view Actor.cpp @ 263:8cf4fe6b4941

Слияние
author Ritor1
date Mon, 18 Feb 2013 12:38:38 +0600
parents 37dcbe8f3cca
children 0ea5fbd16edb
line wrap: on
line source

#include "Actor.h"
#include "LayingItem.h"
#include "Math.h"
#include "Party.h"
#include "Outdoor.h"
#include "AudioPlayer.h"
#include "Game.h"
#include "ObjectList.h"
#include "Overlays.h"
#include "Events.h"
#include "IndoorCamera.h"
#include "FactionTable.h"
#include "TurnEngine.h"
#include "MapInfo.h"
#include "stru277.h"
#include "Time.h"
#include "LOD.h"
#include "Party.h"
#include "GUIWindow.h"
#include "GUIFont.h"




Actor pActors[500];
size_t uNumActors;

stru319 stru_50C198; // idb





//----- (00448518) --------------------------------------------------------
void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3)
{
  signed int v3; // eax@1
  int *v4; // edi@2
  signed int v5; // eax@6
  char *v6; // ecx@6
  char *v7; // eax@11
  ItemGen *v8; // ecx@15

  v3 = 0;
  if ( (signed int)uNumActors > 0 )
  {
    v4 = (int *)&pActors[0].uNPC_ID;
    while ( *(short *)v4 != npc )
    {
      ++v3;
      v4 += 209;
      if ( v3 >= (signed int)uNumActors )
        return;
    }
    v5 = v3;
    v6 = (char *)&pActors[v5].uCarriedItemID;
    if ( a3 )
    {
      if ( *(short *)v6 )
      {
        if ( pActors[v5].array_000234[0].uItemID )
        {
          v7 = (char *)&pActors[v5].array_000234[1];
          if ( !*(int *)v7 )
            *(int *)v7 = item;
        }
        else
        {
          pActors[v5].array_000234[0].uItemID = item;
        }
      }
      else
      {
        *(short *)v6 = item;
      }
    }
    else
    {
      if ( *(short *)v6 == item )
      {
        *(short *)v6 = 0;
      }
      else
      {
        v8 = pActors[v5].array_000234;
        if ( pActors[v5].array_000234[0].uItemID == item
          || (v8 = &pActors[v5].array_000234[1], pActors[v5].array_000234[1].uItemID == item) )
          v8->Reset();
      }
    }
  }
}

//----- (004485A7) --------------------------------------------------------
void Actor::GiveItem(unsigned int uActorID, unsigned int uItemID, unsigned int bGive)
{
  unsigned int v3; // eax@3
  char *v4; // ecx@3
  unsigned int *v5; // eax@8
  ItemGen *v6; // ecx@12

  if ( (uActorID & 0x80000000u) == 0 && (signed int)uActorID <= (signed int)(uNumActors - 1) )
  {
    v3 = uActorID;
    v4 = (char *)&pActors[uActorID].uCarriedItemID;
    if ( bGive )
    {
      if ( *(short *)v4 )
      {
        if ( pActors[v3].array_000234[0].uItemID )
        {
          v5 = &pActors[v3].array_000234[1].uItemID;
          if ( !*v5 )
            *v5 = uItemID;
        }
        else
        {
          pActors[v3].array_000234[0].uItemID = uItemID;
        }
      }
      else
      {
        *(short *)v4 = uItemID;
      }
    }
    else
    {
      if ( *(short *)v4 == uItemID )
      {
        *(short *)v4 = 0;
      }
      else
      {
        v6 = pActors[v3].array_000234;
        if ( pActors[v3].array_000234[0].uItemID == uItemID
          || (v6 = &pActors[v3].array_000234[1], pActors[v3].array_000234[1].uItemID == uItemID) )
          v6->Reset();
      }
    }
  }
}


//----- (00445D4A) --------------------------------------------------------
void Actor::InitializeDialogue(int bPlayerSaysHello)
{
  Actor *v2; // esi@1
  unsigned int v3; // ecx@1
  NPCData *v4; // eax@1
  NPCData *v5; // ebp@1
  unsigned int v6; // eax@1
  signed int v7; // eax@3
  unsigned int v8; // eax@8
  int v9; // esi@8
  int v10; // eax@11
  GUIWindow *v11; // ecx@19
  signed int v12; // eax@21
  //int v13; // [sp-8h] [bp-44h]@34
  const char *v14; // [sp-4h] [bp-40h]@4
  //int v15; // [sp-4h] [bp-40h]@34
  signed int v16; // [sp-4h] [bp-40h]@35
  int v17; // [sp+10h] [bp-2Ch]@1
  char pContainer[32]; // [sp+14h] [bp-28h]@3

  auto a1 = this;
  v2 = a1;
  v17 = bPlayerSaysHello;
  dword_A74CDC = -1;
  dword_AE336C = -1;
  pEventTimer->Pause();
  pMiscTimer->Pause();
  pAudioPlayer->StopChannels(-1, -1);
  uDialogueType = 0;
  v3 = v2->uNPC_ID;
  uDialogue_SpeakingActorNPC_ID = v2->uNPC_ID;
  pDialogue_SpeakingActor = v2;
  v4 = GetNPCData(v3);
  v5 = v4;
  v6 = v4->uFlags;
  if ( (v6 & 3) != 2 )
    v5->uFlags = v6 + 1;
  v7 = const_2();
  sprintf(pContainer, "evt%02d", v7);
  if ( !pParty->uAlignment )
  {
    v14 = "-b";
    strcat(pContainer, v14);
  }
  else if ( pParty->uAlignment == 2 )
  {
    v14 = "-c";
    strcat(pContainer, v14);
  }
  v8 = pIcons_LOD->LoadTexture(pContainer, TEXTURE_16BIT_PALETTE);
  array_5913D8[6] = 0;
  uNumDialogueNPCPortraits = 1;
  pTexture_Dialogue_Background = &pIcons_LOD->pTextures[v8];
  sprintf(pContainer, "npc%03u", v5->uPortraitID);
  v9 = 0;
  pDialogueNPCPortraits[0] = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(pContainer, TEXTURE_16BIT_PALETTE)];
  dword_591084 = areWeLoadingTexture;
  uTextureID_507B04 = uTextureID_right_panel;
  if ( !v5->Hired() && v5->house >= 0 )
  {
    if ( (signed int)pParty->GetPartyFame() <= v5->fame
      || (v10 = v5->uFlags & 0xFFFFFF7F, (v5->uFlags & 0xFFFFFF7F & 0x80000000u) != 0) )
    {
      v9 = 1;
    }
	else
	{
		if ( v10 > 1 )
		{
		  if ( v10 == 2 )
		  {
			v16 = 3;
			v9 = v16;
		  }
		  else
		  {
			  if ( v10 != 3 )
			  {
				if ( v10 != 4 )
				  v9 = 1;
			  }
			  else
			  {
				v16 = 2;
				v9 = v16;
			  }
		  }
		}
		else if ( v5->rep )
		{
		  v16 = 2;
		  v9 = v16;
		}
	}
  }
  if ( (uDialogue_SpeakingActorNPC_ID & 0x80000000u) != 0 )
    v9 = 4;
  v11 = GUIWindow::Create(0, 0, 640, 480, (enum WindowType)10, v9, 0);
  pDialogueWindow = v11;
  if (v5->Hired())
  {
    if ( !v5->bHasUsedTheAbility )
    {
      v12 = v5->uProfession;
      if ( v12 >= 10 )
      {
        if ( v12 <= 12 || v12 > 32 && (v12 <= 34 || v12 > 38 && (v12 <= 43 || v12 == 52)) )
        {
          v11->CreateButton(
            0x1E0u,
            0xFAu,
            0x8Cu,
            LOBYTE(pFontArrus->uFontHeight) - 3,
            1,
            0,
            0x88u,
            9u,
            0,
            "",
            0);
          pDialogueWindow->_41D08F(4, 1, 0, 1);
        }
      }
    }
  }
  pDialogueWindow->CreateButton(61u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 1u, 0x31u, "", 0);
  pDialogueWindow->CreateButton(177u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 2u, 0x32u, "", 0);
  pDialogueWindow->CreateButton(292u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 3u, 0x33u, "", 0);
  pDialogueWindow->CreateButton(407u, 424u, 0x1Fu, 0x28u, 2, 94, 0x6Eu, 4u, 0x34u, "", 0);
  if (v17 && uActiveCharacter && !v5->Hired())
  {
    if (pParty->uCurrentHour < 5 || pParty->uCurrentHour > 21)
      pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodEvening, 0);
    else
      pPlayers[uActiveCharacter]->PlaySound(SPEECH_GoodDay, 0);
  }
}

  
//----- (0040894B) --------------------------------------------------------
bool Actor::CanAct()
{
  signed int v1; // esi@1
  bool v2; // edi@2
  unsigned __int16 v3; // ax@6

  v1 = 0;
  v2 = (signed __int64)this->pActorBuffs[5].uExpireTime > 0;// stoned
  if ( (signed __int64)this->pActorBuffs[6].uExpireTime > 0 )// paralyzed
    v1 = 1;
  v3 = this->uAIState;
  return (v2 | v1 | v3 == Dying | v3 == Dead | v3 == Removed | v3 == Summoned | v3 == Disabled) == 0;
}

//----- (004089C7) --------------------------------------------------------
bool Actor::IsAlive()
{
  signed int v1; // esi@1
  unsigned __int16 v2; // ax@3

  v1 = 0;
  if ( (signed __int64)this->pActorBuffs[5].uExpireTime > 0 )
    v1 = 1;
  v2 = this->uAIState;
  return (v1 | (v2 == Dying) | (v2 == Dead) | (v2 == Removed) | (v2 == Summoned) | (v2 == Disabled)) != 0;
}

//----- (004086E9) --------------------------------------------------------
void Actor::SetRandomGoldIfTheresNoItem()
{
  Actor *v1; // esi@1
  int v2; // edi@1
  signed int v3; // ebx@2
  unsigned __int8 v4; // al@7

  v1 = this;
  v2 = 0;
  if ( !this->array_000234[3].uItemID )
  {
    v3 = 0;
    if ( this->pMonsterInfo.uTreasureDiceRolls )
    {
      do
      {
        ++v3;
        v2 += rand() % v1->pMonsterInfo.uTreasureDiceSides + 1;
      }
      while ( v3 < v1->pMonsterInfo.uTreasureDiceRolls );
      if ( v2 )
      {
        v1->array_000234[3].uItemID = 197;
        v1->array_000234[3].uAdditionalValue = v2;
      }
    }
  }
  if ( rand() % 100 < v1->pMonsterInfo.uTreasureDropChance )
  {
    v4 = v1->pMonsterInfo.uTreasureLevel;
    if ( v4 )
      pItemsTable->GenerateItem(v4, v1->pMonsterInfo.uTreasureType, &v1->array_000234[2]);
  }
  v1->uAttributes |= 0x800000;
}

//----- (00404AC7) --------------------------------------------------------
void __fastcall Actor::_404AC7(unsigned int uActorID, AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel)
{
  Actor *v5; // esi@1
  unsigned int v6; // edi@1
  unsigned int v7; // eax@1
  int v8; // edi@16
  int v9; // edi@17
  signed int v10; // ecx@22
  signed int v11; // eax@29
  __int16 *v12; // edi@30
  int v13; // ecx@34
  int v14; // edx@34
  int v15; // eax@34
  AIDirection *v16; // esi@34
  unsigned __int16 v17; // di@34
  int v18; // eax@34
  int v19; // edi@34
  int v20; // eax@35
  int v21; // eax@39
  SoundID v22; // eax@39
  signed int v23; // eax@41
  double v24; // st7@49
  float v25; // ST5C_4@50
  int v26; // eax@50
  double v27; // st7@50
  double v28; // st6@50
  float v29; // ST4C_4@51
  int v30; // esi@50
  int v31; // ST3C_4@51
  unsigned int v32; // edi@51
  char *v33; // eax@54
  unsigned __int16 v34; // ax@57
  signed int v35; // ecx@58
  signed int v36; // eax@67
  signed int v37; // eax@68
  signed __int64 v38; // qtt@69
  int v39; // ecx@75
  int v40; // eax@79
  int v41; // ecx@90
  int v42; // ecx@91
  int v43; // eax@95
  int v44; // ecx@100
  int v45; // ecx@101
  int v46; // eax@105
  unsigned int v47; // ebx@106
  int v48; // ecx@110
  char v49; // zf@123
  int v50; // eax@127
  int v51; // ecx@130
  int v52; // eax@132
  int v53; // ecx@137
  int v54; // ecx@138
  int v55; // eax@142
  SpellBuff *v56; // esi@143
  Player **v57; // esi@145
  int v58; // eax@146
  int v59; // edi@146
  int v60; // eax@146
  int v61; // edi@146
  int v62; // eax@146
  signed int v63; // edi@146
  signed int v64; // edi@147
  int v65; // eax@151
  char *v66; // eax@160
  int v67; // edi@167
  int v68; // edi@168
  int v69; // eax@171
  signed int v70; // ecx@172
  signed int v71; // eax@179
  __int16 *v72; // edi@180
  int v73; // ecx@184
  int v74; // edx@184
  int v75; // eax@184
  AIDirection *v76; // esi@184
  unsigned __int16 v77; // di@184
  int v78; // eax@184
  int v79; // edx@185
  int v80; // eax@185
  int v81; // eax@189
  unsigned __int16 v82; // ax@190
  int v83; // ecx@192
  int v84; // edx@192
  int v85; // eax@192
  AIDirection *v86; // esi@192
  unsigned __int16 v87; // di@192
  __int16 v88; // ax@192
  signed int v89; // ecx@192
  int v90; // eax@192
  signed int v91; // eax@200
  int v92; // eax@201
  int v93; // ecx@207
  int v94; // ecx@208
  int v95; // eax@212
  int v96; // ecx@217
  int v97; // eax@221
  SoundID v98; // [sp-18h] [bp-E8h]@79
  signed int v99; // [sp-14h] [bp-E4h]@39
  unsigned int v100; // [sp-10h] [bp-E0h]@39
  signed int v101; // [sp-Ch] [bp-DCh]@39
  signed int v102; // [sp-8h] [bp-D8h]@39
  int v103; // [sp-4h] [bp-D4h]@39
  unsigned int v104; // [sp+0h] [bp-D0h]@39
  signed int v105; // [sp+4h] [bp-CCh]@23
  int v106; // [sp+4h] [bp-CCh]@39
  signed int v107; // [sp+4h] [bp-CCh]@42
  signed int v108; // [sp+4h] [bp-CCh]@173
  int pitch; // [sp+2Ch] [bp-A4h]@51
  float v110; // [sp+30h] [bp-A0h]@50
  int v111; // [sp+38h] [bp-98h]@41
  float v112; // [sp+3Ch] [bp-94h]@49
  int v113; // [sp+40h] [bp-90h]@41
  int v114; // [sp+48h] [bp-88h]@41
  LayingItem a1; // [sp+4Ch] [bp-84h]@1
  int v116; // [sp+BCh] [bp-14h]@49
  AIDirection *v117; // [sp+C0h] [bp-10h]@1
  int v118; // [sp+C4h] [bp-Ch]@29
  float v119; // [sp+C8h] [bp-8h]@48
  float v120; // [sp+CCh] [bp-4h]@1
  int spellnuma; // [sp+D8h] [bp+8h]@29
  int spellnumb; // [sp+D8h] [bp+8h]@48
  float spellnumc; // [sp+D8h] [bp+8h]@50
  signed int spellnumd; // [sp+D8h] [bp+8h]@53
  int spellnume; // [sp+D8h] [bp+8h]@179
  int a1a; // [sp+E0h] [bp+10h]@34
  signed int a1b; // [sp+E0h] [bp+10h]@145
  int a1c; // [sp+E0h] [bp+10h]@184

