view Engine/Graphics/Indoor.cpp @ 2524:c7264ab7132f

Main menu rendered using d3d11
author a.parshin
date Fri, 10 Oct 2014 17:42:05 +0300
parents 491f0babd563
children f6de3e15d4a5
line wrap: on
line source

#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

#define _CRT_SECURE_NO_WARNINGS
#include "../ErrorHandling.h"
#include "../ZlibWrapper.h"

#include "LightmapBuilder.h"
#include "DecalBuilder.h"
#include "stru9.h"
#include "stru10.h"
#include "../stru367.h"

#include "Outdoor.h"
#include "../Objects/SpriteObject.h"
#include "../Events.h"
#include "../Game.h"
#include "Viewport.h"
#include "../Timer.h"
#include "../Party.h"
#include "../OurMath.h"
#include "../LOD.h"
#include "DecorationList.h"
#include "../Objects/ObjectList.h"
#include "../Objects/Actor.h"
#include "../Objects/Chest.h"
#include "GUI/GUIProgressBar.h"
#include "../stru123.h"
#include "Media/Audio/AudioPlayer.h"
#include "../Log.h"
#include "../TurnEngine/TurnEngine.h"
#include "PaletteManager.h"
#include "Lights.h"

#include "../MM7.h"
#include "Sprites.h"
#include "stru6.h"
#include "ParticleEngine.h"
#include "../texts.h"
#include "GUI/GUIWindow.h"
#include "Level/Decoration.h"
#include "Overlays.h"



IndoorLocation *pIndoor = new IndoorLocation;
BLVRenderParams *pBLVRenderParams = new BLVRenderParams;


LEVEL_TYPE uCurrentlyLoadedLevelType = LEVEL_null;

stru320 stru_F8AD28; // idb
stru337 stru_F81018;
BspRenderer_PortalViewportData stru_F8A590;
BspRenderer *pBspRenderer = new BspRenderer; // idb
stru141_actor_collision_object stru_721530;
std::array<stru352, 480> stru_F83B80;



unsigned __int16 pDoorSoundIDsByLocationID[78] =
{
  300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300,
  300, 300, 300, 404, 302, 306, 308, 304, 308, 302, 400, 302, 300,
  308, 308, 306, 308, 308, 304, 300, 404, 406, 300, 400, 406, 404,
  306, 302, 408, 304, 300, 300, 300, 300, 300, 300, 300, 300, 300,
  300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 300, 404, 304,
  400, 300, 300, 404, 304, 400, 300, 300, 404, 304, 400, 300, 300
};


std::array<const char *, 11> _4E6BDC_loc_names=
    {
    "mdt12.blv",
    "d18.blv",
    "mdt14.blv",
    "d37.blv",
    "mdk01.blv",
    "mdt01.blv",
    "mdr01.blv",
    "mdt10.blv",
    "mdt09.blv",
    "mdt15.blv",
    "mdt11.blv"
    };


//----- (0043F39E) --------------------------------------------------------
void __fastcall PrepareDrawLists_BLV()
{
  int v5; // eax@4
  unsigned int v7; // ebx@8
  BLVSector *v8; // esi@8

  pBLVRenderParams->Reset();
  pMobileLightsStack->uNumLightsActive = 0;
  //uNumMobileLightsApplied = 0;
  uNumDecorationsDrawnThisFrame = 0;
  uNumSpritesDrawnThisFrame = 0;
  uNumBillboardsToDraw = 0;

  if ( !byte_4D864C || !(pGame->uFlags & 0x1000) )  // lightspot around party
  {
    //v2 = pParty->flt_TorchlightColorB + 6.7553994e15;
    //v11 = LOBYTE(v2);
    v5 = 800;
    if (pParty->TorchlightActive())
      v5 *= pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower;
    //LOBYTE(v1) = _4E94D0_light_type;
    //v4 = pParty->flt_TorchlightColorR + 6.7553994e15;
    //v3 = pParty->flt_TorchlightColorG + 6.7553994e15;
    pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x,
                                 pGame->pIndoorCameraD3D->vPartyPos.y,
                                 pGame->pIndoorCameraD3D->vPartyPos.z,
                                 pBLVRenderParams->uPartySectorID,
                                 v5,
                                 floorf(pParty->flt_TorchlightColorR + 0.5f),
                                 floorf(pParty->flt_TorchlightColorG + 0.5f),
                                 floorf(pParty->flt_TorchlightColorB + 0.5f),
                                 _4E94D0_light_type);
  }
  PrepareBspRenderList_BLV();
  PrepareItemsRenderList_BLV();
  PrepareActorRenderList_BLV();

