view TurnEngine.cpp @ 1354:05becb008006

Player::_49327B to Player::ProfessionOrGuildFlagsCorrect, removed a huge section of the function that's never used (only 4 inputs used)
author Grumpy7
date Sat, 13 Jul 2013 13:12:21 +0200
parents f0b95fb02b83
children e33188605eeb
line wrap: on
line source


#include "MM7.h"
#include "mm7_data.h"
#include "Actor.h"
#include "Player.h"
#include "Party.h"
#include "AudioPlayer.h"
#include "SpriteObject.h"
#include "Time.h"
#include "stru298.h"
#include "IconFrameTable.h"
#include "Viewport.h"
#include "FactionTable.h"

#include "TurnEngine.h"


#include "TurnEngine.h"
struct stru262_TurnBased *pTurnEngine = new stru262_TurnBased;


//----- (00404544) --------------------------------------------------------
void stru262_TurnBased::SortTurnQueue()
    {

    int active_actors;
    TurnBased_QueueElem *v7; // eax@16
    TurnBased_QueueElem *v8; // ecx@18
    TurnBased_QueueElem temp_elem;
    int i,j;
    unsigned int p_type;
    unsigned int p_id;

    active_actors = this->uActorQueueSize;

    for( i=0; i<uActorQueueSize; ++i) 
        {
        p_type = PID_TYPE(pQueue[i].uPackedID);
        p_id   = PID_ID(pQueue[i].uPackedID);

        if ( p_type == OBJECT_Actor )
            {
            pActors[p_id].uAttributes |= 0x80u;
            if ( !pActors[p_id].CanAct() )
                {
                --active_actors;
                pQueue[i].field_4 = 1001;
                pActors[p_id].uAttributes &= ~0x80;
                }
            }
        else if ( p_type == OBJECT_Player)
            {
            if ( !pParty->pPlayers[p_id].CanAct() )
                {
                --active_actors;
                pQueue[i].field_4 = 1001;
                }
            }
        }
     //sort
if (uActorQueueSize>0)
    {
    for( i=0; i<uActorQueueSize-1; ++i) 
        {
       v7=&pQueue[i];
        for(j=i+1; j<uActorQueueSize;++j )
            {  
            v8=&pQueue[j];           
            if ( v8->field_4 < v7->field_4  || 
                   ((v8->field_4 == v7->field_4) && 
                       (
                          ((PID_TYPE(v8->uPackedID) == OBJECT_Player) && (PID_TYPE(v7->uPackedID) == OBJECT_Actor)) || 
                          ((PID_TYPE(v8->uPackedID) == PID_TYPE(v7->uPackedID)) && (PID_ID(v8->uPackedID) < PID_ID(v7->uPackedID)))      
                       ) 
                   )
                )
                {
                memcpy(&temp_elem,v7,sizeof(TurnBased_QueueElem));
                memcpy(v7,v8, sizeof(TurnBased_QueueElem));
                memcpy(v8, &temp_elem, sizeof(TurnBased_QueueElem));
                }
            }
        }
    }
    uActorQueueSize = active_actors;
    if ( PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
        {
        uActiveCharacter = PID_ID(pQueue[0].uPackedID)+1;
        field_18 |= TE_PLAYER_TURN;
        }
    else
        {
        uActiveCharacter = 0;
        field_18 &= ~TE_PLAYER_TURN;
        }
    for(i=0; i<uActorQueueSize; ++i)
        {
        if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player)
            pParty->pPlayers[PID_ID(pQueue[i].uPackedID)].uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 0.46875);
        }


    }

//----- (0040471C) --------------------------------------------------------
void stru262_TurnBased::_40471C()
    {
    if ( pParty->bTurnBasedModeOn == 1 )
        {
        if ( pTurnEngine->turn_stage == 2 )
            _406457(0);
        }
    }

//----- (004059DB) --------------------------------------------------------
void stru262_TurnBased::Start()
    {

    int v3; // esi@1
    unsigned int actor_id; // esi@7
    Actor *pActor; // edi@7
    unsigned int v8; // edx@10
    signed int v16; // qax@19
    int v17; // edx@22
    AIDirection v30; // [sp+Ch] [bp-68h]@10
    AIDirection v31; // [sp+28h] [bp-4Ch]@10
    AIDirection a3; // [sp+44h] [bp-30h]@10
    Player *pPlayer; // [sp+6Ch] [bp-8h]@1
    int v40b;
    int activ_players[4];
    int players_recovery_time[4];
    int a_players_count;
    int i,j;
    int temp;

    pTurnEngine->field_18 &= ~TE_FLAG_2;
    pEventTimer->TrackGameTime();
    pAudioPlayer->StopChannels(-1, -1);
    pAudioPlayer->PlaySound(SOUND_207, 0, 0, -1, 0, 0, 0, 0);
    pPlayer = pParty->pPlayers;
    dword_50C998_turnbased_icon_1A = 8 * pIconsFrameTable->pIcons[uIconID_TurnStart].uAnimLength;
    dword_50C994 = 0;

    this->field_10 = 100;
    this->field_0 = 0;
    this->field_8 = 64;
    this->turn_stage = 1;
    this->uActorQueueSize = 0;

    for ( v3 = 0; v3 < 4 ; ++v3 )
        {
        if ( pParty->pPlayers[v3].CanAct() )
            {
            this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Player,v3);
            this->pQueue[this->uActorQueueSize].field_C = 2;
            this->pQueue[this->uActorQueueSize].uActionLength = 0;
            pParty->pTurnBasedPlayerRecoveryTimes[this->uActorQueueSize] = 0;
            ++this->uActorQueueSize;
            }
        }