  LODWORD(v120) = uActorID;
  v5 = &pActors[uActorID];
  v117 = pDir;
  v6 = uSkillLevel & 0x3F;
  v7 = SkillToMastery(uSkillLevel);
  if ( spellnum <= 47 )
  {
    if ( spellnum != 47 )
    {
      if ( spellnum <= 18 )
      {
        if ( spellnum == 18 || spellnum == 2 )
          goto LABEL_159;
        if ( spellnum != 5 )
        {
          if ( spellnum == 6 )
            goto LABEL_159;
          if ( spellnum != 9 )
          {
            if ( spellnum != 11 )
            {
              if ( spellnum != 15 )
              {
                if ( spellnum != 17 )
                  return;
                if ( (signed int)v7 <= 0 )
                  goto LABEL_20;
                if ( (signed int)v7 <= 2 )
                {
                  v9 = 300 * v6;
                }
                else
                {
                  if ( v7 != 3 )
                  {
                    if ( v7 == 4 )
                    {
                      v8 = 3600 * (v6 + 64);
LABEL_21:
                      v5->pActorBuffs[15].Apply(
                        pParty->uTimePlayed + (signed int)(signed __int64)((double)(v8 << 7) * 0.033333335),
                        v7,
                        0,
                        0,
                        0);
                      return;
                    }
LABEL_20:
                    v8 = 0;
                    goto LABEL_21;
                  }
                  v9 = 900 * v6;
                }
                v8 = v9 + 3840;
                goto LABEL_21;
              }
              v10 = 3;
              if ( uSkillLevel & 0x0100 )
              {
                v105 = 9;
              }
              else
              {
                if ( (uSkillLevel & 0x80u) == 0 )
                {
                  if ( !(uSkillLevel & 0x40) )
                    goto LABEL_29;
                  v105 = 5;
                }
                else
                {
                  v105 = 7;
                }
              }
              v10 = v105;
LABEL_29:
              spellnuma = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
              a1.uItemType = stru_4E3ACC[15].uItemType;
              v118 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v10 - 1);
              v11 = 0;
              if ( (signed int)pObjectList->uNumObjects <= 0 )
              {
LABEL_33:
                LOWORD(v11) = 0;
              }
              else
              {
                v12 = &pObjectList->pObjects->uObjectID;
                while ( stru_4E3ACC[15].uItemType != *v12 )
                {
                  ++v11;
                  v12 += 28;
                  if ( v11 >= (signed int)pObjectList->uNumObjects )
                    goto LABEL_33;
                }
              }
              a1.uObjectDescID = v11;
              a1.stru_24.Reset();
              a1.field_48 = 15;
              v13 = v5->vPosition.x;
              v14 = v5->vPosition.y;
              a1.field_4C = uSkillLevel;
              a1.vPosition.x = v13;
              v15 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
              v16 = v117;
              v17 = LOWORD(v117->uYawAngle);
              a1.field_50 = 0;
              a1.vPosition.y = v14;
              a1.vPosition.z = v15;
              a1.uFacing = v17;
              a1.uSoundID = 0;
              a1.uAttributes = 0;
              a1.uSectorID = pIndoor->GetSector(v13, v14, v15);
              v18 = 8 * LODWORD(v120);
              LOBYTE(v18) = 8 * LOBYTE(v120) | AI_OBJECT_ACTOR;
              a1.field_58 = v18;
              a1.uSpriteFrameID = 0;
              a1.field_5C = 0;
              a1.field_60_distance_related_prolly_lod = 3;
              v19 = spellnuma / -2;
              a1a = spellnuma / 2;
              if ( spellnuma / -2 > spellnuma / 2 )
              {
                v20 = spellnuma / 2;
              }
              else
              {
                do
                {
                  a1.uFacing = v19 + LOWORD(v16->uYawAngle);
                  v20 = a1.Create(
                          (signed __int16)a1.uFacing,
                          v16->uPitchAngle,
                          pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
                          0);
                  v19 += v118;
                }
                while ( v19 <= a1a );
              }
              if ( v20 != -1 )
              {
                v106 = 0;
                v104 = 0;
                v103 = 0;
                v102 = 0;
                v21 = 8 * v20;
                v101 = -1;
                LOBYTE(v21) = v21 | 2;
                v100 = 0;
                v99 = v21;
                v22 = (SoundID)word_4EE088_sound_ids[15];
LABEL_202:
                v98 = v22;
                goto LABEL_222;
              }
              return;
            }
LABEL_159:
            a1.uItemType = stru_4E3ACC[spellnum].uItemType;
            v119 = 0.0;
            if ( (signed int)pObjectList->uNumObjects <= 0 )
            {
LABEL_191:
              v82 = 0;
            }
            else
            {
              v66 = (char *)&pObjectList->pObjects->uObjectID;
              while ( (short)a1.uItemType != *(short *)v66 )
              {
                ++LODWORD(v119);
                v66 += 56;
                if ( SLODWORD(v119) >= (signed int)pObjectList->uNumObjects )
                  goto LABEL_191;
              }
              v82 = LOWORD(v119);
            }
            a1.uObjectDescID = v82;
            a1.stru_24.Reset();
            a1.field_48 = spellnum;
            v83 = v5->vPosition.x;
            v84 = v5->vPosition.y;
            a1.field_4C = uSkillLevel;
            a1.vPosition.x = v83;
            v85 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
            v86 = v117;
            v87 = LOWORD(v117->uYawAngle);
            a1.field_50 = 0;
            a1.vPosition.y = v84;
            a1.vPosition.z = v85;
            a1.uFacing = v87;
            a1.uSoundID = 0;
            a1.uAttributes = 0;
            v88 = pIndoor->GetSector(v83, v84, v85);
            v89 = v86->uDistance;
            a1.uSectorID = v88;
            LODWORD(v119) = v89;
            v90 = 8 * LODWORD(v120);
            LOBYTE(v90) = 8 * LOBYTE(v120) | 3;
            a1.uSpriteFrameID = 0;
            a1.field_58 = v90;
            a1.field_5C = 0;
            a1.field_60_distance_related_prolly_lod = 3;
            if ( (double)v89 >= 307.2 )
            {
              if ( v89 >= 1024 )
              {
                if ( v89 >= 2560 )
                {
                  if ( v89 < 5120 )
                    a1.field_60_distance_related_prolly_lod = 3;
                }
                else
                {
                  a1.field_60_distance_related_prolly_lod = 2;
                }
              }
              else
              {
                a1.field_60_distance_related_prolly_lod = 1;
              }
            }
            else
            {
              a1.field_60_distance_related_prolly_lod = 0;
            }
            a1.field_61 = 2;
            v91 = a1.Create(
                    v86->uYawAngle,
                    v86->uPitchAngle,
                    pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
                    0);
            if ( v91 != -1 )
            {
              v106 = 0;
              v104 = 0;
              v103 = 0;
              v102 = 0;
              v92 = 8 * v91;
              v101 = -1;
              LOBYTE(v92) = v92 | 2;
              v100 = 0;
              v99 = v92;
              v22 = (SoundID)word_4EE088_sound_ids[spellnum];
              goto LABEL_202;
            }
            return;
          }
          if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
            return;
          v118 = pParty->vPosition.z;
          v111 = pParty->vPosition.x;
          v114 = pParty->vPosition.z + 2500;
          v113 = pParty->vPosition.y;
          v23 = 8;
          if ( uSkillLevel & 0x0100 )
          {
            v107 = 14;
          }
          else
          {
            if ( (uSkillLevel & 0x80u) == 0 )
            {
              if ( !(uSkillLevel & 0x40) )
                goto LABEL_48;
              v107 = 10;
            }
            else
            {
              v107 = 12;
            }
          }
          v23 = v107;
LABEL_48:
          v119 = 0.0;
          spellnumb = 0;
          if ( v23 > 0 )
          {
            v24 = (double)v118;
            v118 = v23;
            v112 = v24;
            v116 = 8 * LODWORD(v120) | 3;
            do
            {
              v26 = rand();
              v27 = (double)spellnumb;
              v110 = v27;
              v28 = (double)SLODWORD(v119);
              v30 = v26 % 1000;
              v25 = (double)v114;
              spellnumc = (double)(v26 % 1000) + v112 - v25;
              v120 = v28 * v28;
              v119 = v27 * v27;
              if ( sqrt(spellnumc * spellnumc + v119 + v120) <= 1.0 )
              {
                v32 = 0;
                pitch = 0;
              }
              else
              {
                v31 = (signed __int64)sqrt(v119 + v120);
                v29 = v28;
                v32 = stru_5C6E00->Atan2((signed __int64)v110, (signed __int64)v29);
                pitch = stru_5C6E00->Atan2(v31, (signed __int64)spellnumc);
              }
              a1.stru_24.Reset();
              a1.uItemType = stru_4E3ACC[9].uItemType;
              spellnumd = 0;
              if ( (signed int)pObjectList->uNumObjects <= 0 )
              {
LABEL_57:
                v34 = 0;
              }
              else
              {
                v33 = (char *)&pObjectList->pObjects->uObjectID;
                while ( (short)a1.uItemType != *(short *)v33 )
                {
                  ++spellnumd;
                  v33 += 56;
                  if ( spellnumd >= (signed int)pObjectList->uNumObjects )
                    goto LABEL_57;
                }
                v34 = spellnumd;
              }
              a1.uObjectDescID = v34;
              a1.field_4C = uSkillLevel;
              a1.vPosition.x = v111;
              a1.vPosition.y = v113;
              a1.vPosition.z = v30 + v114;
              a1.field_48 = 9;
              a1.field_50 = 0;
              a1.uAttributes = 0;
              a1.uSectorID = 0;
              a1.uSpriteFrameID = 0;
              a1.field_58 = v116;
              a1.field_5C = 0;
              a1.field_60_distance_related_prolly_lod = stru_50C198._427546(v30 + 2500);
              a1.uFacing = v32;
              a1.uSoundID = 0;
              v35 = v117->uDistance;
              LODWORD(v119) = v117->uDistance;
              if ( (double)SLODWORD(v119) >= 307.2 )
              {
                if ( v35 >= 1024 )
                {
                  if ( v35 >= 2560 )
                  {
                    if ( v35 < 5120 )
                      a1.field_60_distance_related_prolly_lod = 3;
                  }
                  else
                  {
                    a1.field_60_distance_related_prolly_lod = 2;
                  }
                }
                else
                {
                  a1.field_60_distance_related_prolly_lod = 1;
                }
              }
              else
              {
                a1.field_60_distance_related_prolly_lod = 0;
              }
              a1.field_61 = 2;
              v36 = a1.Create(
                      v32,
                      pitch,
                      pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
                      0);
              if ( v36 != -1 )
              {
                v37 = 8 * v36;
                LOBYTE(v37) = v37 | 2;
                pAudioPlayer->PlaySound((SoundID)word_4EE088_sound_ids[9], v37, 0, -1, 0, 0, 0, 0);
              }
              spellnumb = rand() % 1024 - 512;
              v38 = rand();
              v49 = v118-- == 1;
              LODWORD(v119) = (unsigned __int64)(v38 % 1024) - 512;
            }
            while ( !v49 );
          }
          return;
        }
        if ( (signed int)v7 > 0 )
        {
          if ( (signed int)v7 <= 2 )
          {
            v39 = 60 * (v6 + 60);
            goto LABEL_79;
          }
          if ( v7 == 3 )
          {
            v39 = 180 * (v6 + 20);
            goto LABEL_79;
          }
          if ( v7 == 4 )
          {
            v39 = 240 * (v6 + 15);
LABEL_79:
            v5->pActorBuffs[19].Apply(
              pParty->uTimePlayed + (signed int)(signed __int64)((double)(v39 << 7) * 0.033333335),
              v7,
              0,
              0,
              0);
            pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFF3C1Eu);
            v106 = 0;
            v104 = 0;
            v103 = 0;
            v102 = 0;
            v40 = 8 * LODWORD(v120);
            v101 = -1;
            LOBYTE(v40) = 8 * LOBYTE(v120) | 3;
            v100 = 0;
            v99 = v40;
            v98 = (SoundID)10040;
LABEL_222:
            pAudioPlayer->PlaySound(v98, v99, v100, v101, v102, v103, v104, v106);
            return;
          }
        }
        v39 = 0;
        goto LABEL_79;
      }
      if ( spellnum == 26 || spellnum == 29 )
        goto LABEL_159;
      if ( spellnum != 38 )
      {
        if ( spellnum == 39 || spellnum == 41 )
          goto LABEL_159;
        if ( spellnum != 46 )
          return;
        if ( (signed int)v7 > 0 )
        {
          if ( (signed int)v7 <= 2 )
          {
            v41 = 300 * v6;
            goto LABEL_91;
          }
          if ( v7 == 3 )
          {
            v41 = 900 * v6;
            goto LABEL_91;
          }
          if ( v7 == 4 )
          {
            v41 = 1200 * v6;
LABEL_91:
            v42 = v41 + 3840;
LABEL_95:
            v5->pActorBuffs[17].Apply(
              pParty->uTimePlayed + (signed int)(signed __int64)((double)(v42 << 7) * 0.033333335),
              v7,
              v6 + 5,
              0,
              0);
            pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
              v5,
              (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
            v106 = 0;
            v104 = 0;
            v103 = 0;
            v102 = 0;
            v43 = 8 * LODWORD(v120);
            v101 = -1;
            LOBYTE(v43) = 8 * LOBYTE(v120) | 3;
            v100 = 0;
            v99 = v43;
            v98 = (SoundID)14010;
            goto LABEL_222;
          }
        }
        v42 = 0;
        goto LABEL_95;
      }
      if ( (signed int)v7 <= 0 )
        goto LABEL_104;
      if ( (signed int)v7 <= 2 )
      {
        v45 = 300 * v6;
      }
      else
      {
        if ( v7 != 3 )
        {
          if ( v7 == 4 )
          {
            v44 = 3600 * (v6 + 64);
LABEL_105:
            v5->pActorBuffs[16].Apply(
              pParty->uTimePlayed + (signed int)(signed __int64)((double)(v44 << 7) * 0.033333335),
              v7,
              v6 + 5,
              0,
              0);
            pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
              v5,
              (unsigned int)((char *)&pLevelEVT_Events[4335].uEventID + 2));
            v106 = 0;
            v104 = 0;
            v103 = 0;
            v102 = 0;
            v46 = 8 * LODWORD(v120);
            v101 = -1;
            LOBYTE(v46) = 8 * LOBYTE(v120) | 3;
            v100 = 0;
            v99 = v46;
            v98 = (SoundID)13040;
            goto LABEL_222;
          }
LABEL_104:
          v44 = 0;
          goto LABEL_105;
        }
        v45 = 900 * v6;
      }
      v44 = v45 + 3840;
      goto LABEL_105;
    }
    v47 = 0;
    if ( (signed int)v7 > 0 )
    {
      if ( (signed int)v7 <= 2 )
      {
        v48 = 2 * v6 + 40;
        goto LABEL_114;
      }
      if ( v7 == 3 )
      {
        v48 = 3 * v6 + 60;
        goto LABEL_114;
      }
      if ( v7 == 4 )
      {
        LOWORD(v48) = 2 * (3 * v6 + 60);
LABEL_114:
        v5->pActorBuffs[11].Apply(pParty->uTimePlayed + 1280, v7, v48, 0, 0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
          v5,
          (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
LABEL_127:
        v106 = v47;
        v104 = v47;
        v103 = v47;
        v50 = 8 * LODWORD(v120);
        v102 = v47;
        v101 = -1;
        LOBYTE(v50) = 8 * LOBYTE(v120) | 3;
        v100 = v47;
        v99 = v50;
        v98 = (SoundID)14020;
        goto LABEL_222;
      }
    }
    LOWORD(v48) = 0;
    goto LABEL_114;
  }
  if ( spellnum <= 80 )
  {
    if ( spellnum == 80 )
    {
      v56 = pParty->pPartyBuffs;
      do
      {
        v56->Reset();
        ++v56;
      }
      while ( (signed int)v56 < (signed int)pParty->pPlayers );
      a1b = 1;
      v57 = &pPlayers[1];
      do
      {
        v58 = (*v57)->GetActualWillpower();
        v59 = (*v57)->_48EA1B_get_static_effect(v58);
        v60 = (*v57)->GetActualIntelligence();
        v61 = ((*v57)->_48EA1B_get_static_effect(v60) + v59) >> 1;
        v62 = (*v57)->GetActualLuck();
        v63 = v61 + (*v57)->_48EA1B_get_static_effect(v62) + 30;
        if ( rand() % v63 < 30 )
        {
          v64 = 6048;
          do
          {
            ((SpellBuff *)((char *)*v57 + v64))->Reset();
            v64 += 16;
          }
          while ( v64 < 6432 );
          pOtherOverlayList->_4418B1(11210, a1b + 99, 0, 65536);
        }
        ++a1b;
        ++v57;
      }
      while ( (signed int)v57 <= (signed int)&pPlayers[4] );
      v106 = 0;
      v104 = 0;
      v103 = 0;
      v65 = 8 * LODWORD(v120);
      v102 = 0;
      v101 = -1;
      LOBYTE(v65) = 8 * LOBYTE(v120) | 3;
      v100 = 0;
      v99 = v65;
      v22 = (SoundID)word_4EE088_sound_ids[80];
      goto LABEL_202;
    }
    if ( spellnum != 51 )
    {
      if ( spellnum == 57 || spellnum == 65 || spellnum == 70 )
        goto LABEL_159;
      if ( spellnum == 73 )
      {
        if ( (signed int)v7 <= 0 || (signed int)v7 > 4 )
          v51 = 0;
        else
          v51 = 3600 * v6;
        v5->pActorBuffs[21].Apply(
          pParty->uTimePlayed + (signed int)(signed __int64)((double)(v51 << 7) * 0.033333335),
          v7,
          v6,
          0,
          0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u);
        v106 = 0;
        v104 = 0;
        v103 = 0;
        v102 = 0;
        v52 = 8 * LODWORD(v120);
        v101 = -1;
        LOBYTE(v52) = 8 * LOBYTE(v120) | 3;
        v100 = 0;
        v99 = v52;
        v98 = (SoundID)16060;
        goto LABEL_222;
      }
      if ( spellnum == 77 )
      {
        v5->sCurrentHP += 5 * v6 + 10;
        if ( v5->sCurrentHP >= (signed int)v5->pMonsterInfo.uHP )
          v5->sCurrentHP = LOWORD(v5->pMonsterInfo.uHP);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xA81376u);
        v47 = 0;
        goto LABEL_127;
      }
      v49 = spellnum == 78;
LABEL_158:
      if ( !v49 )
        return;
      goto LABEL_159;
    }
    if ( (signed int)v7 > 0 )
    {
      if ( (signed int)v7 <= 2 )
      {
        v53 = 300 * v6;
        goto LABEL_138;
      }
      if ( v7 == 3 )
      {
        v53 = 900 * v6;
        goto LABEL_138;
      }
      if ( v7 == 4 )
      {
        v53 = 1200 * v6;
LABEL_138:
        v54 = v53 + 3840;
LABEL_142:
        v5->pActorBuffs[18].Apply(
          pParty->uTimePlayed + (signed int)(signed __int64)((double)(v54 << 7) * 0.033333335),
          v7,
          v6 + 5,
          0,
          0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
          v5,
          (unsigned int)((char *)&pDecalBuilder->std__vector_pDecals[557].pVertices[57].vWorldPosition.x + 1));
        v106 = 0;
        v104 = 0;
        v103 = 0;
        v102 = 0;
        v55 = 8 * LODWORD(v120);
        v101 = -1;
        LOBYTE(v55) = 8 * LOBYTE(v120) | 3;
        v100 = 0;
        v99 = v55;
        v98 = (SoundID)14060;
        goto LABEL_222;
      }
    }
    v54 = 0;
    goto LABEL_142;
  }
  if ( spellnum == 85 )
  {
    if ( (signed int)v7 > 0 )
    {
      if ( (signed int)v7 <= 2 )
      {
        v96 = 300 * v6 + 3840;
        goto LABEL_221;
      }
      if ( v7 == 3 )
      {
        LOWORD(v6) = 3 * v6;
        v96 = 900 * (uSkillLevel & 0x3F) + 3840;
        goto LABEL_221;
      }
      if ( v7 == 4 )
      {
        v96 = 1200 * v6 + 3840;
        LOWORD(v6) = 4 * v6;
LABEL_221:
        v5->pActorBuffs[13].Apply(
          pParty->uTimePlayed + (signed int)(signed __int64)((double)(v96 << 7) * 0.033333335),
          v7,
          v6,
          0,
          0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu);
        v106 = 0;
        v104 = 0;
        v103 = 0;
        v102 = 0;
        v97 = 8 * LODWORD(v120);
        v101 = -1;
        LOBYTE(v97) = 8 * LOBYTE(v120) | 3;
        v100 = 0;
        v99 = v97;
        v98 = (SoundID)17070;
        goto LABEL_222;
      }
    }
    LOWORD(v6) = uSkillLevel;
    v96 = 0;
    goto LABEL_221;
  }
  if ( spellnum == 86 )
  {
    if ( (signed int)v7 > 0 )
    {
      if ( (signed int)v7 <= 2 )
      {
        v93 = 300 * v6;
        goto LABEL_208;
      }
      if ( v7 == 3 )
      {
        v93 = 900 * v6;
        goto LABEL_208;
      }
      if ( v7 == 4 )
      {
        v93 = 1200 * v6;
LABEL_208:
        v94 = v93 + 3840;
LABEL_212:
        v5->pActorBuffs[14].Apply(
          pParty->uTimePlayed + (signed int)(signed __int64)((double)(v94 << 7) * 0.033333335),
          v7,
          v6 + 5,
          0,
          0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(v5, 0xFFFFFFu);
        v106 = 0;
        v104 = 0;
        v103 = 0;
        v102 = 0;
        v95 = 8 * LODWORD(v120);
        v101 = -1;
        LOBYTE(v95) = 8 * LOBYTE(v120) | 3;
        v100 = 0;
        v99 = v95;
        v98 = (SoundID)17080;
        goto LABEL_222;
      }
    }
    v94 = 0;
    goto LABEL_212;
  }
  if ( spellnum == 90 )
    goto LABEL_159;
  if ( spellnum != 93 )
  {
    if ( spellnum != 95 )
    {
      v49 = spellnum == 97;
      goto LABEL_158;
    }
    if ( (signed int)v7 > 0 )
    {
      if ( (signed int)v7 <= 3 )
      {
        v67 = 300 * v6;
        goto LABEL_168;
      }
      if ( v7 == 4 )
      {
        v67 = 900 * v6;
LABEL_168:
        v68 = v67 + 3840;
LABEL_171:
        v5->pActorBuffs[20].Apply(
          pParty->uTimePlayed + (signed int)(signed __int64)((double)(v68 << 7) * 0.033333335),
          v7,
          0,
          0,
          0);
        pGame->pStru6Instance->_4A7E89_sparkles_on_actor_after_it_casts_buff(
          v5,
          (unsigned int)((char *)&array_77EC08[1607].v_18.z + 2));
        v106 = 0;
        v104 = 0;
        v103 = 0;
        v102 = 0;
        v69 = 8 * LODWORD(v120);
        v101 = -1;
        LOBYTE(v69) = 8 * LOBYTE(v120) | 3;
        v100 = 0;
        v99 = v69;
        v98 = (SoundID)18060;
        goto LABEL_222;
      }
    }
    v68 = 0;
    goto LABEL_171;
  }
  v70 = 3;
  if ( uSkillLevel & 0x100 )
  {
    v108 = 9;
  }
  else
  {
    if ( (uSkillLevel & 0x80u) == 0 )
    {
      if ( !(uSkillLevel & 0x40) )
        goto LABEL_179;
      v108 = 5;
    }
    else
    {
      v108 = 7;
    }
  }
  v70 = v108;
LABEL_179:
  spellnume = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360;
  a1.uItemType = stru_4E3ACC[93].uItemType;
  v116 = (signed int)(60 * stru_5C6E00->uIntegerDoublePi) / 360 / (v70 - 1);
  v71 = 0;
  if ( (signed int)pObjectList->uNumObjects <= 0 )
  {
LABEL_183:
    LOWORD(v71) = 0;
  }
  else
  {
    v72 = &pObjectList->pObjects->uObjectID;
    while ( stru_4E3ACC[93].uItemType != *v72 )
    {
      ++v71;
      v72 += 28;
      if ( v71 >= (signed int)pObjectList->uNumObjects )
        goto LABEL_183;
    }
  }
  a1.uObjectDescID = v71;
  a1.stru_24.Reset();
  a1.field_48 = 93;
  v73 = v5->vPosition.x;
  v74 = v5->vPosition.y;
  a1.field_4C = uSkillLevel;
  a1.vPosition.x = v73;
  v75 = v5->vPosition.z + ((signed int)v5->uActorHeight >> 1);
  v76 = v117;
  v77 = LOWORD(v117->uYawAngle);
  a1.field_50 = 0;
  a1.vPosition.y = v74;
  a1.vPosition.z = v75;
  a1.uFacing = v77;
  a1.uSoundID = 0;
  a1.uAttributes = 0;
  a1.uSectorID = pIndoor->GetSector(v73, v74, v75);
  v78 = 8 * LODWORD(v120);
  LOBYTE(v78) = 8 * LOBYTE(v120) | 3;
  a1.field_58 = v78;
  a1.uSpriteFrameID = 0;
  a1.field_5C = 0;
  a1.field_60_distance_related_prolly_lod = 3;
  a1c = spellnume / -2;
  if ( spellnume / -2 > spellnume / 2 )
  {
    v80 = spellnume / -2;
  }
  else
  {
    do
    {
      v79 = v76->uYawAngle;
      a1.uFacing = a1c + LOWORD(v76->uYawAngle);
      v80 = a1.Create(
              v79,
              v76->uPitchAngle,
              pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
              0);
      a1c += v116;
    }
    while ( a1c <= spellnume / 2 );
  }
  if ( v80 != -1 )
  {
    v106 = 0;
    v104 = 0;
    v103 = 0;
    v102 = 0;
    v81 = 8 * v80;
    v101 = -1;
    LOBYTE(v81) = v81 | 2;
    v100 = 0;
    v99 = v81;
    v22 = (SoundID)word_4EE088_sound_ids[93];
    goto LABEL_202;
  }
}