  for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i)
  {
    v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i];
    v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]];

    for (uint j = 0; j < v8->uNumDecorations; ++j)
      PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7);
  }
  FindBillboardsLightLevels_BLV();
  pGame->PrepareBloodsplats();
}

//----- (004407D9) --------------------------------------------------------
void BLVRenderParams::Reset()
{
  int v7; // eax@1

  this->field_0_timer_ = pEventTimer->uTotalGameTimeElapsed;

  pGame->pIndoorCameraD3D->debug_flags = 0;
  if (viewparams->draw_sw_outlines)
    pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_SW_OUTLINES;
  if (viewparams->draw_d3d_outlines)
    pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_D3D_OUTLINES;

  //v2 = a2;
  //this->field_0_timer_ = a2->field_0_timer;
  //this->uFlags = a2->uFlags;
  //this->vPartyPos.x = a2->vPosition.x;
  //this->vPartyPos.y = a2->vPosition.y;
  //this->vPartyPos.z = a2->vPosition.z;
  //v4 = this->vPartyPos.z;
  //v5 = this->vPartyPos.y;
  //this->sPartyRotY = a2->sRotationY;
  //v6 = this->vPartyPos.x;
  //this->sPartyRotX = a2->sRotationX;
  v7 = pIndoor->GetSector(pGame->pIndoorCameraD3D->vPartyPos.x,
                          pGame->pIndoorCameraD3D->vPartyPos.y,
                          pGame->pIndoorCameraD3D->vPartyPos.z);
  this->uPartySectorID = v7;
  if ( !v7 )
  {
    //__debugbreak(); // shouldnt happen, please provide savegame
    /*v8 = this->vPartyPos.z;
    this->vPartyPos.x = pParty->vPosition.x;
    v9 = pParty->vPosition.y;
    v10 = this->vPartyPos.x;
    this->vPartyPos.y = pParty->vPosition.y;*/
    this->uPartySectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
  }
  //if ( pRenderer->pRenderD3D )
  {
    //this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
    //this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
    //this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX);
    //this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX);
    //this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125);
    //this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125);
    //this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125);
    //this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125);
    this->field_64 = pViewport->field_of_view;
    
    this->uViewportX = pViewport->uScreen_TL_X;
    this->uViewportY = pViewport->uScreen_TL_Y;
    this->uViewportZ = pViewport->uScreen_BR_X;
    this->uViewportW = pViewport->uScreen_BR_Y;