    for ( v3 = 0; v3 < ai_arrays_size ; ++v3 )
        { 
        actor_id = ai_near_actors_ids[v3];
        if (actor_id == 10)
            continue;
        if ( pActors[actor_id].CanAct() )
            {
            if ( pActors[actor_id].uAttributes & 0x8000 )
                {
                v8 = ai_near_actors_targets_pid[actor_id];
                pActors[actor_id].uAttributes |= 0x80;
                memcpy(&v31, Actor::GetDirectionInfo(PID(OBJECT_Actor,actor_id), v8, &a3, 0), sizeof(AIDirection));
                memcpy(&v30, &v31, sizeof(AIDirection));
                Actor::AI_StandOrBored(actor_id, 4, 32, &v30);
                this->pQueue[this->uActorQueueSize].uPackedID = PID(OBJECT_Actor,actor_id);
                this->pQueue[this->uActorQueueSize].field_C = 2;
                this->pQueue[this->uActorQueueSize].uActionLength = 0;
                ++this->uActorQueueSize;
                }
            }
        }

    a_players_count=0;
    for ( v40b = 0; v40b < this->uActorQueueSize; ++v40b )
        {
        //v13 = PID_TYPE(this->pQueue[0].uPackedID);
        if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Player )
            {
            if ( pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery != 0 )
                {
                //v33 = pPlayers[(this->pQueue[0].uPackedID >> 3) + 1]->uTimeToRecovery;
                v16 = (signed int)((double)pPlayers[PID_ID(this->pQueue[v40b].uPackedID) + 1]->uTimeToRecovery * 0.46875);
                this->pQueue[v40b].field_4 = v16;
                }
            else
                {   
                activ_players[a_players_count] = v40b;
                ++a_players_count;
                }
            }
        else if ( PID_TYPE(this->pQueue[v40b].uPackedID) == OBJECT_Actor )
            {
            v17 = rand() % 99;
            if ( v17 < 33 )
                this->pQueue[v40b].field_4 = 1;
            else 
                this->pQueue[v40b].field_4= (v17 >= 66)? 5 : 3; 
            }
        else 
            {
            this->pQueue[v40b].field_4 = 666;
            }
        this->pQueue[v40b].field_4 += 16;
        }

    if ( a_players_count > 0 )
        {
        for (i=0; i<a_players_count; ++i)
            players_recovery_time[i] = pParty->pPlayers[PID_ID(this->pQueue[activ_players[i]].uPackedID)].GetAttackRecoveryTime(0);
        //sort players by recovery time
        for (i=0; i < a_players_count-1; ++i)
            {  
            for(j=i+1; j<a_players_count;++j )
                {       
                if (players_recovery_time[j] < players_recovery_time[i]) //swap values
                    {
                    temp = players_recovery_time[i];
                    players_recovery_time[i] = players_recovery_time[j];
                    players_recovery_time[j] = temp;

                    temp = activ_players[i];
                    activ_players[i] = activ_players[j];
                    activ_players[j] = temp;
                    }
                }
            }

        for (i=0; i<a_players_count; ++i)
            {
            this->pQueue[activ_players[i]].field_4 = i+2;
            }
        }
    this->SortTurnQueue();
    }



//----- (00405CFF) --------------------------------------------------------
void stru262_TurnBased::End(bool bPlaySound)
    {
   
    ObjectType objType; // eax@13
    int objID; // esi@13
    int i; 

    this->turn_stage = 0;

    for( i=0; i<uActorQueueSize; ++i) 
        { 
        if ( PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor )
            pActors[PID_ID(pQueue[i].uPackedID)].uAttributes &= ~0x80;
        }

    for( i=0; i<uNumSpriteObjects; ++i) 
        {
         if (pSpriteObjects[i].uAttributes & 4)
             pSpriteObjects[i].uAttributes &= ~0x04;
        }

    for( i=0; i<uActorQueueSize; ++i) 
        { 
        objType = (ObjectType)PID_TYPE(pQueue[i].uPackedID);
        objID = PID_ID(pQueue[i].uPackedID);
        if ( objType == OBJECT_Player )
            {
            pPlayers[objID + 1]->uTimeToRecovery = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333);
            }
        else if ( objType == OBJECT_Actor )
            {
             pActors[objID].pMonsterInfo.uRecoveryTime = (signed __int64)((double)pQueue[i].field_4 * 2.133333333333333);
            }
        }
   
    pAudioPlayer->StopChannels(-1, -1);
    if ( bPlaySound != 0 )
        pAudioPlayer->PlaySound(SOUND_206, 0, 0, -1, 0, 0, 0, 0);
    pTurnEngine->field_18 &= ~TE_FLAG_2;
    pEventTimer->StopGameTime();
    dword_50C994 = 0;
    dword_50C998_turnbased_icon_1A = 0;
    }
// 50C994: using guessed type int dword_50C994;
// 50C998: using guessed type int dword_50C998_turnbased_icon_1A;

//----- (00405E14) --------------------------------------------------------
void stru262_TurnBased::_405E14()
    {
    AIDirection *v6; // esi@21
    int v7; // eax@21
    AIDirection a3; // [sp+4h] [bp-68h]@21
    AIDirection v14; // [sp+20h] [bp-4Ch]@21
    AIDirection v15; // [sp+3Ch] [bp-30h]@21
    Actor *curr_actor; // [sp+58h] [bp-14h]@2
    int target_pid; // [sp+5Ch] [bp-10h]@6
    int shrinked;
    int i,j;

    for (i =0; i<uNumActors; ++i )
        {
        curr_actor=&pActors[i];
        shrinked=pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime > 0;
        for (j =0; j<22; ++j) //check expired spell Buffs
            {
            if(j != 10)
                pActors[i].pActorBuffs[j].IsBuffExpiredToTime(pParty->uTimePlayed);
            }
        if (shrinked && pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <=0) //buff 3 expired
            {
            pActors[i].uActorHeight = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].uMonsterHeight;
            }
        if(!(curr_actor->uAttributes&0x80)&&
              (!curr_actor->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime)&&
              (!curr_actor->pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime)) 
            {
            curr_actor->uCurrentActionTime += pMiscTimer->uTimeElapsed;
            if (curr_actor->uCurrentActionTime>=curr_actor->uCurrentActionLength)
                {
                target_pid = ai_near_actors_targets_pid[i];
                v6 = Actor::GetDirectionInfo(PID(OBJECT_Actor,i), target_pid, &a3, 0);  
                memcpy(&v15, v6, sizeof(AIDirection));   
                memcpy(&v14, &v15, sizeof(AIDirection));
                v7 = curr_actor->uAIState;
                if(v7==AIState::Dying)
                    {
                    curr_actor->uCurrentActionTime = 0;
                    curr_actor->uCurrentActionLength = 0;
                    curr_actor->uAIState = Dead;
                    curr_actor->UpdateAnimation();
                    }
                else  if ( (v7 > AIState::Removed)&&(v7 < AIState::Disabled))
                    {
                     Actor::AI_StandOrBored(i, target_pid, 32, &v14);
                    }
                }
            }
        }
    