//----- (0043ABB0) --------------------------------------------------------
bool Actor::_43ABB0(Actor *a1, Actor *a2)
{
  unsigned int v2; // esi@1
  unsigned int v3; // edi@1
  bool result; // eax@9

  v2 = a1->uAlly;
  v3 = a2->uAlly;
  if ( !v2 )
    v2 = (a1->pMonsterInfo.uID - 1) / 3 + 1;
  if ( !v3 )
    v3 = (a2->pMonsterInfo.uID - 1) / 3 + 1;
  if ( (signed int)v2 >= 39 && (signed int)v2 <= 44 && (signed int)v3 >= 39 && (signed int)v3 <= 44
    || (signed int)v2 >= 45 && (signed int)v2 <= 50 && (signed int)v3 >= 45 && (signed int)v3 <= 50
    || (signed int)v2 >= 51 && (signed int)v2 <= 62 && (signed int)v3 >= 51 && (signed int)v3 <= 62
    || (signed int)v2 >= 78 && (signed int)v2 <= 83 && (signed int)v3 >= 78 && (signed int)v3 <= 83 )
    result = 1;
  else
    result = v2 == v3;
  return result;
}

//----- (0043AC45) --------------------------------------------------------
void Actor::_43AC45(unsigned int uActorID, int a2)
{
  Actor *v2; // esi@1
  Actor *v3; // edi@4
  int v4; // ebx@8
  int v5; // ST1C_4@8
  int v6; // eax@8
  int v7; // [sp+4h] [bp-10h]@1
  unsigned int uActorID_; // [sp+Ch] [bp-8h]@1
  signed int v9; // [sp+10h] [bp-4h]@3

  uActorID_ = uActorID;
  v2 = &pActors[uActorID];
  v7 = a2;
  if ( a2 == 1 )
    BYTE2(v2->uAttributes) |= 8u;
  v9 = 0;
  if ( (signed int)uNumActors > 0 )
  {
    v3 = pActors;
    do
    {
      if ( v3->CanAct() )
      {
        if ( v9 != uActorID_ )
        {
          if ( Actor::_43ABB0(v2, v3) )
          {
			v4 = abs(v3->vPosition.x - v2->vPosition.x);
			v5 = abs(v3->vPosition.y - v2->vPosition.y);
			v6 = abs(v3->vPosition.z - v2->vPosition.z);
            if ( (double)sub_4621DA(v4, v5, v6) < 4096.0 )
            {
				v3->pMonsterInfo.uHostilityType = (MonsterInfo::HostilityRadius)4;
              if ( v7 == 1 )
				  BYTE2(v3->uAttributes) |= 8u;
            }
          }
        }
      }
      ++v9;
      ++v3;
    }
    while ( v9 < (signed int)uNumActors );
  }
}


//----- (00404874) --------------------------------------------------------
char __fastcall Actor::_404874(unsigned int uActorID, AIDirection *a2, int a3, char a4)
{
  AIDirection *v4; // edi@1
  Actor *v5; // esi@1
  char result; // al@1
  char *v7; // eax@15
  unsigned __int16 v8; // ax@18
  unsigned __int16 v9; // ax@19
  __int16 v10; // ax@19
  signed int v11; // ecx@19
  int v12; // eax@19
  int v13; // edx@28
  //LayingItem a1; // [sp+Ch] [bp-74h]@1
  unsigned int v15; // [sp+7Ch] [bp-4h]@1
  signed int v16; // [sp+88h] [bp+8h]@14
  signed int v17; // [sp+88h] [bp+8h]@19

  v15 = uActorID;
  v4 = a2;
  v5 = &pActors[uActorID];

  LayingItem a1; // [sp+Ch] [bp-74h]@1
  //LayingItem::LayingItem(&a1);

  result = a3 - 1;
  switch ( a3 )
  {
    case 1:
      a1.uItemType = 545;
      goto LABEL_14;
    case 2:
      a1.uItemType = 550;
      goto LABEL_14;
    case 3:
      a1.uItemType = 510;
      goto LABEL_14;
    case 4:
      a1.uItemType = 500;
      goto LABEL_14;
    case 5:
      a1.uItemType = 515;
      goto LABEL_14;
    case 6:
      a1.uItemType = 505;
      goto LABEL_14;
    case 7:
      a1.uItemType = 530;
      goto LABEL_14;
    case 8:
      a1.uItemType = 525;
      goto LABEL_14;
    case 9:
      a1.uItemType = 520;
      goto LABEL_14;
    case 10:
      a1.uItemType = 535;
      goto LABEL_14;
    case 11:
      a1.uItemType = 540;
      goto LABEL_14;
    case 13:
      a1.uItemType = 555;
LABEL_14:
      v16 = 0;
      if ( (signed int)pObjectList->uNumObjects <= 0 )
        goto LABEL_18;
      v7 = (char *)&pObjectList->pObjects->uObjectID;
      break;
    default:
      return result;
  }
  while ( (short)a1.uItemType != *(short *)v7 )
  {
    ++v16;
    v7 += 56;
    if ( v16 >= (signed int)pObjectList->uNumObjects )
    {
LABEL_18:
      v8 = 0;
      goto LABEL_19;
    }
  }
  v8 = v16;
LABEL_19:
  a1.uObjectDescID = v8;
  a1.stru_24.Reset();
  a1.vPosition.x = v5->vPosition.x;
  a1.field_48 = 0;
  a1.vPosition.y = v5->vPosition.y;
  a1.field_4C = 0;
  v17 = v5->uActorHeight;
  a1.field_50 = 0;
  v9 = LOWORD(v4->uYawAngle);
  a1.vPosition.z = v5->vPosition.z - (unsigned int)(signed __int64)((double)v17 * -0.75);
  a1.uFacing = v9;
  a1.uSoundID = 0;
  a1.uAttributes = 0;
  v10 = pIndoor->GetSector(a1.vPosition.x, a1.vPosition.y, a1.vPosition.z);
  v11 = v4->uDistance;
  a1.uSectorID = v10;
  v12 = 8 * v15;
  LOBYTE(v12) = 8 * v15 | AI_OBJECT_ACTOR;
  a1.uSpriteFrameID = 0;
  a1.field_58 = v12;
  a1.field_5C = 0;
  if ( (double)v11 >= 307.2 )
  {
    if ( v11 >= 1024 )
    {
      a1.field_60_distance_related_prolly_lod = 2;
      if ( v11 >= 2560 )
        a1.field_60_distance_related_prolly_lod = 3;
    }
    else
    {
      a1.field_60_distance_related_prolly_lod = 1;
    }
  }
  else
  {
    a1.field_60_distance_related_prolly_lod = 0;
  }
  a1.field_61 = a4;
  result = a1.Create(
             v4->uYawAngle,
             v4->uPitchAngle,
             pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
             0);
  if ( v5->pMonsterInfo.uSpecialAbilityType == 1 )
  {
    result = v5->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
    if ( result == 2 )
    {
      a1.vPosition.z += 40;
      v13 = v4->uYawAngle;
    }
    else
    {
      if ( result != 3 )
        return result;
      a1.Create(
        v4->uYawAngle + 30,
        v4->uPitchAngle,
        pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
        0);
      v13 = v4->uYawAngle - 30;
    }
    result = a1.Create(
               v13,
               v4->uPitchAngle,
               pObjectList->pObjects[(signed __int16)a1.uObjectDescID].uSpeed,
               0);
  }
  return result;
}

//----- (00404736) --------------------------------------------------------
signed int __fastcall Actor::Explode(unsigned int uActorID)
{
  Actor *v1; // esi@1
  signed int v2; // edx@1
  char *v3; // ecx@2
  unsigned __int16 v4; // ax@5
  int v5; // ebx@6
  int v6; // ecx@6
  int v7; // eax@6
  LayingItem a1; // [sp+Ch] [bp-78h]@1
  unsigned int v10; // [sp+7Ch] [bp-8h]@1
  int v11; // [sp+80h] [bp-4h]@6

  v10 = uActorID;
  v1 = &pActors[uActorID];
  v2 = 0;
  a1.uItemType = 600;
  if ( (signed int)pObjectList->uNumObjects <= 0 )
  {
LABEL_5:
    v4 = 0;
  }
  else
  {
    v3 = (char *)&pObjectList->pObjects->uObjectID;
    while ( *(short *)v3 != 600 )
    {
      ++v2;
      v3 += 56;
      if ( v2 >= (signed int)pObjectList->uNumObjects )
        goto LABEL_5;
    }
    v4 = v2;
  }
  a1.uObjectDescID = v4;
  a1.stru_24.Reset();
  a1.vPosition.y = v1->vPosition.y;
  a1.field_48 = 0;
  v5 = v1->vPosition.x;
  v11 = v1->uActorHeight;
  a1.field_4C = 0;
  a1.field_50 = 0;
  a1.vPosition.x = v5;
  v6 = v1->vPosition.z - (unsigned int)(signed __int64)((double)v11 * -0.75);
  a1.uFacing = 0;
  a1.vPosition.z = v6;
  a1.uSoundID = 0;
  a1.uAttributes = 0;
  a1.uSectorID = pIndoor->GetSector(v5, a1.vPosition.y, v6);
  v7 = 8 * v10;
  LOBYTE(v7) = 8 * v10 | 3;
  a1.uSpriteFrameID = 0;
  a1.field_58 = v7;
  a1.field_5C = 0;
  a1.field_60_distance_related_prolly_lod = 3;
  a1.field_61 = 4;
  return a1.Create(0, 0, 0, 0);
}