    this->uViewportWidth = uViewportZ - uViewportX + 1;
    this->uViewportHeight = uViewportW - uViewportY + 1;
    this->uViewportCenterX = (uViewportZ + uViewportX) / 2;
    this->uViewportCenterY = (uViewportY + uViewportW) / 2;
  }
  /*else
  {
    __debugbreak(); // no sw
    this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY);
    this->sSineY = stru_5C6E00->Sin(-this->sPartyRotY);
    this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX);
    this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX);
    v17 = cos((double)-this->sPartyRotY * 0.0030664064);
    v18 = this->sPartyRotY;
    this->fCosineY = v17;
    v19 = sin((double)-v18 * 0.0030664064);
    v20 = this->sPartyRotX;
    this->fSineY = v19;
    v21 = cos((double)-v20 * 0.0030664064);
    v22 = this->sPartyRotX;
    this->fCosineNegX = v21;
    this->fSineNegX = sin((double)-v22 * 0.0030664064);
    v23 = this->uViewportX;
    this->field_64 = a2->field_3C;
    v24 = this->uViewportZ;
    this->field_70 = this->uViewportZ - v23 + 1;
    v25 = this->uViewportW - this->uViewportY + 1;
    this->uViewportHeight = v25;
    v29 = v25;
    v26 = this->field_64;
    this->uViewportCenterX = (signed int)(v24 + v23) >> 1;
    this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16);
  }*/
  //v27 = (unsigned int)(signed __int64)((double)this->uViewportWidth * 0.5
  //                                             / tan((double)(v2->fov_deg >> 1) * 0.01745329)
  //                                             + 0.5) << 16;
  extern float _calc_fov(int viewport_width, int angle_degree);
  this->fov_rad_fixpoint = fixpoint_from_int(_calc_fov(uViewportWidth, 65), 0);
  this->fov_rad_inv_fixpoint = 0x100000000i64 / this->fov_rad_fixpoint;
  this->pRenderTarget = pRenderer->pTargetSurface;
  this->uTargetWidth = window->GetWidth();
  this->uTargetHeight = window->GetHeight();
  this->pTargetZBuffer = pRenderer->pActiveZBuffer;
  this->field_8C = 0;
  this->field_84 = 0;
  this->uNumFacesRenderedThisFrame = 0;
  this->field_88 = 0;
  pBLVRenderParams->field_90 = 64;
  pBLVRenderParams->field_94 = 6;
}

//----- (00440B44) --------------------------------------------------------
void IndoorLocation::ExecDraw(bool bD3D)
{
  if (bD3D)
  {
    pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
    for (uint i = 0; i < pBspRenderer->num_faces; ++i)
    {
      if (pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].viewing_portal_id == -1)
        IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, nullptr, 4, nullptr);
      else
        IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID,
                pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].std__vector_0007AC, 4,
                pBspRenderer->nodes[pBspRenderer->faces[i].uNodeID].pPortalBounding);
    }
  }
  else for (uint j = 0; j < pBspRenderer->num_faces; ++j )
  {
    __debugbreak(); // no SW
    //pBLVRenderParams->field_7C = &pBspRenderer->nodes[pBspRenderer->faces[j].uNodeID].PortalScreenData;
    //IndoorLocation::ExecDraw_sw(pBspRenderer->faces[j].uFaceID);
  }
}


/*
//----- (00440BED) --------------------------------------------------------
void __fastcall sub_440BED(IndoorLocation_drawstru *_this)
{
  unsigned __int16 *v1; // edi@7
  BspRenderer_stru0 *v2; // esi@8
  int v3; // ecx@9
  unsigned int v4; // edx@9
  short *v5; // eax@10
  signed int v6; // [sp+8h] [bp-8h]@7
  int v7; // [sp+Ch] [bp-4h]@8
  short *v8;

  PrepareDrawLists_BLV(_this);
  if (pBLVRenderParams->uPartySectorID)
    IndoorLocation::ExecDraw(pRenderer->pRenderD3D != 0);
  pRenderer->DrawBillboardList_BLV();

  if ( !pRenderer->pRenderD3D )
  {
    if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_D3D_OUTLINES)
      pBspRenderer->DrawFaceOutlines();
    if (pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_SW_OUTLINES)
    {
      v1 = pBLVRenderParams->pRenderTarget;
	  v7 = 0;
	  for(int i=0; i < pBspRenderer->num_nodes; i++)
	  {		 
		  BspRenderer_stru0 *pNode = &pBspRenderer->nodes[i];
		  v4 = pRenderer->uTargetSurfacePitch * pNode->PortalScreenData._viewport_space_y;
		  if ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w )
		  {
			//v5 = (char *)&pBspRenderer->nodes[0].field_C.array_3D8[pNode->field_C._viewport_space_y + v7];
			v5 = &pNode->PortalScreenData.viewport_right_side[pNode->PortalScreenData._viewport_space_y];
			v8 = &pNode->PortalScreenData.viewport_left_side[pNode->PortalScreenData._viewport_space_y];
			do
			{
				v1[v4 + *v8] = 255;
				++pNode->PortalScreenData._viewport_space_y;
				v1[v4 + *v5] = 255;
				v4 += pRenderer->uTargetSurfacePitch;
				++v5;
				++v8;
			}
			while ( pNode->PortalScreenData._viewport_space_y <= pNode->PortalScreenData._viewport_space_w );
		  }
	  }
    }
  }
}
*/