    if ( turn_stage == 1 )
        {
        if ( field_8 == 64 )
            {
            _406A63();
            }
        else  if ( field_8 > 0 )
                {
                _406B9F();
                }
        else
                {
                _406AFE();
                field_10 = 100;
                }
        field_8 -= pEventTimer->uTimeElapsed;
        }
    else if ( turn_stage == 2 )
        {
        if ( !(field_18 & TE_FLAG_1) )
            {
            if ( field_10 == 100 )
                {
                StartTurn();
                _40652A();
                }
            if ( field_10 > 0 || pQueue[0].field_4 <= 0 )
                {
                _4065B0();
                _40652A();
                }
            }
        else
            NextTurn();
        }
    else if ( turn_stage == 3 )
        {
        if ( uActionPointsLeft <= 0 || field_18 & TE_FLAG_8 )
            {
            field_18 &= ~TE_FLAG_8;
            turn_stage = 1;
            field_8 = 64;
            }
        else
            {
            _406FA8();
            }
        }
    }


//----- (00406051) --------------------------------------------------------
 void stru262_TurnBased::StartTurn()
    {
    int player_num, actor_num, i, j;

    field_1C = 0;
    for(player_num=0; player_num<4; ++player_num) 
        {
        for(j=0; j<uActorQueueSize; ++j) 
            {
            if (PID_TYPE(pQueue[j].uPackedID)== OBJECT_Player)
                {
                if (pPlayers[PID_ID(pQueue[j].uPackedID) + 1]->CanAct() && (player_num != PID_ID(pQueue[j].uPackedID)) )
                    break;
                }
            }
         if (j==uActorQueueSize )
             {
             pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Player,player_num);
             pQueue[uActorQueueSize].field_4 = 100;
             pQueue[uActorQueueSize].uActionLength = 0;
             pQueue[uActorQueueSize].field_C = 0;
             ++uActorQueueSize;
             }
        }

    for(actor_num=0; actor_num<ai_arrays_size; ++actor_num) 
        {
        for(j=0; j<uActorQueueSize; ++j) 
            {
            if ((PID_TYPE(pQueue[j].uPackedID)== OBJECT_Actor)&&
                 ai_near_actors_ids[actor_num] == PID_ID(pQueue[j].uPackedID))
                    break;
            }
        if (j==uActorQueueSize )
            {
            pQueue[uActorQueueSize].uPackedID = PID(OBJECT_Actor,ai_near_actors_ids[actor_num]);
            pQueue[uActorQueueSize].field_4 = 1;
            pQueue[uActorQueueSize].uActionLength = 0;
            pQueue[uActorQueueSize].field_C = 0;
            ++uActorQueueSize;
            }
        }

        ++field_0;
        field_10 = 100;

        for(i=0; i<uActorQueueSize; ++i) 
            {
            if (pQueue[i].field_4 == 0 )
                pQueue[i].field_4 = 100;
            }

        _4063A1();
        for(i=0; i<uActorQueueSize; ++i) 
            {
            if ((PID_TYPE(pQueue[i].uPackedID)==OBJECT_Player)||(pQueue[i].field_4 > 0))
                break;
            _40680F(i);
            }
    }
// 4F75D8: using guessed type int ai_arrays_size;

 //----- (004061CA) --------------------------------------------------------
 void stru262_TurnBased::NextTurn()
     {
     Actor *curr_actor; // eax@9
     int ai_state; // ecx@9
     int v13; // [sp+10h] [bp-4h]@7
     int i;
     int monster_ai_state;
     int monster; // eax@5

     SortTurnQueue();
     if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
         uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
     else
         uActiveCharacter = 0;
     viewparams->bRedrawGameUI = 1;

     if ( field_1C )
         {
         pTurnEngine->field_18 |= TE_FLAG_2;
         return;
         }
     pTurnEngine->field_18 &= ~TE_FLAG_2;
     if ( pQueue[0].field_4 <= 0 )
         return;

     v13 = 0;
     if (uActorQueueSize > 0 )
         {   

         for (i=0; i<uActorQueueSize; ++i )
             {
             if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
                 {
                 curr_actor = &pActors[PID_ID(pQueue[i].uPackedID)];
                 ai_state = curr_actor->uAIState;
                 if ( (ai_state == AIState::Dying) || (ai_state == AIState::Stunned) || (ai_state == AIState::AttackingMelee) ||
                     (ai_state == AIState::AttackingRanged1) || (ai_state == AIState::AttackingRanged2) || 
                     (ai_state == AIState::AttackingRanged3) || (ai_state == AIState::AttackingRanged4) || (ai_state ==AIState::Summoned))
                     {
                     curr_actor->uCurrentActionTime += pEventTimer->uTimeElapsed;
                     if ( curr_actor->uCurrentActionTime < curr_actor->uCurrentActionLength )
                         {
                         v13 = 1;
                         }
                     else if ( ai_state == 4 )// Dying
                         {
                         curr_actor->uAIState = AIState::Dead;
                         curr_actor->uCurrentActionTime = 0;
                         curr_actor->uCurrentActionLength = 0;
                         curr_actor->UpdateAnimation();
                         }
                     else
                         {
                         if ( ai_state == 8 ) //Stunned
                             Actor::AI_StandOrBored(PID_ID(pQueue[i].uPackedID), ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)], 32, 0);
                         }
                     }
                 }
             }
         if ( v13 != 0 )
             {
             field_18 |= TE_FLAG_1;
             return;
             }
         }

     field_18 &= ~TE_FLAG_1;       
     for (i=0; i<uActorQueueSize; ++i )
         {      
         if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor) 
             {
             monster=PID_ID(pQueue[i].uPackedID);
             monster_ai_state=pActors[monster].uAIState;
             if ((monster_ai_state != AIState::Dead) && 
                 (monster_ai_state != AIState::Dying) &&
                 (monster_ai_state != AIState::Removed) &&
                 (monster_ai_state != AIState::Summoned) &&
                 (monster_ai_state != AIState::Disabled))
                 {
                 pQueue[i].uActionLength = 0;
                 Actor::AI_StandOrBored(monster, ai_near_actors_targets_pid[monster], 32, nullptr);
                 }
             }
         }
     turn_stage = 3;
     pParty->uTimePlayed += 213i64;
     _494035_timed_effects__water_walking_damage__etc();
     uActionPointsLeft = 130;
     }