//----- (004040E9) --------------------------------------------------------
// // Get direction vector from object1 to object2,
// // distance from object1 to object2 and Euler angles of the direction vector
// //
// //
// // object1 & object2 format :  objectType | (objectID << 3)
// //    objectType == 2 - LayingItem
// //    objectType == 3 - Actor
// //    objectType == 4 - Party
// //    objectType == 5 - Decoration
// //
// // originally this function had following prototype:
// // struct DirectionInfo GetDirectionInfo(signed int object1, signed int object2, signed int a4)
// // but compiler converts functions returning structures by value in the such way
AIDirection *__fastcall Actor::GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, AIDirection *pOut, int a4)
{
  signed int v4; // eax@1
  unsigned int v5; // ecx@1
  unsigned int v6; // ebx@1
  int v7; // ecx@2
  int v8; // ecx@3
  int v9; // ecx@4
  BLVFace *v10; // eax@8
  unsigned int v11; // ecx@8
  signed int v12; // eax@9
  int v13; // ecx@9
  int v14; // eax@9
  int v15; // eax@11
  int v16; // eax@12
  int v17; // eax@13
  int v18; // edx@15
  signed int v19; // eax@25
  signed int v20; // eax@28
  int v21; // ebx@28
  signed int v22; // eax@28
  BLVFace *v23; // eax@35
  int v24; // edx@35
  unsigned int v25; // ecx@35
  signed int v26; // eax@36
  int v27; // ecx@36
  int v28; // eax@36
  int v29; // eax@37
  signed int v30; // eax@42
  double v31; // st7@45
  double v32; // st6@45
  double v33; // st7@45
  AIDirection *result; // eax@48
  int v35; // [sp-18h] [bp-64h]@17
  int v36; // [sp-14h] [bp-60h]@17
  Vec3_int_ v37; // [sp-10h] [bp-5Ch]@15
  int *v38; // [sp-4h] [bp-50h]@15
  int *v39; // [sp+0h] [bp-4Ch]@15
  int *v40; // [sp+4h] [bp-48h]@15
  AIDirection v41; // [sp+14h] [bp-38h]@46
  float v42; // [sp+30h] [bp-1Ch]@23
  float v43; // [sp+34h] [bp-18h]@45
  float v44; // [sp+38h] [bp-14h]@33
  float v45; // [sp+3Ch] [bp-10h]@33
  int outz; // [sp+40h] [bp-Ch]@6
  int outy; // [sp+44h] [bp-8h]@6
  int outx; // [sp+48h] [bp-4h]@6
  float a4a; // [sp+58h] [bp+Ch]@45

  v4 = (signed int)uObj1ID >> 3;
  v5 = (uObj1ID & 7) - 2;
  v6 = uObj2ID;
  if ( !v5 )
  {
    v19 = v4;
    outx = pLayingItems[v19].vPosition.x;
    v13 = pLayingItems[v19].vPosition.y;
    v14 = pLayingItems[v19].vPosition.z;
    goto LABEL_26;
  }
  v7 = v5 - 1;
  if ( !v7 )
  {
    outx = pActors[v4].vPosition.x;
    outy = pActors[v4].vPosition.y;
    LODWORD(v42) = pActors[v4].uActorHeight;
    v11 = pActors[v4].vPosition.z - (unsigned int)(signed __int64)((double)SLODWORD(v42) * -0.75);
    goto LABEL_24;
  }
  v8 = v7 - 1;
  if ( !v8 )
  {
    if ( !v4 )
    {
      outx = pParty->vPosition.x;
      outy = pParty->vPosition.y;
      v14 = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
LABEL_27:
      outz = v14;
      goto LABEL_28;
    }
    v15 = v4 - 1;
    if ( v15 )
    {
      v16 = v15 - 1;
      if ( v16 )
      {
        v17 = v16 - 1;
        if ( v17 )
        {
          if ( v17 != 1 )
            goto LABEL_28;
          v40 = &outz;
          v39 = &outy;
          v38 = &outx;
          v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
          v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
          goto LABEL_20;
        }
        v40 = &outz;
        v39 = &outy;
        v38 = &outx;
        v18 = pParty->sRotationY - stru_5C6E00->uIntegerHalfPi;
        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
      }
      else
      {
        v40 = &outz;
        v39 = &outy;
        v38 = &outx;
        v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
        v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
      }
      *(_QWORD *)&v37.x = *(_QWORD *)&pParty->vPosition.x;
      v36 = 0;
      v35 = 8;
LABEL_21:
      Vec3_int_::Rotate(v35, v18, v36, v37, v38, v39, v40);
      goto LABEL_28;
    }
    v40 = &outz;
    v39 = &outy;
    v38 = &outx;
    v37.z = pParty->vPosition.z + (signed int)pParty->uPartyHeight / 3;
    v18 = stru_5C6E00->uIntegerHalfPi + pParty->sRotationY;
LABEL_20:
    *(_QWORD *)&v37 = *(_QWORD *)&pParty->vPosition.x;
    v36 = 0;
    v35 = 24;
    goto LABEL_21;
  }
  v9 = v8 - 1;
  if ( !v9 )
  {
    v12 = v4;
    outx = pLevelDecorations[v12].vPosition.x;
    v13 = pLevelDecorations[v12].vPosition.y;
    v14 = pLevelDecorations[v12].vPosition.z;
LABEL_26:
    outy = v13;
    goto LABEL_27;
  }
  if ( v9 != 1 )
  {
    outz = 0;
    outy = 0;
    outx = 0;
    goto LABEL_28;
  }
  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
  {
    v10 = &pIndoor->pFaces[v4];
    outx = (v10->pBounding.x1 + v10->pBounding.x2) >> 1;
    outy = (v10->pBounding.y1 + v10->pBounding.y2) >> 1;
    v11 = (v10->pBounding.z1 + v10->pBounding.z2) >> 1;
LABEL_24:
    outz = v11;
  }
LABEL_28:
  v20 = v6;
  v21 = v6 & 7;
  v22 = v20 >> 3;
  if ( v21 == 2 )
  {
    v30 = v22;
    LODWORD(v45) = pLayingItems[v30].vPosition.x;
    v27 = pLayingItems[v30].vPosition.y;
    v28 = pLayingItems[v30].vPosition.z;
    goto LABEL_43;
  }
  if ( v21 == 3 )
  {
    LODWORD(v45) = pActors[v22].vPosition.x;
    LODWORD(v44) = pActors[v22].vPosition.y;
    v25 = pActors[v22].vPosition.z - (unsigned int)(signed __int64)((double)pActors[v22].uActorHeight * -0.75);
    goto LABEL_41;
  }
  if ( v21 == 4 )
  {
    LODWORD(v45) = pParty->vPosition.x;
    LODWORD(v44) = pParty->vPosition.y;
    v29 = a4;
    if ( !a4 )
      v29 = pParty->sEyelevel;
    v28 = pParty->vPosition.z + v29;
    goto LABEL_44;
  }
  if ( v21 == 5 )
  {
    v26 = v22;
    LODWORD(v45) = pLevelDecorations[v26].vPosition.x;
    v27 = pLevelDecorations[v26].vPosition.y;
    v28 = pLevelDecorations[v26].vPosition.z;
LABEL_43:
    LODWORD(v44) = v27;
LABEL_44:
    a4 = v28;
    goto LABEL_45;
  }
  if ( v21 != 6 )
  {
    a4 = 0;
    v44 = 0.0;
    v45 = 0.0;
    goto LABEL_45;
  }
  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
  {
    v23 = &pIndoor->pFaces[v22];
    v24 = v23->pBounding.y1;
    LODWORD(v45) = (v23->pBounding.x1 + v23->pBounding.x2) >> 1;
    LODWORD(v44) = (v24 + v23->pBounding.y2) >> 1;
    v25 = (v23->pBounding.z1 + v23->pBounding.z2) >> 1;
LABEL_41:
    a4 = v25;
  }
LABEL_45:
  v31 = (double)SLODWORD(v45) - (double)outx;
  v42 = v31;
  v32 = (double)SLODWORD(v44) - (double)outy;
  v43 = v32;
  a4a = (double)a4 - (double)outz;
  v45 = v32 * v32;
  v44 = v31 * v31;
  v33 = sqrt(a4a * a4a + v44 + v45);
  if ( v33 <= 1.0 )
  {
    v41.vDirection.x = 65536;
    v41.vDirection.y = 0;
    v41.vDirection.z = 0;
    v41.uDistance = 1;
    v41.uDistanceXZ = 1;
    v41.uYawAngle = 0;
    v41.uPitchAngle = 0;
  }
  else
  {
    v41.vDirection.x = (signed __int64)(1.0 / v33 * v42 * 65536.0);
    v41.vDirection.y = (signed __int64)(1.0 / v33 * v43 * 65536.0);
    v41.vDirection.z = (signed __int64)(1.0 / v33 * a4a * 65536.0);
    v41.uDistance = (signed __int64)v33;
    v41.uDistanceXZ = (signed __int64)sqrt(v44 + v45);
    v41.uYawAngle = stru_5C6E00->Atan2((signed __int64)v42, (signed __int64)v43);
    v41.uPitchAngle = stru_5C6E00->Atan2(v41.uDistanceXZ, (signed __int64)a4a);
  }
  result = pOut;
  memcpy(pOut, &v41, 0x1Cu);
  return result;
}


//----- (00404030) --------------------------------------------------------
unsigned int __fastcall Actor::FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, AIDirection *a4)
{
  unsigned int v4; // edi@1
  unsigned int v5; // esi@1
  unsigned int result; // eax@2
  AIDirection *v7; // eax@3
  unsigned int v8; // ecx@3
  Actor *v9; // ebx@3
  AIDirection *v10; // esi@4
  unsigned __int16 v11; // ax@5
  AIDirection a3; // [sp+8h] [bp-38h]@4
  AIDirection v13; // [sp+24h] [bp-1Ch]@4

  v4 = uObjID;
  v5 = uActorID;
  if ( rand() % 100 >= 5 )
  {
    v7 = a4;
    v8 = 0;
    v9 = &pActors[v5];
    if ( !a4 )
    {
      v10 = Actor::GetDirectionInfo(8 * v5 | AI_OBJECT_ACTOR, v4, &a3, 0);
      v7 = &v13;
      memcpy(&v13, v10, sizeof(v13));
      v8 = 0;
    }
    v9->uYawAngle = LOWORD(v7->uYawAngle);
    v11 = LOWORD(v7->uPitchAngle);
    v9->uCurrentActionTime = v8;
    v9->vVelocity.z = v8;
    v9->vVelocity.y = v8;
    v9->vVelocity.x = v8;
    v9->uPitchAngle = v11;
    v9->uCurrentActionLength = 256;
    v9->uAIState = Interacting;
    result = v9->UpdateAnimation();
  }
  else
  {
    result = Actor::_402F87(v5, v4, a4);
  }
  return result;
}

//----- (00403F58) --------------------------------------------------------
unsigned int __fastcall Actor::_403F58(unsigned int uActorID, signed int uObjID, int uActionLength, AIDirection *a4)
{
  unsigned int v4; // esi@1
  unsigned int result; // eax@2
  AIDirection *v6; // eax@3
  unsigned int v7; // edi@3
  Actor *v8; // ebx@3
  AIDirection *v9; // esi@4
  AIDirection a3; // [sp+4h] [bp-3Ch]@4
  AIDirection v11; // [sp+20h] [bp-20h]@4
  signed int a2; // [sp+3Ch] [bp-4h]@1

  a2 = uObjID;
  v4 = uActorID;
  if ( rand() % 2 )
  {
    result = Actor::_402F87(v4, a2, a4);
  }
  else
  {
    v6 = a4;
    v7 = 0;
    v8 = &pActors[v4];
    if ( !a4 )
    {
      v9 = Actor::GetDirectionInfo(8 * v4 | 3, a2, &a3, 0);
      v6 = &v11;
      memcpy(&v11, v9, sizeof(v11));
      v7 = 0;
    }
    v8->uYawAngle = LOWORD(v6->uYawAngle);
    v8->uPitchAngle = LOWORD(v6->uPitchAngle);
    if ( uActionLength == v7 )
      v8->uCurrentActionLength = rand() % 256 + 256;
    else
      v8->uCurrentActionLength = uActionLength;
    v8->uCurrentActionTime = v7;
    v8->uAIState = Standing;
    v8->vVelocity.z = v7;
    v8->vVelocity.y = v7;
    v8->vVelocity.x = v7;
    result = v8->UpdateAnimation();
  }
  return result;
}



//----- (00403EB6) --------------------------------------------------------
unsigned int __fastcall Actor::_403EB6(unsigned int uActorID, unsigned int a2, unsigned int uActionLength, AIDirection *a4)
{
  AIDirection *v4; // eax@1
  unsigned int v5; // esi@1
  Actor *v6; // ebx@1
  AIDirection *v7; // esi@2
  AIDirection a3; // [sp+Ch] [bp-38h]@2
  AIDirection v10; // [sp+28h] [bp-1Ch]@2

  v4 = a4;
  v5 = 0;
  v6 = &pActors[uActorID];
  if ( !a4 )
  {
    v7 = Actor::GetDirectionInfo(8 * uActorID | 3, a2, &a3, 0);
    v4 = &v10;
    memcpy(&v10, v7, sizeof(v10));
    v5 = 0;
  }
  v6->uYawAngle = LOWORD(v4->uYawAngle);
  if ( uActionLength == v5 )
    v6->uCurrentActionLength = rand() % 256 + 256;
  else
    v6->uCurrentActionLength = uActionLength;
  v6->uCurrentActionTime = v5;
  v6->uAIState = Standing;
  v6->vVelocity.z = v5;
  v6->vVelocity.y = v5;
  v6->vVelocity.x = v5;
  return v6->UpdateAnimation();
}


//----- (00403E61) --------------------------------------------------------
void __fastcall Actor::StandAwhile(unsigned int uActorID)
{
  Actor *v1; // esi@1

  v1 = &pActors[uActorID];
  v1->uCurrentActionLength = rand() % 128 + 128;
  v1->uCurrentActionTime = 0;
  v1->uAIState = Standing;
  v1->vVelocity.z = 0;
  v1->vVelocity.y = 0;
  v1->vVelocity.x = 0;
  v1->UpdateAnimation();
}

//----- (00403C6C) --------------------------------------------------------
unsigned int __fastcall Actor::_403C6C(unsigned int uActorID, signed int edx0, struct AIDirection *arg0)
{
  Actor *v3; // ebx@1
  char v4; // zf@1
  unsigned int result; // eax@3
  AIDirection *v6; // esi@6
  AIDirection *v7; // edi@6
  signed int v8; // eax@7
  double v9; // st7@9
  Vec3_int_ v10; // ST04_12@9
  int v11; // eax@10
  AIDirection *v12; // eax@11
  unsigned int v13; // esi@11
  AIDirection *v14; // esi@12
  SpriteFrame *v15; // ecx@13
  __int16 v16; // ax@13
  unsigned int v17; // ecx@13
  signed __int64 v18; // qax@13
  AIDirection a3; // [sp+Ch] [bp-48h]@12
  AIDirection v20; // [sp+28h] [bp-2Ch]@12
  unsigned int v21; // [sp+44h] [bp-10h]@9
  signed int a2; // [sp+48h] [bp-Ch]@1
  int v23; // [sp+4Ch] [bp-8h]@6
  unsigned int v24; // [sp+50h] [bp-4h]@1
  unsigned int v25; // [sp+5Ch] [bp+8h]@13

  v3 = &pActors[uActorID];
  a2 = edx0;
  v4 = v3->pMonsterInfo.uMovementType == 5;
  v24 = uActorID;
  if ( v4 && v3->pMonsterInfo.uAIType == 1 )
  {
    result = Actor::_403EB6(uActorID, edx0, 0, arg0);
  }
  else
  {
    if ( (edx0 & 7) == OBJECT_Actor)
    {
      v8 = edx0 >> 3;
      v6 = (AIDirection *)pActors[v8].vPosition.x;
      v7 = (AIDirection *)pActors[v8].vPosition.y;
      v23 = (signed __int64)((double)pActors[v8].uActorHeight * 0.75 + (double)pActors[v8].vPosition.z);
    }
    else
    {
      if ( (edx0 & 7) == OBJECT_Player)
      {
        v6 = (AIDirection *)pParty->vPosition.x;
        v7 = (AIDirection *)pParty->vPosition.y;
        v23 = pParty->vPosition.z + pParty->sEyelevel;
      }
      else
      {
        v6 = arg0;
        v7 = arg0;
      }
    }
    v21 = v3->uActorHeight;
    v9 = (double)(signed int)v21 * 0.75;
    v21 = v3->vPosition.z;
    v10.z = (signed __int64)(v9 + (double)(signed int)v21);
    v10.y = v3->vPosition.y;
    v10.x = v3->vPosition.x;
    if ( sub_407A1C((int)v6, (int)v7, v23, v10) )
    {
      v12 = arg0;
      v13 = 0;
      if ( !arg0 )
      {
        v14 = Actor::GetDirectionInfo(8 * v24 | OBJECT_Actor, a2, &a3, 0);
        v12 = &v20;
        memcpy(&v20, v14, sizeof(v20));
        v13 = 0;
      }
      v15 = pSpriteFrameTable->pSpriteSFrames;
      v3->uYawAngle = LOWORD(v12->uYawAngle);
      v16 = v15[v3->pSpriteIDs[2]].uAnimLength;
      v17 = v24;
      v3->uCurrentActionLength = 8 * v16;
      v3->uCurrentActionTime = v13;
      v3->uAIState = AttackingMelee;
      Actor::PlaySound(v17, 0);
      LODWORD(v18) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
      v25 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
      if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v13
        && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v13 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v13) )
      {
        LODWORD(v18) = 2 * v18;
        v25 = v18;
      }
      if ( pParty->bTurnBasedModeOn != 1 )
        v18 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)v25 * 2.133333333333333);
      v3->pMonsterInfo.uRecoveryTime = v18;
      v3->vVelocity.z = v13;
      v3->vVelocity.y = v13;
      v3->vVelocity.x = v13;
      result = v3->UpdateAnimation();
    }
    else
    {
      v11 = rand();
      result = Actor::_402AD7(v24, a2, v11 % 2, 64, arg0);
    }
  }
  return result;
}


//----- (00438CF3) --------------------------------------------------------
void Actor::_438CF3(unsigned int uActorID)
{
  unsigned int v1; // esi@1
  unsigned int v2; // edi@2
  char v3; // bl@3
  char *v4; // ecx@16
  signed int v5; // eax@18
  Player **ppPlayers; // esi@20

  v1 = uLevelMapStatsID;
  if ( !uLevelMapStatsID || (v2 = uActorID, !pActors[uActorID]._438B9B()) )
    return;
  v3 = 1;
  if ( v1 != 5 )
  {
    if ( v1 == 6 || v1 == 7 )
    {
      _449B57_test_bit(pParty->_award_bits, 99);
      if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 100) )
        return;
      goto LABEL_12;
    }
    if ( v1 != 8 )
      goto LABEL_12;
  }
  if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 99) )
    v3 = 0;
  if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 100) )
    v3 = 1;
  if ( v3 )
  {
LABEL_12:
    pParty->uFine += 100
                  * (pMapStats->pInfos[uLevelMapStatsID]._steal_perm
                   + pActors[v2].pMonsterInfo.uLevel
                   + GetPartyReputation());
    if ( pParty->uFine < 0 )
      pParty->uFine = 0;
    if ( pParty->uFine > 4000000 )
      pParty->uFine = 4000000;
    v4 = (char *)&pOutdoor->ddm;
    if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
      v4 = (char *)&pIndoor->dlv;
    v5 = *((int *)v4 + 2);
    if ( v5 < 10000 )
      *((int *)v4 + 2) = v5 + 1;
    ppPlayers = &pPlayers[1];
    do
    {
      if ( pParty->uFine )
      {
        if ( !(unsigned __int16)_449B57_test_bit((unsigned __int8 *)(*ppPlayers)->field_152, 1) )
          _449B7E_toggle_bit((unsigned char *)(*ppPlayers)->field_152, 1, 1u);
      }
      ++ppPlayers;
    }
    while ( (signed int)ppPlayers <= (signed int)&pPlayers[4] );
  }
}


