          while ( *v13 != -1 );
+        }
+      }
+      else
+      {
+        v14 = v38;
+        v36 = 0;
+        if ( *(unsigned int *)(LODWORD(v38) + 1587204) > 0 )
+        {
+          a1 = LODWORD(v38) + 4;
+          while ( 1 )
+          {
+            if ( !DrawLightmap((Lightmap *)a1, (Vec3_float_ *)&arg4, 0.0) )
+            {
+              MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1238", 0);
+              v35 = 5080812;
+            }
+            v36 = (int *)((char *)v36 + 1);
+            a1 += 3100;
+            if ( (signed int)v36 >= *(unsigned int *)(LODWORD(v38) + 1587204) )
+              break;
+            v14 = v38;
+          }
+        }
+      }
+      v15 = pRenderer->pRenderD3D->pDevice;
+      ErrD3D(v15->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
+      ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u));
+      ErrD3D(v15->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0));
+      ErrD3D(v15->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u));
+    }
+    if ( pRenderer->bUsingSpecular )
+    {
+      //LODWORD(v30) = 1;
+      //v29 = 28;
+      //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice;
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1));
+      //v30 = pRenderer->uFogColor;
+      //v23 = pRenderer->pRenderD3D->pDevice;
+      //v29 = 34;
+      //v28 = (Lightmap *)v23;
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, pRenderer->uFogColor));
+      //v28 = (Lightmap *)pRenderer->pRenderD3D->pDevice;
+      ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGTABLEMODE, false));
+    }
+  }
+  return 1;
+}
+
+
+//----- (0045DA56) --------------------------------------------------------
+bool LightmapBuilder::DrawLightmaps2(float z_bias)
+{
+  Vec3_float_ v; // [sp+Ch] [bp-1Ch]@2
+  v.z = 1.0;
+  v.y = 1.0;
+  v.x = 1.0;
+  
+  for (uint i = 0; i < std__vector_183808_size; ++i)
+    if (!DrawLightmap(std__vector_183808 + i, &v, z_bias))
+      MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1288", 0);
+
+  return true;
+}
+
+//----- (0045DAE8) --------------------------------------------------------
+bool LightmapBuilder::DrawLightmap(Lightmap *pLightmap, Vec3_float_ *pColorMult, float z_bias)
+{
+  double v10; // st7@4
+  double v14; // st7@7
+  __int16 v15; // fps@8
+  double v18; // st3@8
+  signed int v24; // [sp-1Ch] [bp-670h]@13
+  const char *v25; // [sp-18h] [bp-66Ch]@13
+  int v26; // [sp-14h] [bp-668h]@13
+  RenderVertexD3D3 a2[32]; // [sp+0h] [bp-654h]@7
+
+
+  if (pLightmap->uNumVertices < 3)
+  {
+    Log::Warning(L"Lightmap uNumVertices < 3");
+    return false;
+  }
+
+  uint uLightmapColorMaskR = (pLightmap->uColorMask >> 16) & 0xFF;
+  uint uLightmapColorR = floorf(uLightmapColorMaskR * pLightmap->fBrightness * pColorMult->x + 0.5f);
+  
+  uint uLightmapColorMaskG = (pLightmap->uColorMask >> 8) & 0xFF;
+  uint uLightmapColorG = floorf(uLightmapColorMaskG * pLightmap->fBrightness * pColorMult->y + 0.5f);
+ 
+  uint uLightmapColorMaskB = pLightmap->uColorMask & 0xFF;
+  uint uLightmapColorB = floorf(uLightmapColorMaskB * pLightmap->fBrightness * pColorMult->z + 0.5f);
+ 
+  uint uLightmapColor = uLightmapColorB | (uLightmapColorMaskG << 8) | (uLightmapColorMaskR << 16);
+
+  if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
+    v10 = (double)pOutdoorCamera->shading_dist_mist;
+  else
+    v10 = 16192.0;
+  v14 = 1.0 / v10;
+
+  for (uint i = 0; i < pLightmap->uNumVertices; ++i)
+  {
+    v18 = 1.0 - 1.0 / (v14 * pLightmap->pVertices[i].vWorldViewPosition.x * 1000.0);
+    if (fabsf(z_bias) < 1e-5f)
+    {
+      v18 = v18 - z_bias;
+      if (v18 < 0.000099999997)
+        v18 = 0.000099999997;
+    }
+
+    a2[i].pos.x = pLightmap->pVertices[i].vWorldViewProjX;
+    a2[i].pos.z = v18;
+    a2[i].pos.y = pLightmap->pVertices[i].vWorldViewProjY;
+    a2[i].rhw = 1.0 / pLightmap->pVertices[i].vWorldViewPosition.x;
+    a2[i].diffuse = uLightmapColor;
+    a2[i].specular = 0;
+    a2[i].texcoord.x = pLightmap->pVertices[i].u;
+    a2[i].texcoord.y = pLightmap->pVertices[i].v;
+  }
+
+  if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
+    v24 = D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP | D3DDP_DONOTUPDATEEXTENTS;
+   else
+    v24 = D3DDP_DONOTLIGHT;
+
+  ErrD3D(pRenderer->pRenderD3D->pDevice->DrawPrimitive(D3DPT_TRIANGLEFAN,
+            D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1,
+            a2,
+            pLightmap->uNumVertices,
+            v24));
+
+  return true;
+}
+
+//----- (0045DCA9) --------------------------------------------------------
+void LightmapBuilder::DoDrawLightmaps()
+{
+  if (!std__vector_183808_size)
+    return;
+
+  if (pRenderer->bUsingSpecular)
+    ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 0));
+ 
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 1));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 0));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 1u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 0));
+
+  auto pTex = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03");
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, pTex));
+
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 2u));
+
+  DrawLightmaps2(0.00050000002);
+
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, 2u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, 1u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, 0));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, 1u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, 1u));
+  ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, 2));
+
+  if (pRenderer->bUsingSpecular)
+    ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, 1u));
+}
\ No newline at end of file