 //----- (004063A1) --------------------------------------------------------
 int stru262_TurnBased::_4063A1()
     {
     int v9; // dx@12 
     int j;

     SortTurnQueue();
     viewparams->bRedrawGameUI = 1;
     if ( pQueue[0].field_4 )
         {
         if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
             {
             do
                 {
                 for (j=0; j<uActorQueueSize; ++j )
                     {      
                     --pQueue[j].field_4;
                     }
                 --field_10;
                 if (field_10 == 0)
                     return 1;
                 }
                 while (pQueue[0].field_4 > 0);
             }
         else
             {
             v9 = pActors[PID_ID(pQueue[0].uPackedID)].uAIState;
             if (!(v9 == AIState::Dying || v9 == AIState::Dead || 
                   v9 == AIState::Disabled || v9 == AIState::Removed))
                 {
                 do
                     {
                     for (j=0; j<uActorQueueSize; ++j )
                         {      
                         --pQueue[j].field_4;
                         if (pQueue[j].field_4 == 1)
                             pQueue[j].uActionLength = 0;
                         }
                     --field_10;
                     if (field_10 == 0)
                         return 1;
                     }
                     while (pQueue[0].field_4 > 0); 
                 }
             }
         }
     return 0;
     }

//----- (00406457) --------------------------------------------------------
void stru262_TurnBased::_406457( int a2 )
    {
    stru262_TurnBased *v2; // esi@1
    signed int v3; // eax@1
    signed int v4; // ecx@2
    char *v5; // edx@2
    signed int v6; // eax@2
    int result; // eax@11
    int v8; // edx@13
    int v9; // ecx@14
    char v10; // zf@15
    int i;

    if (  PID_TYPE(pQueue[a2].uPackedID) == OBJECT_Player)
        {
        v4 = PID_ID(pQueue[a2].uPackedID);
        if ( pParty->pTurnBasedPlayerRecoveryTimes[v4] )
            pParty->pTurnBasedPlayerRecoveryTimes[v4] = 0;
        else
            v6 = pPlayers[v4 + 1]->GetAttackRecoveryTime(0);
        if ( v6 < 30 )
            v6 = 30;
        }
    else
        {
        v6 = pMonsterStats->pInfos[pActors[PID_ID(pQueue[a2].uPackedID)].pMonsterInfo.uID].uRecoveryTime;
        }

    pQueue[a2].field_4 = v6;
    SortTurnQueue();
    if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player)
        uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
    else
        uActiveCharacter = 0;
    viewparams->bRedrawGameUI = 1;
    if (pQueue[0].field_4 > 0)
        {
        while(field_10 > 0)
            {
            for (i=0; i<uActorQueueSize; ++i)
                {
                --pQueue[i].field_4;
                if (pQueue[i].field_4==0)
                    pQueue[i].uActionLength=0;
                }
            --field_10;
            }
        }
    }

//----- (0040652A) --------------------------------------------------------
void stru262_TurnBased::_40652A()
    {
    int i;
    int monster_ai_state;
    Actor *monster; // eax@5

    for (i=0; i<uActorQueueSize; ++i )
        {
        if (pQueue[i].field_4 == 0)
            {
            if(PID_TYPE(pQueue[i].uPackedID) == OBJECT_Player) 
                break;
            monster=&pActors[PID_ID(pQueue[i].uPackedID)];
            monster_ai_state=monster->uAIState;
            if (monster_ai_state == AIState::Standing || 
                monster_ai_state == AIState::Fleeing || 
                monster_ai_state == AIState::Fidgeting)
                {
                pQueue[i].field_4 = pMonsterStats->pInfos[monster->pMonsterInfo.uID].uRecoveryTime;
                if (monster->pActorBuffs[7].uExpireTime > 0)
                    pQueue[i].field_4*=2;
                }
            }
        }
    }

//----- (004065B0) --------------------------------------------------------
void stru262_TurnBased::_4065B0()
{
    int i;

    SortTurnQueue();
    if (pQueue[0].field_4 <= 0)
        {  
        for (i=0; i<uActorQueueSize; ++i )
            {
            if ((PID_TYPE(pQueue[i].uPackedID)==OBJECT_Player)|| (pQueue[i].field_4 > 0) )
                break;
            if ((pQueue[i].uActionLength<=0) && (PID_TYPE(pQueue[i].uPackedID)==OBJECT_Actor))
                _40680F(i);
            }
        }
    else
        {
        _4063A1();
        if (PID_TYPE(pQueue[0].uPackedID) == OBJECT_Player) 
            uActiveCharacter = PID_ID(pQueue[0].uPackedID) + 1;
        else
            uActiveCharacter = 0;
        viewparams->bRedrawGameUI = 1;
        }