//----- (0043AE80) --------------------------------------------------------
int Actor::AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, signed int a3)
{
  int result; // eax@1
  unsigned int v4; // esi@1
  int v5; // [sp-14h] [bp-18h]@3
  unsigned int v6; // [sp-10h] [bp-14h]@3
  int v7; // [sp-Ch] [bp-10h]@3
  int v8; // [sp-8h] [bp-Ch]@3
  __int16 v9; // [sp-4h] [bp-8h]@3

  result = a2 - 1;
  v4 = 8 * uActorID | 3;
  switch ( a2 )
  {
    case 1:
      if ( a3 )
      {
        v9 = 0;
        v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
        v7 = 0;
        LOWORD(v6) = v4;
        v5 = 904;
        goto LABEL_16;
      }
      return result;
    case 2:
      if ( a3 )
      {
        v9 = 0;
        v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
        v7 = 0;
        LOWORD(v6) = v4;
        v5 = 905;
        goto LABEL_16;
      }
      return result;
    case 3:
      if ( a3 )
      {
        v9 = 0;
        v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
        v7 = 0;
        LOWORD(v6) = v4;
        v5 = 906;
        goto LABEL_16;
      }
      return result;
    case 4:
      if ( a3 )
      {
        v9 = 0;
        v8 = (signed __int64)(sub_43AE12(a3) * 65536.0);
        v7 = 0;
        LOWORD(v6) = v4;
        v5 = 907;
        goto LABEL_16;
      }
      return result;
    case 5:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 901;
      goto LABEL_16;
    case 6:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 902;
      goto LABEL_16;
    case 7:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 903;
      goto LABEL_16;
    case 8:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 900;
      goto LABEL_16;
    case 9:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 909;
      goto LABEL_16;
    case 10:
      v9 = 4;
      v8 = 65536;
      v7 = 0;
      v6 = 8 * uActorID | 3;
      v5 = 908;
LABEL_16:
      result = pOtherOverlayList->_4418B6(v5, v6, v7, v8, v9);
      break;
    default:
      return result;
  }
  return result;
}


//----- (0043B3E0) --------------------------------------------------------
int Actor::_43B3E0_CalcDamage(Actor *a1, signed int a2)
{
  signed int v2; // ebp@1
  int v3; // eax@9
  signed int v4; // edi@9
  int v5; // esi@9
  int v6; // ebx@11
  unsigned __int16 v8; // si@21
  int v9; // edi@21
  signed int v10; // eax@23
  int v11; // [sp+10h] [bp-4h]@1

  v2 = 0;
  v11 = 0;
  if ( a2 )
  {
    if ( a2 == 1 )
    {
      v3 = a1->pMonsterInfo.uAttack2DamageDiceRolls;
      v4 = a1->pMonsterInfo.uAttack2DamageDiceSides;
      v5 = a1->pMonsterInfo.uAttack2DamageBonus;
    }
    else
    {
      if ( a2 <= 1 )
        return 0;
      if ( a2 <= 3 )
      {
        if ( a2 == 2 )
        {
          v8 = a1->pMonsterInfo.uSpellSkillAndMastery1;
          v9 = a1->pMonsterInfo.uSpell1ID;
        }
        else
        {
          v8 = a1->pMonsterInfo.uSpellSkillAndMastery2;
          v9 = a1->pMonsterInfo.uSpell2ID;
        }
        v10 = SkillToMastery(v8);
        return _43AFE3_calc_spell_damage(v9, v8 & 0x3F, v10, 0);
      }
      if ( a2 != 4 )
        return 0;
      v3 = a1->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
      v4 = a1->pMonsterInfo.uSpecialAbilityDamageDiceSides;
      v5 = a1->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
    }
  }
  else
  {
    if ( (signed __int64)a1->pActorBuffs[14].uExpireTime > 0 )
      v2 = a1->pActorBuffs[14].uPower;
    if ( (signed __int64)a1->pActorBuffs[18].uExpireTime > 0 && a1->pActorBuffs[18].uPower > v2 )
      v2 = a1->pActorBuffs[18].uPower;
    if ( (signed __int64)a1->pActorBuffs[21].uExpireTime > 0 )
      v2 += a1->pActorBuffs[21].uPower;
    v3 = a1->pMonsterInfo.uAttack1DamageDiceRolls;
    v4 = a1->pMonsterInfo.uAttack1DamageDiceSides;
    v5 = a1->pMonsterInfo.uAttack1DamageBonus;
  }
  if ( v3 > 0 )
  {
    v6 = v3;
    do
    {
      --v6;
      v11 += rand() % v4 + 1;
    }
    while ( v6 );
  }
  return v11 + v5 + v2;
}

//----- (00438B9B) --------------------------------------------------------
char Actor::_438B9B()
{
  unsigned int v1; // eax@1

  v1 = this->uAlly;
  if ( !v1 )
    v1 = (this->pMonsterInfo.uID - 1) / 3 + 1;
  return (signed int)v1 >= 39 && (signed int)v1 <= 44
      || (signed int)v1 >= 45 && (signed int)v1 <= 50
      || (signed int)v1 >= 51 && (signed int)v1 <= 62
      || (signed int)v1 >= 78 && (signed int)v1 <= 83;
}

//----- (0042EBEE) --------------------------------------------------------
bool Actor::StealFrom(unsigned int uActorID)
{
  unsigned int v1; // esi@1
  Player *pPlayer; // edi@1
  bool result; // eax@1
  int v4; // ebx@2
  unsigned int v5; // eax@2
  DDM_DLV_Header *v6; // esi@4
  unsigned int v7; // [sp+8h] [bp-4h]@1
  int v8; // [sp+8h] [bp-4h]@6

  v1 = uActiveCharacter;
  v7 = uActorID;
  pPlayer = &pParty->pPlayers[uActiveCharacter-1];
  result = pPlayer->CanAct();
  if ( result )
  {
    pStru277->_427D48(v1);
    v4 = 0;
    v5 = pMapStats->GetMapInfo(pCurrentMapName);
    if ( v5 )
      v4 = pMapStats->pInfos[v5]._steal_perm;
    v6 = &pOutdoor->ddm;
    if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor)
      v6 = &pIndoor->dlv;
    pPlayer->StealFromActor(v7, v4, v6->uReputation++);
    v8 = pPlayer->GetAttackRecoveryTime(0);
    if ( v8 < 30 )
      v8 = 30;
    if ( !pParty->bTurnBasedModeOn )
      pPlayer->SetRecoveryTime((signed __int64)(flt_6BE3A4_debug_recmod1 * (double)v8 * 2.133333333333333));
    pTurnEngine->_40471C();
    result = 1;
  }
  return result;
}


//----- (00403A60) --------------------------------------------------------
unsigned int __fastcall Actor::_403A60(unsigned int uActorID, signed int edx0, AIDirection *pDir)
{
  Actor *v3; // ebx@1
  AIDirection *v4; // esi@3
  AIDirection *v5; // edi@3
  signed int v6; // eax@4
  Vec3_int_ v7; // ST04_12@6
  unsigned int result; // eax@7
  AIDirection *v9; // eax@8
  unsigned int v10; // esi@8
  AIDirection *v11; // esi@9
  SpriteFrame *v12; // ecx@10
  __int16 v13; // ax@10
  unsigned int v14; // ecx@10
  unsigned int v15; // eax@10
  signed int v16; // ecx@17
  AIDirection a3; // [sp+Ch] [bp-48h]@9
  AIDirection v18; // [sp+28h] [bp-2Ch]@9
  int v19; // [sp+44h] [bp-10h]@6
  signed int a2; // [sp+48h] [bp-Ch]@1
  int v21; // [sp+4Ch] [bp-8h]@3
  unsigned int v22; // [sp+50h] [bp-4h]@1
  unsigned int pDira; // [sp+5Ch] [bp+8h]@10

  v22 = uActorID;
  v3 = &pActors[uActorID];
  a2 = edx0;
  if ( (edx0 & 7) == OBJECT_Actor)
  {
    v6 = edx0 >> 3;
    v4 = (AIDirection *)pActors[v6].vPosition.x;
    v5 = (AIDirection *)pActors[v6].vPosition.y;
    v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
  }
  else
  {
    if ( (edx0 & 7) == OBJECT_Player)
    {
      v4 = (AIDirection *)pParty->vPosition.x;
      v5 = (AIDirection *)pParty->vPosition.y;
      v21 = pParty->vPosition.z + pParty->sEyelevel;
    }
    else
    {
      v4 = pDir;
      v5 = pDir;
    }
  }
  v19 = v3->uActorHeight;
  v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
  v7.y = v3->vPosition.y;
  v7.x = v3->vPosition.x;
  if ( sub_407A1C((int)v4, (int)v5, v21, v7) )
  {
    v9 = pDir;
    v10 = 0;
    if ( !pDir )
    {
      v11 = Actor::GetDirectionInfo(8 * v22 | OBJECT_Actor, a2, &a3, 0);
      v9 = &v18;
      memcpy(&v18, v11, sizeof(v18));
      v10 = 0;
    }
    v12 = pSpriteFrameTable->pSpriteSFrames;
    v3->uYawAngle = LOWORD(v9->uYawAngle);
    v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
    v14 = v22;
    v3->uCurrentActionLength = 8 * v13;
    v3->uCurrentActionTime = v10;
    v3->uAIState = AttackingRanged4;
    Actor::PlaySound(v14, 0);
    v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
      && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
    {
      v15 *= 2;
      pDira = v15;
    }
    if ( pParty->bTurnBasedModeOn == 1 )
      v3->pMonsterInfo.uRecoveryTime = v15;
    else
      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
                                     - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
                                                                    * (double)(signed int)pDira
                                                                    * -2.133333333333333);
    v16 = v3->pMonsterInfo.uSpell2ID;
    v3->vVelocity.z = v10;
    v3->vVelocity.y = v10;
    v3->vVelocity.x = v10;
    if ( sub_42FB5C(v16) )
    {
      v3->uCurrentActionLength = 64;
      v3->uCurrentActionTime = v10;
      v3->uAIState = Fidgeting;
      result = v3->UpdateAnimation();
      v3->uAIState = AttackingRanged4;
    }
    else
    {
      result = v3->UpdateAnimation();
    }
  }
  else
  {
    result = Actor::_402AD7(v22, a2, v22, 64, pDir);
  }
  return result;
}


//----- (00403854) --------------------------------------------------------
unsigned int __fastcall Actor::_403854(unsigned int uActorID, signed int edx0, AIDirection *pDir)
{
  Actor *v3; // ebx@1
  AIDirection *v4; // esi@3
  AIDirection *v5; // edi@3
  signed int v6; // eax@4
  Vec3_int_ v7; // ST04_12@6
  unsigned int result; // eax@7
  AIDirection *v9; // eax@8
  unsigned int v10; // esi@8
  AIDirection *v11; // esi@9
  SpriteFrame *v12; // ecx@10
  __int16 v13; // ax@10
  unsigned int v14; // ecx@10
  unsigned int v15; // eax@10
  signed int v16; // ecx@17
  AIDirection a3; // [sp+Ch] [bp-48h]@9
  AIDirection v18; // [sp+28h] [bp-2Ch]@9
  int v19; // [sp+44h] [bp-10h]@6
  signed int a2; // [sp+48h] [bp-Ch]@1
  int v21; // [sp+4Ch] [bp-8h]@3
  unsigned int v22; // [sp+50h] [bp-4h]@1
  unsigned int pDira; // [sp+5Ch] [bp+8h]@10

  v22 = uActorID;
  v3 = &pActors[uActorID];
  a2 = edx0;
  if ( (edx0 & 7) == OBJECT_Actor)
  {
    v6 = edx0 >> 3;
    v4 = (AIDirection *)pActors[v6].vPosition.x;
    v5 = (AIDirection *)pActors[v6].vPosition.y;
    v21 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
  }
  else
  {
    if ( (edx0 & 7) == OBJECT_Player)
    {
      v4 = (AIDirection *)pParty->vPosition.x;
      v5 = (AIDirection *)pParty->vPosition.y;
      v21 = pParty->vPosition.z + pParty->sEyelevel;
    }
    else
    {
      v4 = pDir;
      v5 = pDir;
    }
  }
  v19 = v3->uActorHeight;
  v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
  v7.y = v3->vPosition.y;
  v7.x = v3->vPosition.x;
  if ( sub_407A1C((int)v4, (int)v5, v21, v7) )
  {
    v9 = pDir;
    v10 = 0;
    if ( !pDir )
    {
      v11 = Actor::GetDirectionInfo(8 * v22 | OBJECT_Actor, a2, &a3, 0);
      v9 = &v18;
      memcpy(&v18, v11, sizeof(v18));
      v10 = 0;
    }
    v12 = pSpriteFrameTable->pSpriteSFrames;
    v3->uYawAngle = LOWORD(v9->uYawAngle);
    v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
    v14 = v22;
    v3->uCurrentActionLength = 8 * v13;
    v3->uCurrentActionTime = v10;
    v3->uAIState = AttackingRanged3;
    Actor::PlaySound(v14, 0);
    v15 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
      && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
    {
      v15 *= 2;
      pDira = v15;
    }
    if ( pParty->bTurnBasedModeOn == 1 )
      v3->pMonsterInfo.uRecoveryTime = v15;
    else
      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
                                     - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
                                                                    * (double)(signed int)pDira
                                                                    * -2.133333333333333);
    v16 = v3->pMonsterInfo.uSpell1ID;
    v3->vVelocity.z = v10;
    v3->vVelocity.y = v10;
    v3->vVelocity.x = v10;
    if ( sub_42FB5C(v16) )
    {
      v3->uCurrentActionLength = 64;
      v3->uCurrentActionTime = v10;
      v3->uAIState = Fidgeting;
      result = v3->UpdateAnimation();
      v3->uAIState = AttackingRanged3;
    }
    else
    {
      result = v3->UpdateAnimation();
    }
  }
  else
  {
    result = Actor::_402AD7(v22, a2, v22, 64, pDir);
  }
  return result;
}


//----- (0040368B) --------------------------------------------------------
unsigned int __fastcall Actor::_40368B(unsigned int uActorID, signed int edx0, AIDirection *pDir)
{
  Actor *v3; // ebx@1
  AIDirection *v4; // esi@3
  AIDirection *v5; // edi@3
  signed int v6; // eax@4
  Vec3_int_ v7; // ST04_12@6
  unsigned int result; // eax@7
  AIDirection *v9; // eax@8
  unsigned int v10; // esi@8
  AIDirection *v11; // esi@9
  SpriteFrame *v12; // ecx@10
  __int16 v13; // ax@10
  unsigned int v14; // ecx@10
  signed __int64 v15; // qax@10
  AIDirection a3; // [sp+Ch] [bp-48h]@9
  AIDirection v17; // [sp+28h] [bp-2Ch]@9
  int v18; // [sp+44h] [bp-10h]@6
  signed int a2; // [sp+48h] [bp-Ch]@1
  int v20; // [sp+4Ch] [bp-8h]@3
  unsigned int v21; // [sp+50h] [bp-4h]@1
  unsigned int pDira; // [sp+5Ch] [bp+8h]@10

  v21 = uActorID;
  v3 = &pActors[uActorID];
  a2 = edx0;
  if ( (edx0 & 7) == OBJECT_Actor)
  {
    v6 = edx0 >> 3;
    v4 = (AIDirection *)pActors[v6].vPosition.x;
    v5 = (AIDirection *)pActors[v6].vPosition.y;
    v20 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
  }
  else
  {
    if ( (edx0 & 7) == OBJECT_Player)
    {
      v4 = (AIDirection *)pParty->vPosition.x;
      v5 = (AIDirection *)pParty->vPosition.y;
      v20 = pParty->vPosition.z + pParty->sEyelevel;
    }
    else
    {
      v4 = pDir;
      v5 = pDir;
    }
  }
  v18 = v3->uActorHeight;
  v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v18 * -0.75);
  v7.y = v3->vPosition.y;
  v7.x = v3->vPosition.x;
  if ( sub_407A1C((int)v4, (int)v5, v20, v7) )
  {
    v9 = pDir;
    v10 = 0;
    if ( !pDir )
    {
      v11 = Actor::GetDirectionInfo(8 * v21 | OBJECT_Actor, a2, &a3, 0);
      v9 = &v17;
      memcpy(&v17, v11, sizeof(v17));
      v10 = 0;
    }
    v12 = pSpriteFrameTable->pSpriteSFrames;
    v3->uYawAngle = LOWORD(v9->uYawAngle);
    v13 = v12[v3->pSpriteIDs[3]].uAnimLength;
    v14 = v21;
    v3->uCurrentActionLength = 8 * v13;
    v3->uCurrentActionTime = v10;
    v3->uAIState = AttackingRanged2;
    Actor::PlaySound(v14, 0);
    LODWORD(v15) = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v10
      && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v10 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v10) )
    {
      LODWORD(v15) = 2 * v15;
      pDira = v15;
    }
    if ( pParty->bTurnBasedModeOn != 1 )
      v15 = (signed __int64)(flt_6BE3A8_debug_recmod2 * (double)(signed int)pDira * 2.133333333333333);
    v3->pMonsterInfo.uRecoveryTime = v15;
    v3->vVelocity.z = v10;
    v3->vVelocity.y = v10;
    v3->vVelocity.x = v10;
    result = v3->UpdateAnimation();
  }
  else
  {
    result = Actor::_402AD7(v21, a2, v21, 64, pDir);
  }
  return result;
}