//----- (00441BD4) --------------------------------------------------------
void IndoorLocation::Draw()
{
  //int v0; // eax@1
  //IndoorLocation_drawstru _this; // [sp+0h] [bp-4Ch]@5
//  int v2; // [sp+44h] [bp-8h]@5
//  int v3; // [sp+48h] [bp-4h]@5

  /*_this.uFlags = 0;
  if (viewparams->draw_sw_outlines)
    _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES;
  if (viewparams->draw_d3d_outlines)
    _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES;
  
  _this.uFlags |= BLV_RENDER_DRAW_SW_OUTLINES;
  _this.uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES;

  _this.field_0_timer = pEventTimer->uTotalGameTimeElapsed;
  //_this.fov_deg = 65;
  //_this.vPosition.x = pParty->vPosition.x - fixpoint_mul(stru_5C6E00->Cos(pParty->sRotationY), pParty->y_rotation_granularity);
  //_this.vPosition.y = pParty->vPosition.y - fixpoint_mul(stru_5C6E00->Sin(pParty->sRotationY), pParty->y_rotation_granularity);
  //_this.vPosition.z = pParty->vPosition.z + pParty->sEyelevel;
  //_this.sRotationX = pParty->sRotationX;
  //_this.sRotationY = pParty->sRotationY;
  _this.pRenderTarget = pRenderer->pTargetSurface;
  _this.uViewportX = pViewport->uScreen_TL_X;
  _this.uViewportY = pViewport->uScreen_TL_Y;
  _this.uViewportZ = pViewport->uScreen_BR_X;
  _this.uViewportW = pViewport->uScreen_BR_Y;
  _this.field_3C = pViewport->field_30;

  _this.uTargetWidth = 640;
  _this.uTargetHeight = 480;
  _this.pTargetZ = pRenderer->pActiveZBuffer;*/

  //sub_440BED(&_this); -- inlined
  //{
    PrepareDrawLists_BLV();
    if (pBLVRenderParams->uPartySectorID)
      IndoorLocation::ExecDraw(true/*pRenderer->pRenderD3D != 0*/);
    pRenderer->DrawBillboardList_BLV();
  //}

  pParty->uFlags &= ~2;
  pGame->DrawParticles();
  trail_particle_generator.UpdateParticles();
}

//----- (004C0EF2) --------------------------------------------------------
void BLVFace::FromODM(ODMFace *face)
{
  this->pFacePlane_old.vNormal.x = face->pFacePlane.vNormal.x;
  this->pFacePlane_old.vNormal.y = face->pFacePlane.vNormal.y;
  this->pFacePlane_old.vNormal.z = face->pFacePlane.vNormal.z;
  this->pFacePlane_old.dist = face->pFacePlane.dist;
  this->pFacePlane.vNormal.x = (double)(face->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022
                             + (double)(face->pFacePlane.vNormal.x >> 16);
  this->pFacePlane.vNormal.y = (double)(face->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022
                             + (double)(face->pFacePlane.vNormal.y >> 16);
  this->pFacePlane.vNormal.z = (double)(face->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022
                             + (double)(face->pFacePlane.vNormal.z >> 16);
  this->pFacePlane.dist = (double)(face->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.dist >> 16);
  this->uAttributes = face->uAttributes;
  this->pBounding.x1 = face->pBoundingBox.x1;
  this->pBounding.y1 = face->pBoundingBox.y1;
  this->pBounding.z1 = face->pBoundingBox.z1;
  this->pBounding.x2 = face->pBoundingBox.x2;
  this->pBounding.y2 = face->pBoundingBox.y2;
  this->pBounding.z2 = face->pBoundingBox.z2;
  this->zCalc1 = face->zCalc1;
  this->zCalc2 = face->zCalc2;
  this->zCalc3 = face->zCalc3;
  this->pXInterceptDisplacements = face->pXInterceptDisplacements;
  this->pYInterceptDisplacements = face->pYInterceptDisplacements;
  this->pZInterceptDisplacements = face->pZInterceptDisplacements;
  this->uPolygonType = (PolygonType)face->uPolygonType;
  this->uNumVertices = face->uNumVertices;
  this->uBitmapID = face->uTextureID;
  this->pVertexIDs = face->pVertexIDs;
}