    for (i=0; i<uActorQueueSize; ++i )
        AIRangedAttacks(i);
}

//----- (00406648) --------------------------------------------------------
void stru262_TurnBased::AIRangedAttacks( unsigned int queue_index )
    {
    TurnBased_QueueElem *v1; // ecx@1
    int v3; // eax@1
    unsigned int v4; // ebx@2
    Actor *v5; // esi@2
    signed int v6; // edi@5
    int v7; // ecx@6
    int v8; // eax@6
    int v9; // eax@7
    int v10; // eax@8
    int v11; // eax@9
    int v12; // eax@10
    int v13; // eax@11
    int v14; // eax@14
    unsigned int v15; // ecx@14
    unsigned int v16; // edx@14
    int v17; // eax@17
    int v18; // eax@20
    char v19; // al@24
    unsigned int v21; // [sp-8h] [bp-50h]@16
    int v22; // [sp-8h] [bp-50h]@17
    AIDirection *v23; // [sp-4h] [bp-4Ch]@14
    unsigned int v24; // [sp-4h] [bp-4Ch]@17
    char v25; // [sp-4h] [bp-4Ch]@20
    AIDirection a3; // [sp+Ch] [bp-3Ch]@2
    AIDirection a4; // [sp+28h] [bp-20h]@2
    TurnBased_QueueElem *v28; // [sp+44h] [bp-4h]@1
    unsigned int a2a; // [sp+50h] [bp+8h]@2

    v1 = &pQueue[queue_index];
    v28 = v1;
    v3 = v1->uPackedID;
    if (PID_TYPE(pQueue[queue_index].uPackedID) == OBJECT_Actor)
        {
        v4 = PID_ID(v3);
        a2a = ai_near_actors_targets_pid[PID_ID(pQueue[queue_index].uPackedID)];
        memcpy(&a3, Actor::GetDirectionInfo(v1->uPackedID, ai_near_actors_targets_pid[PID_ID(v3)], &a3, 0), sizeof(a3));
        memcpy(&a4, &a3, sizeof(a4));
        v5 = &pActors[PID_ID(v3)];
        LOWORD(v3) = v5->uAIState;
        if (( (short)v3 != AIState::Dead )&& ( (short)v3 != AIState::Disabled )&&( (short)v3 != AIState::Removed ))  
                    {
                    v5->uCurrentActionTime += pEventTimer->uTimeElapsed;
                    if ( (signed int)v5->uCurrentActionTime >= v5->uCurrentActionLength )
                        {
                         switch (v3)
                         {
                           case  AIState::AttackingMelee:
                             v19 = stru_50C198.special_ability_use_check(&pActors[v4], v4);
                             stru_50FE08.Add( v28->uPackedID,  5120,  v5->vPosition.x, v5->vPosition.y, v5->vPosition.z + ((signed int)v5->uActorHeight >> 1), v19,  1);
                             Actor::AI_Stand(v4, a2a, 0, &a4);
                             break;
                           case AIState::AttackingRanged1:
                             Actor::AI_RangedAttack(v4, &a4, v5->pMonsterInfo.uMissleAttack1Type, 0);
                             Actor::AI_Stand(v4, a2a, 0,&a4);
                             break;
                           case AIState::Dying:
                             v5->uCurrentActionTime = 0;
                             v5->uCurrentActionLength = 0;
                             v5->uAIState = Dead;
                             pActors[v4].UpdateAnimation();
                             break;
                           case AIState::Stunned:
                              Actor::AI_Stand(v4, a2a, 0,&a4);
                              break;
                           case AIState::AttackingRanged2:
                             Actor::AI_RangedAttack(v4, &a4, v5->pMonsterInfo.uMissleAttack2Type, 1);
                             Actor::AI_Stand(v4, a2a, 0,&a4);
                             break;
                           case AIState::AttackingRanged3:
                             Actor::AI_SpellAttack(v4, &a4, v5->pMonsterInfo.uSpell1ID, 2, v5->pMonsterInfo.uSpellSkillAndMastery1);
                             Actor::AI_Stand(v4, a2a, 0, &a4);
                             break;
                           case AIState::AttackingRanged4:
                             Actor::AI_SpellAttack(v4, &a4, v5->pMonsterInfo.uSpell2ID, 3, v5->pMonsterInfo.uSpellSkillAndMastery2);
                             Actor::AI_Stand(v4, a2a, 0, &a4);
                             break;
                           default:
                             if ( !(rand() % 2) )
                               Actor::AI_Bored(v4, a2a, &a4);
                             else
                               Actor::AI_Stand(v4, a2a, 64,&a4);
                         }
                    }
        }

        }
        
    }
// 50FE08: using guessed type stru298 stru_50FE08;

//----- (0040680F) --------------------------------------------------------
void stru262_TurnBased::_40680F( int a2 )
        {
    TurnBased_QueueElem *v2; // eax@1
    unsigned int v3; // eax@1
    unsigned int v4; // edi@2
    Actor *v5; // ebx@2
    unsigned int *v6; // esi@7
    AIDirection *v7; // esi@10
    int v8; // eax@10
    unsigned int v9; // ecx@10
    signed int v10; // eax@13
    unsigned __int8 v11; // sf@19
    unsigned __int8 v12; // of@19
    int v13; // esi@29
    bool v14; // eax@29
    unsigned __int8 v15; // cl@33
    AIDirection a3; // [sp+Ch] [bp-44h]@10
    AIDirection v18; // [sp+28h] [bp-28h]@10
    int a2a; // [sp+44h] [bp-Ch]@2
    unsigned int v20; // [sp+48h] [bp-8h]@10
    TurnBased_QueueElem *v21; // [sp+4Ch] [bp-4h]@1
    signed int v22; // [sp+58h] [bp+8h]@10