//----- (00403476) --------------------------------------------------------
unsigned int __fastcall Actor::_403476(unsigned int uActorID, signed int edx0, AIDirection *pDir)
{
  Actor *v3; // ebx@1
  int v4; // esi@3
  int v5; // edi@3
  signed int v6; // eax@4
  Vec3_int_ v7; // ST04_12@6
  unsigned char v8[12]; // ST04_12@7
  unsigned int result; // eax@8
  AIDirection *v10; // eax@9
  unsigned int v11; // esi@9
  AIDirection *v12; // esi@10
  SpriteFrame *v13; // ecx@11
  __int16 v14; // ax@11
  unsigned int v15; // ecx@11
  unsigned int v16; // eax@11
  AIDirection a3; // [sp+Ch] [bp-48h]@10
  AIDirection v18; // [sp+28h] [bp-2Ch]@10
  int v19; // [sp+44h] [bp-10h]@6
  signed int a2; // [sp+48h] [bp-Ch]@1
  unsigned int v21; // [sp+4Ch] [bp-8h]@1
  int v22; // [sp+50h] [bp-4h]@3
  unsigned int pDira; // [sp+5Ch] [bp+8h]@11

  v21 = uActorID;
  v3 = &pActors[uActorID];
  a2 = edx0;
  if ( (edx0 & 7) == OBJECT_Actor)
  {
    v6 = edx0 >> 3;
    v4 = pActors[v6].vPosition.x;
    v5 = pActors[v6].vPosition.y;
    v22 = (signed __int64)((double)pActors[v6].uActorHeight * 0.75 + (double)pActors[v6].vPosition.z);
  }
  else
  {
    if ( (edx0 & 7) == OBJECT_Player)
    {
      v4 = pParty->vPosition.x;
      v5 = pParty->vPosition.y;
      v22 = pParty->vPosition.z + pParty->sEyelevel;
    }
    else
    {
      v4 = (int)pDir;
      v5 = (int)pDir;
    }
  }
  v19 = v3->uActorHeight;
  v7.z = v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75);
  v7.y = v3->vPosition.y;
  v7.x = v3->vPosition.x;
  if ( sub_407A1C(v4, v5, v22, v7)
    || (*(unsigned int *)&v8[8] = v22,
        v19 = v3->uActorHeight,
        *(_QWORD *)v8 = __PAIR__(v5, v4),
        sub_407A1C(
          v3->vPosition.x,
          v3->vPosition.y,
          v3->vPosition.z - (unsigned int)(signed __int64)((double)v19 * -0.75),
          *(Vec3_int_ *)v8)) )
  {
    v10 = pDir;
    v11 = 0;
    if ( !pDir )
    {
      v12 = Actor::GetDirectionInfo(8 * v21 | OBJECT_Actor, a2, &a3, 0);
      v10 = &v18;
      memcpy(&v18, v12, sizeof(v18));
      v11 = 0;
    }
    v13 = pSpriteFrameTable->pSpriteSFrames;
    v3->uYawAngle = LOWORD(v10->uYawAngle);
    v14 = v13[v3->pSpriteIDs[3]].uAnimLength;
    v15 = v21;
    v3->uCurrentActionLength = 8 * v14;
    v3->uCurrentActionTime = v11;
    v3->uAIState = AttackingRanged1;
    Actor::PlaySound(v15, 0);
    v16 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    pDira = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uRecoveryTime;
    if ( SHIDWORD(v3->pActorBuffs[7].uExpireTime) >= (signed int)v11
      && (SHIDWORD(v3->pActorBuffs[7].uExpireTime) > (signed int)v11 || LODWORD(v3->pActorBuffs[7].uExpireTime) > v11) )
    {
      v16 *= 2;
      pDira = v16;
    }
    if ( pParty->bTurnBasedModeOn == 1 )
      v3->pMonsterInfo.uRecoveryTime = v16;
    else
      v3->pMonsterInfo.uRecoveryTime = v3->uCurrentActionLength
                                     - (unsigned int)(signed __int64)(flt_6BE3A8_debug_recmod2
                                                                    * (double)(signed int)pDira
                                                                    * -2.133333333333333);
    v3->vVelocity.z = v11;
    v3->vVelocity.y = v11;
    v3->vVelocity.x = v11;
    result = v3->UpdateAnimation();
  }
  else
  {
    result = Actor::_402AD7(v21, a2, v21, 64, pDir);
  }
  return result;
}

//----- (004032B2) --------------------------------------------------------
void __fastcall Actor::_4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength)
{
  unsigned int v4; // edi@1
  Actor *v5; // esi@1
  int v6; // ebx@1
  int v7; // ST08_4@1
  int v8; // eax@1
  unsigned int v9; // ebx@11
  int v10; // ebx@13
  signed __int16 v11; // cx@17
  unsigned int v12; // [sp-8h] [bp-44h]@10
  AIDirection *v13; // [sp-4h] [bp-40h]@10
  AIDirection v14; // [sp+Ch] [bp-30h]@7
  int v15; // [sp+28h] [bp-14h]@11
  unsigned int v16; // [sp+2Ch] [bp-10h]@1
  int y; // [sp+30h] [bp-Ch]@1
  unsigned int uActorID; // [sp+34h] [bp-8h]@1
  int v19; // [sp+38h] [bp-4h]@1

  uActorID = a1;
  v4 = a1;
  v5 = &pActors[a1];
  v16 = a2;
  v6 = v5->vInitialPosition.x - v5->vPosition.x;
  v7 = v5->vInitialPosition.x - v5->vPosition.x;
  y = v5->vInitialPosition.y - v5->vPosition.y;
  v19 = abs(v7);
  v8 = abs(y);
  if ( v19 <= v8 )
    v19 = v8 + (v19 >> 1);
  else
    v19 += v8 >> 1;
  if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
  {
    if ( !uActionLength )
      uActionLength = 256;
    Actor::_403F58(uActorID, 4, uActionLength, &v14);
    return;
  }
  if ( pActors[v4].pMonsterInfo.uMovementType == 3 && v19 < 128 )
  {
    v13 = &v14;
    v12 = 256;
    Actor::_403EB6(uActorID, v16, v12, v13);
    return;
  }
  v15 = (rand() & 0xF) << 12;
  v19 += (unsigned __int64)(v15 * (signed __int64)a3) >> 16;
  v9 = (stru_5C6E00->uIntegerDoublePi - 1) & stru_5C6E00->Atan2(v6, y);
  if ( rand() % 100 < 25 )
  {
    Actor::StandAwhile(uActorID);
    return;
  }
  v10 = v9 + rand() % 256 - 128;
  if ( abs(v10 - v5->uYawAngle) > 256 && !(BYTE2(v5->uAttributes) & 0x20) )
  {
    v13 = &v14;
    v12 = 256;
    Actor::_403EB6(uActorID, v16, v12, v13);
    return;
  }
  v11 = v5->uMovementSpeed;
  v5->uYawAngle = v10;
  if ( v11 )
    v5->uCurrentActionLength = 32 * v19 / v11;
  else
    v5->uCurrentActionLength = 0;
  v5->uCurrentActionTime = 0;
  v5->uAIState = Tethered;
  if ( rand() % 100 < 2 )
    Actor::PlaySound(uActorID, 3u);
  v5->UpdateAnimation();
}


//----- (004031C1) --------------------------------------------------------
char __fastcall Actor::_4031C1_update_job(unsigned int uActorID, signed int a2, int a3)
{
  unsigned int v3; // edi@1
  Actor *v4; // esi@1
  ActorJob *v5; // eax@1
  signed int v6; // edx@2
  ActorJob *v7; // eax@2
  signed int v8; // edi@2
  ActorJob *v9; // ecx@2
  __int16 v10; // cx@15
  signed int v12; // [sp+8h] [bp-4h]@1

  v3 = uActorID;
  v12 = a2;
  v4 = &pActors[uActorID];
  v5 = (ActorJob *)pActors[uActorID].CanAct();
  if ( v5 )
  {
    v6 = 65535;
    v7 = &v4->pScheduledJobs[v3];
    v8 = 7;
    v9 = &v7[7];//(char *)&v7[7].uHour;
	while ( !(v9->uAttributes & 1) || v9->uHour > v12 )
    {
      --v8;
      --v9;
      if ( v8 < 0 )
        break;
    }
	if( v8 >= 0 )
		v6 = v8;
    if ( !v8 && v6 == 65535 )
      v6 = 7;
    v5 = &v7[v6];
    if ( v4->vInitialPosition.x != v5->vPos.x
      || v4->vInitialPosition.y != v5->vPos.y
      || v4->vInitialPosition.z != v5->vPos.z
      || v4->pMonsterInfo.uMovementType != v5->uAction )
    {
      v4->vInitialPosition.x = v5->vPos.x;
      v4->vInitialPosition.y = v5->vPos.y;
      v10 = v5->vPos.z;
      v4->vInitialPosition.z = v10;
      LOBYTE(v5) = v5->uAction;
      v4->pMonsterInfo.uMovementType = (unsigned __int8)v5;
      if ( a3 == 1 )
      {
        v4->vPosition.x = v4->vInitialPosition.x;
        v4->vPosition.y = v4->vInitialPosition.y;
        LOBYTE(v5) = v10;
        v4->vPosition.z = v10;
      }
    }
  }
  return (char)v5;
}


//----- (004030AD) --------------------------------------------------------
__int16 __fastcall Actor::_4030AD(unsigned int uActorID, signed int edx0, int arg0)
{
  unsigned int v3; // edi@1
  Actor *v4; // ebx@1
  __int16 result; // ax@10
  SpriteFrame *v6; // ecx@16
  __int16 v7; // ax@16
  unsigned int v8; // ecx@16
  AIDirection a3; // [sp+Ch] [bp-40h]@16
  AIDirection v10; // [sp+28h] [bp-24h]@16
  unsigned int v11; // [sp+44h] [bp-8h]@1
  signed int a2; // [sp+48h] [bp-4h]@1

  v3 = uActorID;
  a2 = edx0;
  v4 = &pActors[uActorID];
  v11 = uActorID;
  if ( v4->uAIState == 7 )
    BYTE2(v4->uAttributes) |= 2u;
  if ( v4->pMonsterInfo.uHostilityType != 4 )
  {
    v4->uAttributes &= 0xFFFFFFFBu;
    v4->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Long;
  }
  if ( (signed __int64)v4->pActorBuffs[1].uExpireTime > 0 )
    v4->pActorBuffs[1].Reset();
  if ( (signed __int64)v4->pActorBuffs[4].uExpireTime > 0 )
    v4->pActorBuffs[4].Reset();
  if ( arg0
    || (result = v4->uAIState, result != 8)
    && result != 3
    && result != 12
    && result != 13
    && result != 18
    && result != 2 )
  {
    memcpy(&v10, Actor::GetDirectionInfo(8 * v3 | 3, a2, &a3, 0), sizeof(v10));
    v6 = pSpriteFrameTable->pSpriteSFrames;
    v4->uYawAngle = LOWORD(v10.uYawAngle);
    v7 = v6[v4->pSpriteIDs[4]].uAnimLength;
    v8 = v11;
    v4->uCurrentActionTime = 0;
    v4->uAIState = Stunned;
    v4->uCurrentActionLength = 8 * v7;
    Actor::PlaySound(v8, 2u);
    result = v4->UpdateAnimation();
  }
  return result;
}

//----- (00402F87) --------------------------------------------------------
int __fastcall Actor::_402F87(unsigned int uActorID, unsigned int uObjID, AIDirection *a4)
{
  int v3; // edi@1
  AIDirection *v4; // esi@1
  Actor *v5; // ebx@1
  SpriteFrame *v6; // ecx@3
  unsigned int v7; // eax@3
  int v8; // edx@3
  unsigned int v9; // eax@3
  int result; // eax@4
  AIDirection a3; // [sp+Ch] [bp-5Ch]@2
  AIDirection v12; // [sp+28h] [bp-40h]@2
  AIDirection v13; // [sp+44h] [bp-24h]@2
  unsigned int v14; // [sp+60h] [bp-8h]@1
  unsigned int v15; // [sp+64h] [bp-4h]@1

  v3 = uActorID;
  v4 = a4;
  v5 = &pActors[uActorID];
  v14 = uObjID;
  v15 = uActorID;
  if ( !a4 )
  {
    memcpy(&v13, Actor::GetDirectionInfo(8 * uActorID | AI_OBJECT_ACTOR, uObjID, &a3, (int)a4), sizeof(v13));
    memcpy(&v12, &v13, sizeof(v12));
    v3 = v15;
    v4 = &v12;
  }
  v6 = pSpriteFrameTable->pSpriteSFrames;
  v5->uYawAngle = LOWORD(v4->uYawAngle);
  v5->uCurrentActionLength = 8 * v6[v5->pSpriteIDs[7]].uAnimLength;
  v7 = stru_5C6E00->Atan2(v5->vPosition.x - pIndoorCamera->pos.x, v5->vPosition.y - pIndoorCamera->pos.y);
  LOWORD(v8) = v5->uYawAngle;
  v9 = stru_5C6E00->uIntegerPi + v8 + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7;
  if ( BYTE1(v9) & 7 )
  {
    result = Actor::_403EB6(v3, v14, v5->uCurrentActionLength, v4);
  }
  else
  {
    v5->uAIState = Fidgeting;
    v5->uCurrentActionTime = 0;
    v5->vVelocity.z = 0;
    v5->vVelocity.y = 0;
    v5->vVelocity.x = 0;
    if ( rand() % 100 < 5 )
      Actor::PlaySound(v3, 3u);
    result = v5->UpdateAnimation();
  }
  return result;
}

//----- (00402F27) --------------------------------------------------------
unsigned int __fastcall Actor::Resurrect(unsigned int uActorID)
{
  Actor *pActor; // esi@1
  SpriteFrame *v2; // edx@1
  int v3; // eax@1

  pActor = &pActors[uActorID];
  v2 = pSpriteFrameTable->pSpriteSFrames;
  v3 = pActor->pSpriteIDs[5];
  pActor->uCurrentActionTime = 0;
  pActor->uAIState = Resurrected;
  pActor->uCurrentActionAnimation = ANIM_Dying;
  pActor->uCurrentActionLength = 8 * v2[v3].uAnimLength;
  pActor->sCurrentHP = LOWORD(pActor->pMonsterInfo.uHP);
  Actor::PlaySound(uActorID, 1u);
  return pActor->UpdateAnimation();
}


//----- (00402D6E) --------------------------------------------------------
void __fastcall Actor::Die(unsigned int uActorID)
{
  Actor *v1; // esi@1
  SpriteFrame *v2; // ecx@1
  int v3; // eax@1
  int v4; // ecx@1
  char *v5; // eax@1
  SpellBuff *v6; // edi@5
  signed int v7; // ebx@5
  MONSTER_TYPE v8; // eax@7
  int v9; // eax@23
  ItemGen _this; // [sp+8h] [bp-28h]@7
  unsigned int v11; // [sp+2Ch] [bp-4h]@1

  v1 = &pActors[uActorID];
  v11 = uActorID;
  v2 = pSpriteFrameTable->pSpriteSFrames;
  v3 = 60 * v1->pSpriteIDs[5];
  v1->uCurrentActionTime = 0;
  v1->uAIState = Dying;
  v1->uCurrentActionAnimation = 5;
  LOWORD(v3) = *(__int16 *)((char *)&v2->uAnimLength + v3);
  v1->sCurrentHP = 0;
  v1->uCurrentActionLength = 8 * v3;
  v1->pActorBuffs[6].Reset();
  v1->pActorBuffs[5].Reset();
  Actor::PlaySound(v11, 1u);
  v1->UpdateAnimation();
  v4 = v1->pMonsterInfo.uID;
  v5 = (char *)pParty->field_75A;
  do
  {
    if ( v4 == *((short *)v5 - 5) )
      *(short *)v5 = 1;
    v5 += 2;
  }
  while ( (signed int)v5 < (signed int)&pParty->field_764 );
  v6 = v1->pActorBuffs;
  v7 = 22;
  do
  {
    v6->Reset();
    ++v6;
    --v7;
  }
  while ( v7 );
  _this.Reset();
  v8 = (MONSTER_TYPE)v1->pMonsterInfo.uID;
  if ( v8 > MONSTER_HARPY_3 )
  {
    if ( v8 < MONSTER_OOZE_1 )
	{
      if ( !_this.uItemID )
	  {
		if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
			Actor::Explode(v11);
		return;
	  }
      if ( rand() % 100 < 20 )
	  {
		v9 = rand();
		sub_42F7EB_DropItemAt(
		  pItemsTable->pItems[_this.uItemID].uSpriteID,
		  v1->vPosition.x,
		  v1->vPosition.y,
		  v1->vPosition.z + 16,
		  v9 % 200 + 200,
		  1,
		  1,
		  0,
		  &_this);
	  }
	  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
		Actor::Explode(v11);
	  return;
	}
    if ( v8 <= MONSTER_OOZE_3 )
    {
      _this.uItemID = ITEM_OOZE_ECTOPLASM_BOTTLE;
      if ( !_this.uItemID )
	  {
		if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
			Actor::Explode(v11);
		return;
	  }
      if ( rand() % 100 < 20 )
	  {
		v9 = rand();
		sub_42F7EB_DropItemAt(
		  pItemsTable->pItems[_this.uItemID].uSpriteID,
		  v1->vPosition.x,
		  v1->vPosition.y,
		  v1->vPosition.z + 16,
		  v9 % 200 + 200,
		  1,
		  1,
		  0,
		  &_this);
	  }
	  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
		Actor::Explode(v11);
	  return;
    }
    if ( v8 <= MONSTER_PEASANT_GOBLIN_MALE_3_3 || v8 > MONSTER_TROLL_3 )
    {
      if ( !_this.uItemID )
	  {
		if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
			Actor::Explode(v11);
		return;
	  }
      if ( rand() % 100 < 20 )
	  {
		v9 = rand();
		sub_42F7EB_DropItemAt(
		  pItemsTable->pItems[_this.uItemID].uSpriteID,
		  v1->vPosition.x,
		  v1->vPosition.y,
		  v1->vPosition.z + 16,
		  v9 % 200 + 200,
		  1,
		  1,
		  0,
		  &_this);
	  }
	  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
		Actor::Explode(v11);
	  return;
    }
    _this.uItemID = ITEM_TROLL_BLOOD;
  }
  else
  {
    if ( v8 >= MONSTER_HARPY_1 )
    {
      _this.uItemID = ITEM_HARPY_FEATHER;
    }
    else
    {
      if ( v8 < MONSTER_DEVIL_1 )
	  {
		  if ( !_this.uItemID )
		  {
			if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
				Actor::Explode(v11);
			return;
		  }
		  if ( rand() % 100 < 20 )
		  {
			v9 = rand();
			sub_42F7EB_DropItemAt(
			  pItemsTable->pItems[_this.uItemID].uSpriteID,
			  v1->vPosition.x,
			  v1->vPosition.y,
			  v1->vPosition.z + 16,
			  v9 % 200 + 200,
			  1,
			  1,
			  0,
			  &_this);
		  }
		  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
			Actor::Explode(v11);
		  return;
	  }
      if ( v8 > MONSTER_DEVIL_3 )
      {
        if ( v8 <= MONSTER_DRAGON_3 )
        {
          _this.uItemID = ITEM_DRAGON_EYE;
          if ( rand() % 100 < 20 )
		  {
			v9 = rand();
			sub_42F7EB_DropItemAt(
				pItemsTable->pItems[_this.uItemID].uSpriteID,
				v1->vPosition.x,
				v1->vPosition.y,
				v1->vPosition.z + 16,
				v9 % 200 + 200,
				1,
				1,
				0,
				&_this);
		  }
		  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
		    Actor::Explode(v11);
		  return;
        }
		if ( !_this.uItemID )
		{
			if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
				Actor::Explode(v11);
			return;
		}
		if ( rand() % 100 < 20 )
		{
			v9 = rand();
			sub_42F7EB_DropItemAt(
			  pItemsTable->pItems[_this.uItemID].uSpriteID,
			  v1->vPosition.x,
			  v1->vPosition.y,
			  v1->vPosition.z + 16,
			  v9 % 200 + 200,
			  1,
			  1,
			  0,
			  &_this);
		}
		if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
			Actor::Explode(v11);
		return;
      }
      _this.uItemID = ITEM_DEVIL_ICHOR;
    }
  }
  if ( rand() % 100 < 20 )
  {
    v9 = rand();
    sub_42F7EB_DropItemAt(
      pItemsTable->pItems[_this.uItemID].uSpriteID,
      v1->vPosition.x,
      v1->vPosition.y,
      v1->vPosition.z + 16,
      v9 % 200 + 200,
      1,
      1,
      0,
      &_this);
  }
  if ( v1->pMonsterInfo.uSpecialAbilityType == MONSTER_SPECIAL_ABILITY_EXPLODE )
    Actor::Explode(v11);
}