    v2 = &pQueue[a2];
    v21 = v2;
    v2->uActionLength = 0;
    v3 = v2->uPackedID;
    if ( (unsigned __int8)v3 & 3 )
        {
        v3 = PID_ID(v3);
        v4 = v3;
        a2a = v3;
        v5 = &pActors[v3];
        LOWORD(v3) = v5->uAIState;
        if ( (short)v3 != 5 )
            {
            if ( (short)v3 != 4 && (short)v3 != 11 && (short)v3 != 19 && (short)v3 != 17 )
                {
                v6 = (unsigned int *)&ai_near_actors_targets_pid[(int)v4];
                Actor::_SelectTarget((unsigned int)v4, &ai_near_actors_targets_pid[(int)v4], true);
                if ( v5->pMonsterInfo.uHostilityType && !*v6 )
                    v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
                v22 = *v6;
                v7 = Actor::GetDirectionInfo(PID(OBJECT_Actor,(int)v4), *v6, &a3, 0);
                v8 = v5->uActorRadius;
                memcpy(&a3, v7, sizeof(a3));
                memcpy(&v18, &a3, sizeof(v18));
                v9 = a3.uDistance - v8;
                v20 = a3.uDistance - v8;
                if ( ((a3.uDistance - v8) & 0x80000000u) != 0 )
                    {
                    v9 = 0;
                    v20 = 0;
                    }
                if (PID_TYPE(v22) == OBJECT_Actor)
                    //v10 = (unsigned __int8)*(&byte_5C8D1A[89 * (pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID - 1) / 3] + (v5->pMonsterInfo.uID - 1) / 3);
                    v10 = pFactionTable->relations[(pMonsterStats->pInfos[pActors[PID_ID(v22)].pMonsterInfo.uID].uID) / 3 + 1][(v5->pMonsterInfo.uID - 1) / 3 + 1];
                else
                    v10 = 4;
                if ( v10 == 1 )
                    {
                    if ( (double)(signed int)v20 < 307.2 )
                        goto LABEL_25;
                    }
                else
                    {
                    if ( v10 == 2 )
                        {
                        v12 = __OFSUB__(v9, 1024);
                        v11 = ((v9 - 1024) & 0x80000000u) != 0;
                        }
                    else
                        {
                        if ( v10 == 3 )
                            {
                            v12 = __OFSUB__(v9, 2560);
                            v11 = ((v9 - 2560) & 0x80000000u) != 0;
                            }
                        else
                            {
                            if ( v10 != 4 )
                                goto LABEL_26;
                            v12 = __OFSUB__(v9, 5120);
                            v11 = ((v9 - 5120) & 0x80000000u) != 0;
                            }
                        }
                    if ( v11 ^ v12 )
                        {
LABEL_25:
                        v5->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
                        goto LABEL_26;
                        }
                    }
LABEL_26:
                if ( v5->pMonsterInfo.uHostilityType != 4 || !v22 || (signed int)v9 >= 5120 )
                    {
                    v13 = a2a;
                    goto LABEL_47;
                    }
                v13 = a2a;
                v14 = stru_50C198.special_ability_use_check(v5, a2a);
                if ( v14 == 1 )
                    {
                    if ( v5->pMonsterInfo.uMissleAttack2Type )
                        {
                        Actor::AI_MissileAttack2(v13, v22, &v18);
                        goto LABEL_43;
                        }
                    }
                else
                    {
                    if ( v14 > 1 && v14 <= 3 )
                        {
                        if ( v14 == 2 )
                            v15 = v5->pMonsterInfo.uSpell1ID;
                        else
                            v15 = v5->pMonsterInfo.uSpell2ID;
                        if ( v15 )
                            {
                            if ( v14 == 2 )
                                Actor::AI_SpellAttack1(v13, v22, &v18);
                            else
                                Actor::AI_SpellAttack2(v13, v22, &v18);
                            goto LABEL_43;
                            }
                        goto LABEL_44;
                        }
                    if ( v5->pMonsterInfo.uMissleAttack1Type )
                        {
                        Actor::AI_MissileAttack1(v13, v22, &v18);
LABEL_43:
                        //v3 = v21;
                        v21->field_C = 1;
LABEL_48:
                        v21->uActionLength = v5->uCurrentActionLength;
                        //return (signed __int16)v3;
                        return;
                        }
                    }
LABEL_44:
                if ( (double)(signed int)v20 < 307.2 )
                    {
                    Actor::AI_MeleeAttack(v13, v22, &v18);
                    //v3 = v21;
                    v21->field_C = 3;
                    goto LABEL_48;
                    }
LABEL_47:
                Actor::AI_Stand(v13, v22, 64, &v18);
                //v3 = v21;
                v21->field_C = 0;
                goto LABEL_48;
                }
            }
        }
    }

//----- (00406A63) --------------------------------------------------------
void stru262_TurnBased::_406A63()
    {
  
    AIDirection a3; // [sp+8h] [bp-44h]@5
    AIDirection v7; // [sp+24h] [bp-28h]@5
    unsigned int target_pid; // [sp+40h] [bp-Ch]@5
    int i;

    this->field_8 = 64;
    dword_50C994 = 0;
    uActiveCharacter = 0;
    for (i=0; i<uActorQueueSize; ++i )
        {
        if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
            {
            target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
            memcpy(&v7, Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &a3, 0), sizeof(AIDirection));
            if ( !ActorTurn(i) )
                Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7);
            }
        }   
    }
// 50C994: using guessed type int dword_50C994;

//----- (00406AFE) --------------------------------------------------------
void stru262_TurnBased::_406AFE()
    {
    AIDirection a3; // [sp+4h] [bp-48h]@5
    AIDirection v7; // [sp+20h] [bp-2Ch]@5
    unsigned int target_pid; 
    int i;

    for (i=0; i<uActorQueueSize; ++i )
        {
        if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
            {
            target_pid = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
            memcpy(&v7, Actor::GetDirectionInfo(pQueue[i].uPackedID, target_pid, &a3, 0), sizeof(AIDirection));
            Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), target_pid, 32, &v7);
            pQueue[i].field_C = 0;
            pQueue[i].uActionLength = 0;
            }
        }   
    turn_stage = 2;
    field_8 = 100;

    }

//----- (00406B9F) --------------------------------------------------------
void stru262_TurnBased::_406B9F()
    {
    unsigned int v5; // esi@5
    Actor *v6; // ebx@5
    AIDirection a3; // [sp+0h] [bp-50h]@15
    AIDirection v9; // [sp+1Ch] [bp-34h]@15
    unsigned int v12; // [sp+40h] [bp-10h]@5
    unsigned int v13; // [sp+44h] [bp-Ch]@8
    int i;

    for (i=0; i<uActorQueueSize; ++i )
        {
        if (PID_TYPE(pQueue[i].uPackedID) == OBJECT_Actor)
            {
            v6 = &pActors[PID_ID(pQueue[i].uPackedID)];
            if ( !(v6->pActorBuffs[5].uExpireTime > 0|| (v6->pActorBuffs[6].uExpireTime > 0) || 
                    v6->uAIState == AIState::Dead || v6->uAIState == AIState::Removed || v6->uAIState == AIState::Disabled) )
                {
                v13 = ai_near_actors_targets_pid[PID_ID(pQueue[i].uPackedID)];
                memcpy(&v9, Actor::GetDirectionInfo(pQueue[i].uPackedID, v13, &a3, 0), sizeof(AIDirection));
                if ( v6->uAIState == AIState::Pursuing || v6->uAIState == AIState::Tethered ) 
                    {
                    if ( (double)(signed int)v9.uDistance < 307.2 )
                        Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
                    }
                else
                    {           
                    v6->uCurrentActionTime += pEventTimer->uTimeElapsed;
                    if ( v6->uCurrentActionTime > v6->uCurrentActionLength )
                        {
                        if ( v6->uAIState == AIState::Dying )
                            {
                            v6->uCurrentActionTime = 0;
                            v6->uCurrentActionLength = 0;
                            v6->uAIState = AIState::Dead;
                            v6->UpdateAnimation();
                            }
                        if ( !ActorTurn(i) )
                            Actor::AI_Stand(PID_ID(pQueue[i].uPackedID), v13, 32, &v9);
                        }
                    }
                }
            }
        }
    }

//----- (00406D10) --------------------------------------------------------
bool stru262_TurnBased::ActorTurn(signed int a2)
    {
    int v2; // ecx@1
    //int v3; // ecx@2
    Actor *actor; // ebx@2
    //unsigned __int16 v5; // dx@2
    int *v6; // esi@7
    TurnBased_QueueElem *v7; // edi@7
    int v8; // eax@7
    AIDirection *v9; // esi@10
    int v10; // eax@10
    unsigned int v11; // ecx@10
    unsigned __int8 pHostileType; // al@12
    unsigned __int8 v13; // sf@16
    unsigned __int8 v14; // of@16
    unsigned int v15; // edx@22
    unsigned int v16; // ecx@23
    TurnBased_QueueElem *v17; // eax@25
    double v18; // st7@33
    double v19; // st6@33
    AIDirection a3; // [sp+Ch] [bp-48h]@10
    AIDirection pDir; // [sp+28h] [bp-2Ch]@10
    int v27; // [sp+44h] [bp-10h]@33
    unsigned int v28; // [sp+48h] [bp-Ch]@10
    TurnBased_QueueElem *v29; // [sp+4Ch] [bp-8h]@7
    unsigned int uActorID; // [sp+50h] [bp-4h]@2
    unsigned int a2a; // [sp+5Ch] [bp+8h]@7

    // __debugbreak();//срабатывает при пошаговом режиме после пяти шагов
    v2 = pQueue[a2].uPackedID;
    if (PID_TYPE(v2) == OBJECT_Player)
        return 0;
    uActorID = PID_ID(v2);
    //uActorID = v3;
    actor = &pActors[uActorID];
    //v5 = v4->uAIState;
    if ( actor->uAIState == 5 || actor->uAIState == 4 || actor->uAIState == 11 || actor->uAIState == 19 || actor->uAIState == 17 )
        return 1;
    v6 = &ai_near_actors_targets_pid[uActorID];
    v7 = &pTurnEngine->pQueue[a2];
    v8 = *v6;
    v29 = &pTurnEngine->pQueue[a2];
    a2a = v8;
    Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
    if ( actor->pMonsterInfo.uHostilityType && !*v6 )
        actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
    v9 = Actor::GetDirectionInfo(v7->uPackedID, a2a, &a3, 0);
    v10 = actor->uActorRadius;
    memcpy(&a3, v9, sizeof(a3));
    memcpy(&pDir, &a3, sizeof(pDir));
    v11 = a3.uDistance - v10;
    v28 = a3.uDistance - v10;
    if ( ((a3.uDistance - v10) & 0x80000000u) != 0 )
        {
        v11 = 0;
        v28 = 0;
        }
    pHostileType = actor->pMonsterInfo.uHostilityType;
    if ( pHostileType == 1 )
        {
        if ( (double)(signed int)v28 >= 307.2 )
            goto LABEL_21;
        actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
        goto LABEL_21;
        }
    if ( pHostileType == 2 )
        {
        v14 = __OFSUB__(v11, 1024);
        v13 = ((v11 - 1024) & 0x80000000u) != 0;
        }
    else
        {
        if ( pHostileType != 3 )
            goto LABEL_21;
        v14 = __OFSUB__(v11, 2560);
        v13 = ((v11 - 2560) & 0x80000000u) != 0;
        }
    if ( v13 ^ v14 )
        {
        actor->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
        }
LABEL_21:
    if ( (signed __int64)actor->pActorBuffs[4].uExpireTime > 0 )
        {
        if ( (signed int)v11 < 10240 )
            {
            Actor::AI_Flee(uActorID, a2a, 0, &pDir);
            v29->field_C = 4;
            v29->uActionLength = actor->uCurrentActionLength;
            return 1;
            }
        Actor::AI_4032B2(uActorID, a2a, 1024, 0);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    if ( actor->pMonsterInfo.uHostilityType != 4 )
        goto LABEL_46;
    if ( !(actor->uAttributes & 0x020000) || actor->pMonsterInfo.uAIType == 1 )
        {
        if ( actor->pMonsterInfo.uAIType == 1 )
            {
            if ( actor->pMonsterInfo.uMovementType == 5 )
                {
                Actor::AI_Stand(uActorID, a2a, 32, 0);
                v29->field_C = 4;
                v29->uActionLength = actor->uCurrentActionLength;
                return 1;
                }
            Actor::AI_Flee(uActorID, a2a, 32, 0);
            v29->field_C = 4;
            v29->uActionLength = actor->uCurrentActionLength;
            return 1;
            }
        if ( actor->pMonsterInfo.uAIType == 2 )
            {
            v27 = actor->sCurrentHP;
            v18 = (double)v27;
            v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.2;
            if ( v19 > v18 && (signed int)v11 < 10240 )
                {
                if ( actor->pMonsterInfo.uMovementType == 5 )
                    {
                    Actor::AI_Stand(uActorID, a2a, 32, 0);
                    v29->field_C = 4;
                    v29->uActionLength = actor->uCurrentActionLength;
                    return 1;
                    }
                Actor::AI_Flee(uActorID, a2a, 32, 0);
                v29->field_C = 4;
                v29->uActionLength = actor->uCurrentActionLength;
                return 1;
                }
            goto LABEL_39;
            }
        if ( actor->pMonsterInfo.uAIType == 3 )
            {
            v27 = actor->sCurrentHP;
            v18 = (double)v27;
            v19 = (double)(signed int)actor->pMonsterInfo.uHP * 0.1;
            if ( v19 > v18 && (signed int)v11 < 10240 )
                {
                if ( actor->pMonsterInfo.uMovementType == 5 )
                    {
                    Actor::AI_Stand(uActorID, a2a, 32, 0);
                    v29->field_C = 4;
                    v29->uActionLength = actor->uCurrentActionLength;
                    return 1;
                    }
                Actor::AI_Flee(uActorID, a2a, 32, 0);
                v29->field_C = 4;
                v29->uActionLength = actor->uCurrentActionLength;
                return 1;
                }
            goto LABEL_39;
            }
        }
LABEL_39:
    if ( (double)(signed int)v28 < 307.2 )
        return 0;
    if ( (signed int)v11 < 5120 )
        {
        if ( actor->pMonsterInfo.uMissleAttack1Type && (signed int)v11 < 1024 )
            Actor::AI_Pursue1(uActorID, a2a, uActorID, 32, &pDir);
        else
            Actor::AI_Pursue2(uActorID, a2a, 32, &pDir, 307);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
LABEL_46:
    if ( actor->pMonsterInfo.uMovementType == 0 )
        {
        Actor::AI_4032B2(uActorID, a2a, 1024, 32);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    if ( actor->pMonsterInfo.uMovementType == 1 )
        {
        Actor::AI_4032B2(uActorID, a2a, 2560, 32);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    if ( actor->pMonsterInfo.uMovementType == 2 )
        {
        Actor::AI_4032B2(uActorID, a2a, 5120, 32);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    if ( actor->pMonsterInfo.uMovementType == 4 )
        {
        Actor::AI_4032B2(uActorID, a2a, 10240, 32);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    if ( actor->pMonsterInfo.uMovementType == 5 )
        {
        Actor::AI_Stand(uActorID, a2a, 32, 0);
        v29->field_C = 2;
        v29->uActionLength = actor->uCurrentActionLength;
        return 1;
        }
    return 1;
    }