//----- (00402CED) --------------------------------------------------------
void __fastcall Actor::PlaySound(unsigned int uActorID, unsigned int uSoundID)
{
  Actor *v2; // eax@1
  unsigned __int16 v3; // dx@1
  int v4; // eax@3
  int v5; // eax@4
  unsigned int v6; // eax@6
  signed int v7; // eax@12
  signed int v8; // [sp-18h] [bp-1Ch]@10
  signed int v9; // [sp-14h] [bp-18h]@10
  int v10; // [sp-10h] [bp-14h]@10
  unsigned int v11; // [sp-Ch] [bp-10h]@10
  int v12; // [sp-8h] [bp-Ch]@10

  v2 = &pActors[uActorID];
  v3 = v2->pSoundSampleIDs[uSoundID];
  if ( v3 )
  {
    if ( (signed __int64)v2->pActorBuffs[3].uExpireTime <= 0 )
    {
      v12 = 0;
      v11 = 0;
      v10 = 0;
      v9 = 0;
      v8 = -1;
    }
    else
    {
      v4 = v2->pActorBuffs[3].uPower - 2;
      if ( v4 )
      {
        v5 = v4 - 1;
        if ( v5 )
        {
          if ( v5 == 1 )
            v6 = 55125;
          else
            v6 = uActorID;
        }
        else
        {
          v6 = 44100;
        }
      }
      else
      {
        v6 = 33075;
      }
      v12 = v6;
      v11 = 0;
      v10 = 0;
      v9 = 0;
      v8 = 0;
    }
    v7 = 8 * uActorID;
    LOBYTE(v7) = 8 * uActorID | 3;
    pAudioPlayer->PlaySound((SoundID)(signed __int16)v3, v7, 0, v8, v9, v10, v11, v12);
  }
}


//----- (00402AD7) --------------------------------------------------------
unsigned int __fastcall Actor::_402AD7(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, AIDirection *pDir)
{
  unsigned int v5; // edi@1
  int v6; // eax@1
  Actor *v7; // ebx@1
  unsigned int v8; // ecx@1
  char v9; // zf@1
  AIDirection *v10; // esi@6
  int v12; // ecx@19
  unsigned int v13; // eax@19
  AIDirection a3; // [sp+Ch] [bp-5Ch]@7
  AIDirection v15; // [sp+28h] [bp-40h]@7
  AIDirection v16; // [sp+44h] [bp-24h]@7
  unsigned int v17; // [sp+60h] [bp-8h]@1
  unsigned int v18; // [sp+64h] [bp-4h]@1
  int v19; // [sp+70h] [bp+8h]@19

  v5 = uActorID;
  v6 = 0;
  v7 = &pActors[uActorID];
  v18 = a2;
  v8 = 8 * uActorID | 3;
  v9 = v7->pMonsterInfo.uFlying == 0;
  v17 = v5;
  if ( !v9 && !pParty->bFlying )
  {
    if ( v7->pMonsterInfo.uMissleAttack1Type )
      v6 = v7->uActorRadius + 512;
    else
      v6 = pParty->uPartyHeight;
  }
  v10 = pDir;
  if ( !pDir )
  {
    memcpy(&v15, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v15));
    memcpy(&v16, &v15, sizeof(v16));
    v5 = v17;
    v10 = &v16;
  }
  if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
  {
    if ( !uActionLength )
      uActionLength = 256;
    return Actor::_403F58(v5, 4, uActionLength, v10);
  }
  if ( (double)(signed int)v10->uDistance < 307.2 )
  {
    if ( !uActionLength )
      uActionLength = 256;
    return Actor::_403EB6(v5, v18, uActionLength, v10);
  }
  if ( !v7->uMovementSpeed )
    return Actor::_403EB6(v5, v18, uActionLength, v10);
  v18 = 16;
  if ( arg0 % 2 )
    v18 = -16;
  v12 = ((unsigned __int64)(stru_5C6E00->SinCos(v18 + stru_5C6E00->uIntegerPi + v10->uYawAngle)
                          * (signed __int64)v10->uDistanceXZ) >> 16)
      + pParty->vPosition.x;
  v13 = stru_5C6E00->uIntegerPi + v10->uYawAngle;
  v17 = v12;
  v19 = stru_5C6E00->SinCos(v18 + v13 - stru_5C6E00->uIntegerHalfPi);
  v7->uYawAngle = stru_5C6E00->Atan2(
                    v17 - v7->vPosition.x,
                    pParty->vPosition.y
                  + ((unsigned __int64)(v19 * (signed __int64)v10->uDistanceXZ) >> 16)
                  - v7->vPosition.y);
  if ( uActionLength )
    v7->uCurrentActionLength = uActionLength;
  else
    v7->uCurrentActionLength = 128;
  v7->uPitchAngle = LOWORD(v10->uPitchAngle);
  v7->uAIState = Pursuing;
  return v7->UpdateAnimation();
}

//----- (00402968) --------------------------------------------------------
unsigned int __fastcall Actor::_402968(unsigned int uActorID, signed int edx0, int uActionLength, AIDirection *a4)
{
  unsigned int v4; // esi@1
  Actor *v5; // ebx@1
  unsigned int result; // eax@1
  int v7; // ecx@2
  signed __int16 v8; // cx@10
  unsigned __int16 v9; // ax@15
  AIDirection v10; // [sp+8h] [bp-7Ch]@4
  AIDirection a3; // [sp+24h] [bp-60h]@3
  AIDirection v12; // [sp+40h] [bp-44h]@3
  AIDirection v13; // [sp+5Ch] [bp-28h]@4
  signed int a1; // [sp+78h] [bp-Ch]@2
  unsigned int v15; // [sp+7Ch] [bp-8h]@1
  signed int a2; // [sp+80h] [bp-4h]@1

  v4 = uActorID;
  a2 = edx0;
  v15 = uActorID;
  v5 = &pActors[uActorID];
  result = pActors[uActorID].CanAct();
  if ( result )
  {
    v7 = 8 * v4 | 3;
    a1 = 8 * v4 | 3;
    if ( !a4 )
    {
      a4 = &v12;
      memcpy(&v12, Actor::GetDirectionInfo(v7, a2, &a3, v5->pMonsterInfo.uFlying), sizeof(v12));
      v7 = a1;
    }
    memcpy(&a3, Actor::GetDirectionInfo(v7, 4u, &v10, 0), sizeof(a3));
    memcpy(&v13, &a3, sizeof(v13));
    if ( MonsterStats::BelongsToSupertype(v5->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT)
      || (a2 & 7) == OBJECT_Actor && (double)(signed int)v13.uDistance < 307.2 )
    {
      if ( !uActionLength )
        uActionLength = 256;
      result = Actor::_403F58(v15, 4, uActionLength, &v13);
    }
    else
    {
      v8 = v5->uMovementSpeed;
      if ( v8 )
        v5->uCurrentActionLength = (signed int)(a4->uDistanceXZ << 7) / v8;
      else
        v5->uCurrentActionLength = 0;
      if ( v5->uCurrentActionLength > 256 )
        v5->uCurrentActionLength = 256;
      v5->uYawAngle = LOWORD(stru_5C6E00->uIntegerHalfPi) + LOWORD(a4->uYawAngle);
      v5->uYawAngle = LOWORD(stru_5C6E00->uDoublePiMask) & (v5->uYawAngle + rand() % (signed int)stru_5C6E00->uIntegerPi);
      v9 = LOWORD(a4->uPitchAngle);
      v5->uCurrentActionTime = 0;
      v5->uPitchAngle = v9;
      v5->uAIState = Fleeing;
      result = v5->UpdateAnimation();
    }
  }
  return result;
}


//----- (0040281C) --------------------------------------------------------
int __fastcall Actor::_40281C(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *pDir, int a5)
{
  unsigned int v5; // edi@1
  int v6; // eax@1
  Actor *v7; // ebx@1
  unsigned int v8; // ecx@1
  char v9; // zf@1
  AIDirection *v10; // esi@7
  signed int v11; // edx@12
  signed __int16 v13; // cx@19
  unsigned __int16 v14; // ax@25
  int v15; // [sp-8h] [bp-54h]@12
  AIDirection *v16; // [sp-4h] [bp-50h]@12
  AIDirection a3; // [sp+Ch] [bp-40h]@8
  AIDirection v18; // [sp+28h] [bp-24h]@8
  unsigned int v19; // [sp+44h] [bp-8h]@1
  unsigned int v20; // [sp+48h] [bp-4h]@1

  v5 = uActorID;
  v6 = 0;
  v7 = &pActors[uActorID];
  v19 = a2;
  v8 = 8 * uActorID | 3;
  v9 = v7->pMonsterInfo.uFlying == 0;
  v20 = v5;
  if ( !v9 && !pParty->bFlying )
  {
    if ( v7->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
      v6 = v7->uActorRadius + 512;
    else
      v6 = pParty->uPartyHeight;
  }
  v10 = pDir;
  if ( !pDir )
  {
    memcpy(&v18, Actor::GetDirectionInfo(v8, a2, &a3, v6), sizeof(v18));
    memcpy(0, &v18, 0x1Cu);
    v10 = 0;
    v5 = v20;
  }
  if ( MonsterStats::BelongsToSupertype(v7->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
  {
    if ( !uActionLength )
      uActionLength = 256;
    v16 = v10;
    v15 = uActionLength;
    v11 = 4;
    return Actor::_403F58(v5, v11, v15, v16);
  }
  if ( (signed int)v10->uDistance < a5 )
  {
    if ( !uActionLength )
      uActionLength = 256;
    v11 = v19;
    v16 = v10;
    v15 = uActionLength;
    return Actor::_403F58(v5, v11, v15, v16);
  }
  if ( uActionLength )
  {
    v7->uCurrentActionLength = uActionLength;
  }
  else
  {
    v13 = v7->uMovementSpeed;
    if ( v13 )
      v7->uCurrentActionLength = (signed int)(v10->uDistanceXZ << 7) / v13;
    else
      v7->uCurrentActionLength = 0;
    if ( v7->uCurrentActionLength > 32 )
      v7->uCurrentActionLength = 32;
  }
  v7->uYawAngle = LOWORD(v10->uYawAngle);
  v14 = LOWORD(v10->uPitchAngle);
  v7->uCurrentActionTime = 0;
  v7->uPitchAngle = v14;
  v7->uAIState = Pursuing;
  return v7->UpdateAnimation();
}


//----- (00402686) --------------------------------------------------------
unsigned int __fastcall Actor::_402686(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4)
{
  unsigned int v4; // edi@1
  int v5; // eax@1
  Actor *v6; // ebx@1
  int v7; // ecx@1
  char v8; // zf@1
  AIDirection *v9; // esi@7
  signed int v10; // edx@12
  signed __int16 v12; // cx@19
  int v13; // edx@25
  __int16 v14; // ax@25
  unsigned __int16 v15; // ax@26
  unsigned __int16 v16; // ax@28
  int v17; // [sp-8h] [bp-54h]@12
  AIDirection *v18; // [sp-4h] [bp-50h]@12
  AIDirection a3; // [sp+Ch] [bp-40h]@8
  AIDirection v20; // [sp+28h] [bp-24h]@8
  int v21; // [sp+44h] [bp-8h]@1
  unsigned int v22; // [sp+48h] [bp-4h]@1

  v4 = uActorID;
  v5 = 0;
  v6 = &pActors[uActorID];
  v21 = a2;
  v7 = 8 * uActorID | 3;
  v8 = v6->pMonsterInfo.uFlying == 0;
  v22 = v4;
  if ( !v8 && !pParty->bFlying )
  {
    if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor )
      v5 = v6->uActorRadius + 512;
    else
      v5 = pParty->uPartyHeight;
  }
  v9 = a4;
  if ( !a4 )
  {
    memcpy(&v20, Actor::GetDirectionInfo(v7, a2, &a3, v5), sizeof(v20));
    memcpy(0, &v20, 0x1Cu);
    v9 = 0;
    v4 = v22;
  }
  if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) )
  {
    if ( !uActionLength )
      uActionLength = 256;
    v18 = v9;
    v17 = uActionLength;
    v10 = 4;
    return Actor::_403F58(v4, v10, v17, v18);
  }
  if ( (double)(signed int)v9->uDistance < 307.2 )
  {
    if ( !uActionLength )
      uActionLength = 256;
    v10 = v21;
    v18 = v9;
    v17 = uActionLength;
    return Actor::_403F58(v4, v10, v17, v18);
  }
  if ( uActionLength )
  {
    v6->uCurrentActionLength = uActionLength + rand() % uActionLength;
  }
  else
  {
    v12 = v6->uMovementSpeed;
    if ( v12 )
      v6->uCurrentActionLength = (signed int)(v9->uDistanceXZ << 7) / v12;
    else
      v6->uCurrentActionLength = 0;
    if ( v6->uCurrentActionLength > 128 )
      v6->uCurrentActionLength = 128;
  }
  v13 = rand() % 2;
  v14 = LOWORD(v9->uYawAngle);
  if ( v13 )
    v15 = v14 + 256;
  else
    v15 = v14 - 256;
  v6->uYawAngle = v15;
  v16 = LOWORD(v9->uPitchAngle);
  v6->uCurrentActionTime = 0;
  v6->uPitchAngle = v16;
  v6->uAIState = Pursuing;
  if ( rand() % 100 < 2 )
    Actor::PlaySound(v4, 2u);
  return v6->UpdateAnimation();
}

//----- (00401221) --------------------------------------------------------
void __fastcall Actor::_401221(unsigned int uActorID, int *a2, unsigned int a3)
{
  Actor *v3; // esi@1
  unsigned int v4; // ebx@1
  int v5; // ecx@1
  unsigned int v6; // eax@1
  Actor *v7; // edi@2
  __int16 v8; // ax@3
  int v9; // eax@10
  signed int v10; // eax@13
  int v11; // ebx@16
  int v12; // eax@16
  int v13; // eax@25
  signed int v14; // eax@31
  int v15; // edi@43
  int v16; // ebx@45
  int v17; // eax@45
  int v18; // eax@51
  int v19; // [sp+Ch] [bp-24h]@16
  int *v20; // [sp+10h] [bp-20h]@1
  signed int v21; // [sp+14h] [bp-1Ch]@1
  unsigned int v22; // [sp+18h] [bp-18h]@1
  int v23; // [sp+1Ch] [bp-14h]@16
  unsigned int v24; // [sp+20h] [bp-10h]@1
  int v25; // [sp+24h] [bp-Ch]@1
  signed int v26; // [sp+28h] [bp-8h]@1
  int v27; // [sp+2Ch] [bp-4h]@16
  int v28; // [sp+2Ch] [bp-4h]@45

  v25 = -1;
  v22 = uActorID;
  v3 = &pActors[uActorID];
  v4 = 0;
  v5 = 0;
  v6 = v3->uLastCharacterIDToHit;
  *a2 = 0;
  v20 = a2;
  v21 = 0;
  v24 = v6;
  v26 = 0;
  if ( (signed int)uNumActors > 0 )
  {
	  v7 = pActors;
	  do
	  {
		v8 = v7->uAIState;
		if ( v7->uAIState == 5 || v8 == 4 || v8 == 11 || v8 == 17 || v8 == 19 || v22 == v5 )
		{
			++v7;
			v5 = v26++ + 1;
			continue;
		}
		if ( v24 == v4 || (v9 = 8 * v5, LOBYTE(v9) = 8 * v5 | 3, v24 != v9) )
		{
		  v10 = v3->GetActorsRelation(v7);
		  if ( v10 == v4 )
		  {
			++v7;
			v5 = v26++ + 1;
			continue;
		  }
		}
		else if ( v7->IsAlive() == 1 )
		{
		  v24 = v4;
		  v3->uLastCharacterIDToHit = v4;
		  v10 = v3->GetActorsRelation(v7);
		  if ( v10 == v4 )
		  {
			++v7;
			v5 = v26++ + 1;
			continue;
		  }
		}
		else
		{
			v18 = v7->uGroup;
			if ( (v18 != v4 || v3->uGroup != v4) && v18 == v3->uGroup )
			{
				++v7;
				v5 = v26++ + 1;
				continue;
			}
			v10 = 4;
		}
		if ( v3->pMonsterInfo.uHostilityType )
		  v10 = pMonsterStats->pInfos[v3->pMonsterInfo.uID].uHostilityType;
		v11 = dword_4DF380[v10];
		v23 = abs(v3->vPosition.x - v7->vPosition.x);
		v27 = abs(v3->vPosition.y - v7->vPosition.y);
		v12 = abs(v3->vPosition.z - v7->vPosition.z);
		v19 = v12;
		if ( v23 <= v11
		  && v27 <= v11
		  && v12 <= v11
		  && sub_4070EF_prolly_collide_objects(8 * v26 | 3, 8 * v22 | 3)
		  && v23 * v23 + v27 * v27 + v19 * v19 < (unsigned int)v25 )
		{
		  v25 = v23 * v23 + v27 * v27 + v19 * v19;
		  v21 = v26;
		}
		v4 = 0;
		++v7;
		v5 = v26++ + 1;
	  }
	  while ( v26 < (signed int)uNumActors );
	  if ( v25 != -1 )
	  {
		v13 = 8 * v21;
		LOBYTE(v13) = 8 * v21 | 3;
		*v20 = v13;
	  }
  }
  if ( SHIDWORD(pParty->pPartyBuffs[11].uExpireTime) >= (signed int)v4
    && (SHIDWORD(pParty->pPartyBuffs[11].uExpireTime) > (signed int)v4 || LODWORD(pParty->pPartyBuffs[11].uExpireTime) > v4) )
    a3 = v4;
  if ( a3 != v4 )
  {
    v14 = v3->GetActorsRelation(0);
    if ( BYTE2(v3->uAttributes) & 8
      && SHIDWORD(v3->pActorBuffs[12].uExpireTime) <= (signed int)v4
      && (SHIDWORD(v3->pActorBuffs[12].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[12].uExpireTime) <= v4)
      && SHIDWORD(v3->pActorBuffs[1].uExpireTime) <= (signed int)v4
      && (SHIDWORD(v3->pActorBuffs[1].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[1].uExpireTime) <= v4)
      && SHIDWORD(v3->pActorBuffs[2].uExpireTime) <= (signed int)v4
      && (SHIDWORD(v3->pActorBuffs[2].uExpireTime) < (signed int)v4 || LODWORD(v3->pActorBuffs[2].uExpireTime) <= v4) )
      v14 = 4;
    if ( v14 != v4 )
    {
      v15 = dword_4DF390;
      if ( !v3->pMonsterInfo.uHostilityType )
        v15 = dword_4DF380[v14];
      v16 = abs(v3->vPosition.x - pParty->vPosition.x);
      v28 = abs(v3->vPosition.y - pParty->vPosition.y);
      v17 = abs(v3->vPosition.z - pParty->vPosition.z);
      if ( v16 <= v15 && v28 <= v15 && v17 <= v15 )
      {
        if ( v16 * v16 + v28 * v28 + v17 * v17 < (unsigned int)v25 )
          *v20 = 4;
      }
    }
  }
}
// 4DF380: using guessed type int dword_4DF380[];
// 4DF390: using guessed type int dword_4DF390;

//----- (0040104C) --------------------------------------------------------
signed int Actor::GetActorsRelation(Actor *a2)
{
  Actor *v2; // esi@1
  int v3; // ebp@5
  int v4; // edi@11
  unsigned int v5; // edx@15
  unsigned int v6; // eax@16
  unsigned int v7; // ebp@19
  int v8; // eax@22
  unsigned int v9; // edx@25
  unsigned int v10; // edx@33

  auto a1 = this;
  v2 = a2;
  if ( a1 )
  {
    if ( SHIDWORD(a1->pActorBuffs[9].uExpireTime) >= 0
      && (SHIDWORD(a1->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a1->pActorBuffs[9].uExpireTime) > 0) )
      return 4;
    v3 = a1->pMonsterInfo.uID;
  }
  else
  {
    v3 = 0;
  }
  if ( a2 )
  {
    if ( SHIDWORD(a2->pActorBuffs[9].uExpireTime) >= 0
      && (SHIDWORD(a2->pActorBuffs[9].uExpireTime) > 0 || LODWORD(a2->pActorBuffs[9].uExpireTime) > 0) )
      return 4;
    v4 = a2->pMonsterInfo.uID;
  }
  else
  {
    v4 = 0;
  }
  if ( a2 )
  {
    if ( a1 )
    {
      v5 = a2->uGroup;
      if ( v5 )
      {
        v6 = a1->uGroup;
        if ( v6 )
        {
          if ( v5 == v6 )
            return 0;
        }
      }
    }
  }
  if ( v3 )
    v7 = (v3 - 1) / 3 + 1;
  else
    v7 = 0;
  if ( v4 )
    v8 = (v4 - 1) / 3 + 1;
  else
    v8 = 0;
  if ( a1 )
  {
    v9 = a1->uAlly;
    if ( (signed int)v9 > 0 )
    {
      if ( v9 != 9999 )
      {
        v7 = a1->uAlly;
      }
    }
	if(v9==9999)
      v7 = 0;
    if ( (signed __int64)a1->pActorBuffs[12].uExpireTime > 0 )
      v7 = 0;
  }
  if ( v2 )
  {
	  v10 = v2->uAlly;
	  if ( (signed int)v10 > 0 )
	  {
		if ( v10 != 9999 )
		{
		  v8 = v2->uAlly;
		}
	  }
	  if(v10==9999)
	    v8 = 0;
	  if ( (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 )
		v8 = 0;
  }
  if ( a1 && (signed __int64)a1->pActorBuffs[1].uExpireTime > 0 && !v8
    || v2 && (signed __int64)v2->pActorBuffs[1].uExpireTime > 0 && !v7 )
    return 0;
  if ( a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && a1->uAttributes & 0x80000 && !v8 )
    return 4;
  if ( v2 && a1 && (signed __int64)a1->pActorBuffs[12].uExpireTime <= 0 && v2->uAttributes & 0x80000 )
  {
    if ( v7 )
	{
		if ( (signed int)v7 < 89 )
		{
		  if ( v8 < 89 )
			return pFactionTable->relations[v7][v8];
		  return 0;
		}
		return 0;
	}
    return 4;
  }
  if ( !v7 )
  {
    if ( (!v2 || (signed __int64)v2->pActorBuffs[12].uExpireTime > 0 || !(v2->uAttributes & 0x80000))
      && !pFactionTable->relations[v8][0]) 
    {
      if ( v8 < 89 )
        return pFactionTable->relations[v7][v8];
      return 0;
    }
    return 4;
  }
  if ( (signed int)v7 < 89 )
  {
    if ( v8 < 89 )
      return pFactionTable->relations[v7][v8];
    return 0;
  }
  return 0;
}


//----- (0045976D) --------------------------------------------------------
unsigned int Actor::UpdateAnimation()
{
  AIState state; // edx@1
  unsigned int result; // eax@1

  state = (AIState)this->uAIState;
  BYTE2(this->uAttributes) &= 0xDFu;
  result = this->uAttributes;
  switch ( state )
  {
    case Tethered:
      this->uCurrentActionAnimation = ANIM_Walking;
      return result;
    case AttackingMelee:
      this->uCurrentActionAnimation = ANIM_AtkMelee;
      goto LABEL_10;
    case AttackingRanged1:
    case AttackingRanged2:
    case AttackingRanged3:
    case AttackingRanged4:
      this->uCurrentActionAnimation = ANIM_AtkRanged;
      goto LABEL_10;
    case Dying:
    case Resurrected:
      this->uCurrentActionAnimation = ANIM_Dying;
      goto LABEL_10;
    case Pursuing:
    case Fleeing:
      this->uCurrentActionAnimation = ANIM_Walking;
      goto LABEL_10;
    case Stunned:
      this->uCurrentActionAnimation = ANIM_GotHit;
      goto LABEL_10;
    case Fidgeting:
      this->uCurrentActionAnimation = ANIM_Bored;
      goto LABEL_10;
    case Standing:
    case Interacting:
    case Summoned:
      this->uCurrentActionAnimation = ANIM_Standing;
LABEL_10:
      result |= 0x200000u;
      this->uAttributes = result;
      break;
    case Dead:
      result = 60 * this->pSpriteIDs[6];
      if ( *(__int16 *)((char *)pSpriteFrameTable->pSpriteSFrames->pHwSpriteIDs + result) <= 0 )
        this->uAIState = Removed;
      else
        this->uCurrentActionAnimation = ANIM_Dead;
      break;
    default:
      return result;
  }
  return result;
}

//----- (00459671) --------------------------------------------------------
void Actor::Reset()
{
  this->pActorName[0] = 0;
  this->word_000086_some_monster_id = 0;
  this->uNPC_ID = 0;
  this->vPosition.z = 0;
  this->vPosition.y = 0;
  this->vPosition.x = 0;
  this->vVelocity.z = 0;
  this->vVelocity.y = 0;
  this->vVelocity.x = 0;
  this->uYawAngle = 0;
  this->uPitchAngle = 0;
  this->uAttributes = 0;
  this->uSectorID = 0;
  this->uCurrentActionTime = 0;
  this->vInitialPosition.z = 0;
  this->vInitialPosition.y = 0;
  this->vInitialPosition.x = 0;
  this->vGuardingPosition.z = 0;
  this->vGuardingPosition.y = 0;
  this->vGuardingPosition.x = 0;
  this->uTetherDistance = 256;
  this->uActorRadius = 32;
  this->uActorHeight = 128;
  this->uAIState = Standing;
  this->uCurrentActionAnimation = 0;
  this->uMovementSpeed = 200;
  this->uCarriedItemID = 0;
  this->uGroup = 0;
  this->uAlly = 0;
  this->uSummonerID = 0;
  this->uLastCharacterIDToHit = 0;
  this->dword_000334_unique_name = 0;
  memset(this->pSpriteIDs, 0, sizeof(pSpriteIDs));
  memset(this->pActorBuffs, 0, 0x160u);
}

//----- (0045959A) --------------------------------------------------------
void Actor::PrepareSprites(char load_sounds_if_bit1_set)
{
  //Actor *v2; // edi@1
  MonsterDesc *v3; // esi@1
  //__int16 v4; // ax@2
  unsigned __int16 *v5; // ecx@4
  unsigned __int16 *v6; // eax@4
  signed int v7; // edx@4
  //char pSpriteName[120]; // [sp+Ch] [bp-88h]@2
  MonsterInfo *v9; // [sp+84h] [bp-10h]@1
  //int v10; // [sp+88h] [bp-Ch]@1
  //char *Source; // [sp+8Ch] [bp-8h]@1
  //unsigned __int16 *v12; // [sp+90h] [bp-4h]@1

  //v2 = this;
  //v10 = 8;
  v3 = &pMonsterList->pMonsters[pMonsterInfo.uID - 1];
  v9 = &pMonsterStats->pInfos[pMonsterInfo.uID - 1 + 1];
  //v12 = pSpriteIDs;
  //Source = (char *)v3->pSpriteNames;
  //do
  for (uint i = 0; i < 8; ++i)
  {
    //strcpy(pSpriteName, v3->pSpriteNames[i]);
    pSpriteIDs[i] = pSpriteFrameTable->FastFindSprite(v3->pSpriteNames[i]);
    //*v12 = v4;
    pSpriteFrameTable->InitializeSprite(pSpriteIDs[i]);
    //++v12;
    //Source += 10;
    //--v10;
  }
  //while ( v10 );
  uActorHeight = v3->uMonsterHeight;
  uActorRadius = v3->uMonsterRadius;
  uMovementSpeed = v9->uBaseSpeed;
  if ( !(load_sounds_if_bit1_set & 1) )
  {
    v5 = pSoundSampleIDs;
    v6 = v3->pSoundSampleIDs;
    v7 = 4;
    do
    {
      *v5 = *v6;
      ++v6;
      ++v5;
      --v7;
    }
    while ( v7 );
  }
}


//----- (00459667) --------------------------------------------------------
void Actor::Remove()
{
  this->uAIState = Removed;
}


//----- (0044FD29) --------------------------------------------------------
int Actor::_44FD29(int a2)
{
  Actor *v2; // edi@1
  unsigned __int8 v3; // al@1
  int v4; // esi@1
  int v5; // edx@2
  int v6; // eax@8
  int v7; // edi@10
  Actor *v8; // esi@10
  MonsterInfo *v9; // ebx@10
  MonsterDesc *v10; // edi@10
  unsigned __int16 v11; // ax@10
  int v12; // eax@10
  int v13; // ebx@10
  int v14; // eax@10
  int v15; // edi@10
  int v16; // eax@10
  int v17; // ebx@10
  Actor *v18; // ecx@10
  signed __int64 v19; // qax@10
  unsigned int v20; // eax@12
  int v21; // eax@13
  int result; // eax@13
  Actor *v23; // eax@16
  int v24; // [sp+Ch] [bp-1Ch]@1
  unsigned int uFaceID; // [sp+10h] [bp-18h]@8
  int v26; // [sp+14h] [bp-14h]@10
  int v27; // [sp+18h] [bp-10h]@10
  int v28; // [sp+1Ch] [bp-Ch]@8
  int v29; // [sp+20h] [bp-8h]@10
  Actor *v30; // [sp+24h] [bp-4h]@1

  v2 = this;
  v24 = a2;
  v30 = this;
  v3 = this->pMonsterInfo.uSpecialAbilityDamageDiceRolls;
  v4 = this->pMonsterInfo.field_3C_some_special_attack;
  if ( v3 )
  {
    if ( v3 >= 1u && v3 <= 3u )
      v4 = v4 + v3 - 1;
  }
  else
  {
    v5 = rand() % 100;
    if ( v5 >= 60 )
    {
      ++v4;
      if ( v5 >= 90 )
        ++v4;
    }
  }
  v6 = v2->vPosition.z;
  v28 = 0;
  uFaceID = v6;
  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
    v28 = pIndoor->GetSector(v2->vPosition.x, v2->vPosition.y, v6);
  v7 = v4 - 1;
  v8 = &pActors[uNumActors];
  v27 = (((uCurrentlyLoadedLevelType != LEVEL_Outdoor) - 1) & 0x40) + 64;
  v29 = v7;
  v9 = &pMonsterStats->pInfos[v7 + 1];
  pActors[uNumActors].Reset();
  v10 = &pMonsterList->pMonsters[v7];
  strcpy(v8->pActorName, v9->pName);
  v8->sCurrentHP = LOWORD(v9->uHP);
  memcpy(&v8->pMonsterInfo, v9, 0x58u);
  v8->word_000086_some_monster_id = v29 + 1;
  v8->uActorRadius = v10->uMonsterRadius;
  v8->uActorHeight = v10->uMonsterHeight;
  v11 = v10->uMovementSpeed;
  v8->pMonsterInfo.uTreasureDiceRolls = 0;
  v8->pMonsterInfo.uTreasureType = 0;
  v8->pMonsterInfo.uExp = 0;
  v8->uMovementSpeed = v11;
  v12 = rand();
  v13 = v12 % 2048;
  v14 = stru_5C6E00->SinCos(v12 % 2048);
  v26 = v14;
  v15 = ((unsigned __int64)(v14 * (signed __int64)v27) >> 16) + v30->vPosition.x;
  v16 = stru_5C6E00->SinCos(v13 - stru_5C6E00->uIntegerHalfPi);
  v26 = v16;
  v29 = (unsigned __int64)(v16 * (signed __int64)v27) >> 16;
  LOWORD(v16) = uFaceID;
  v17 = v29 + v30->vPosition.y;
  v8->vInitialPosition.z = uFaceID;
  v8->vPosition.z = v16;
  LOWORD(v16) = v28;
  v8->vInitialPosition.x = v15;
  v8->vPosition.x = v15;
  v8->vInitialPosition.y = v17;
  v8->vPosition.y = v17;
  v8->uTetherDistance = 256;
  v8->uSectorID = v16;
  v8->PrepareSprites(0);
  v18 = v30;
  v8->pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
  LODWORD(v19) = v18->uAlly;
  if ( !(uint)v19 )
  {
    uFaceID = v18->pMonsterInfo.uID - 1;
    v19 = (signed __int64)((double)uFaceID * 0.33333334);
    v18 = v30;
  }
  v8->uAlly = v19;
  v20 = v18->uGroup;
  v8->uCurrentActionTime = 0;
  v8->uGroup = v20;
  v8->uAIState = Summoned;
  v8->uCurrentActionLength = 256;
  v8->UpdateAnimation();
  if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor
    || (v21 = v30->vPosition.z,
        v27 = v30->vPosition.z,
        result = pIndoor->GetSector(v15, v17, v21),
        result == v28)
    && (result = _46CEC3_get_floor_level(v15, v17, v27, result, &uFaceID), result != -30000)
    && (result = abs(result - v27), result <= 1024) )
  {
    v23 = v30;
    ++uNumActors;
    ++v23->pMonsterInfo.uSpecialAbilityDamageDiceBonus;
    if ( v23->uAttributes & 0x80000 )
      v8->uAttributes |= 0x80000u;
    result = 8 * v24;
    LOBYTE(result) = 8 * v24 | 3;
    v8->uSummonerID = result;
  }
  return result;
}