//----- (00406FA8) --------------------------------------------------------
void stru262_TurnBased::_406FA8()
    {
    unsigned __int8 v1; // zf@1
    unsigned __int8 v2; // sf@1
    TurnBased_QueueElem *v3; // edi@2
    int v4; // eax@4
    Actor *v5; // ebx@4
    unsigned __int16 v6; // cx@4
    unsigned int *v7; // edx@8
    unsigned int v8; // esi@8
    unsigned __int8 v9; // of@13
    AIDirection a3; // [sp+Ch] [bp-6Ch]@8
    AIDirection v11; // [sp+28h] [bp-50h]@8
    AIDirection a4; // [sp+44h] [bp-34h]@8
    stru262_TurnBased *v13; // [sp+60h] [bp-18h]@1
    TurnBased_QueueElem *v14; // [sp+64h] [bp-14h]@2
    int uActorID; // [sp+68h] [bp-10h]@4
    unsigned int a2; // [sp+6Ch] [bp-Ch]@8
    int v17; // [sp+70h] [bp-8h]@1
    unsigned int v18; // [sp+74h] [bp-4h]@2

    v17 = 0;
    v1 = this->uActorQueueSize == 0;
    v2 = this->uActorQueueSize < 0;
    v13 = this;
    if ( !(v2 | v1) )
        {
        v3 = this->pQueue;
        v18 = (char *)&pTurnEngine - (char *)this;
        v14 = this->pQueue;
        do
            {
            if (PID_TYPE(v3->uPackedID) != OBJECT_Player)
                {
                v4 = PID_ID(v3->uPackedID);
                uActorID = v4;
                v5 = &pActors[v4];
                v6 = v5->uAIState;
                if ( v6 != 5 ) // Dead 
                    {
                    if ( v6 != 11 )// Removed
                        {
                        if ( v6 != 19 ) //Disabled 
                            {
                            if ( v6 != 17 ) //Summoned
                                {
                                v7 = (unsigned int *)&ai_near_actors_targets_pid[v4];
                                a2 = *v7;
                                v8 = a2;
                                Actor::_SelectTarget(v4, (int *)v7, true);
                                memcpy(&v11, Actor::GetDirectionInfo(*(int *)((char *)&v3->uPackedID + v18), v8, &a3, 0), sizeof(AIDirection));
                                memcpy(&a4, &v11, sizeof(AIDirection));
                                v5->uCurrentActionTime += pMiscTimer->uTimeElapsed;
                                if ( (signed int)v5->uCurrentActionTime >= v5->uCurrentActionLength )
                                    {
                                    if (v5->uAIState == Dying)
                                        {
                                        v5->uCurrentActionTime = 0;
                                        v5->uCurrentActionLength = 0;
                                        v5->uAIState = Dead;
                                        v5->UpdateAnimation();
                                        return;
                                        }
                                    if ( rand() % 2 )
                                        Actor::AI_Stand(uActorID, a2, 64, &a4);
                                    else
                                        Actor::AI_Bored(uActorID, a2, &a4);
                                    }
                                }
                            }
                        }
                    }
                }
            ++v17;
            v3 = v14 + 1;
            v9 = __OFSUB__(v17, v13->uActorQueueSize);
            v2 = v17 - v13->uActorQueueSize < 0;
            ++v14;
            }
            while ( v2 ^ v9 );
        }
    }