//----- (004B0A25) --------------------------------------------------------
void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *pPortalBounding)
{
  int v17; // ebx@25
  IDirect3DTexture2 *v27; // eax@42
  unsigned int uNumVerticesa; // [sp+24h] [bp-4h]@17
  int a4a; // [sp+34h] [bp+Ch]@25

  if (uFaceID >= pIndoor->uNumFaces)
    return;

  static RenderVertexSoft static_vertices_F7C228[64];
  static RenderVertexSoft static_vertices_F7B628[64];
  static stru154 stru_F7B60C; // idb

  BLVFace* pFace = &pIndoor->pFaces[uFaceID];
  if (pFace->uNumVertices < 3)
    return;


  if (pFace->Invisible())
    return;
  
  ++pBLVRenderParams->uNumFacesRenderedThisFrame;
  pFace->uAttributes |= FACE_UNKNOW7;

  if (!pFace->GetTexture())
    return;

  if (!pGame->pIndoorCameraD3D->IsCulled(pFace))
  {
    uNumVerticesa = pFace->uNumVertices;
    for (uint i = 0; i < pFace->uNumVertices; ++i)
    {
      static_vertices_F7C228[i].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[i]].x;
      static_vertices_F7C228[i].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[i]].y;
      static_vertices_F7C228[i].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[i]].z;
      static_vertices_F7C228[i].u = (signed short)pFace->pVertexUIDs[i];
      static_vertices_F7C228[i].v = (signed short)pFace->pVertexVIDs[i];
    }

    if (!pVertices ||
        (pGame->pStru9Instance->_498377(pPortalBounding, 4, pVertices, static_vertices_F7C228, &uNumVerticesa), uNumVerticesa) )
    {
      if (pGame->pIndoorCameraD3D->CalcPortalShape(static_vertices_F7C228, &uNumVerticesa,
                     static_vertices_F7B628, pGame->pIndoorCameraD3D->std__vector_000034_prolly_frustrum, 4, false, 0) != 1 || uNumVerticesa )
      {
        a4a = SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel);
        v17 = (248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) | (((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel))
            | ((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) << 8)) << 8);
        sub_4B0E07(uFaceID);
        pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID);
        pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID);
        pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30, &stru_F8AD28);
        pGame->pIndoorCameraD3D->Project(array_507D30, uNumVerticesa, 0);
        pGame->pLightmapBuilder->std__vector_000004_size = 0;
        if (stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0)
        {
          stru_F7B60C.face_plane.vNormal.x = pFace->pFacePlane.vNormal.x;
          stru_F7B60C.polygonType = pFace->uPolygonType;
          stru_F7B60C.face_plane.vNormal.y = pFace->pFacePlane.vNormal.y;
          stru_F7B60C.face_plane.vNormal.z = pFace->pFacePlane.vNormal.z;
          stru_F7B60C.face_plane.dist = pFace->pFacePlane.dist;
        }

        if (stru_F8AD28.uNumLightsApplied > 0 && !pFace->Indoor_sky())
          pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0);

        if (pDecalBuilder->uNumDecals > 0)//отрисовка пятен крови
          pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID);

        if (pFace->Fluid())
        {
          if (pFace->uBitmapID == pRenderer->hd_water_tile_id)
            v27 = pBitmaps_LOD->pHardwareTextures[pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]];
          else
          {
            //auto v24 = GetTickCount() / 4;
            //auto v25 = v24 - stru_5C6E00->uIntegerHalfPi;
            uint eightSeconds = GetTickCount() % 8000;
            float angle = (eightSeconds / 8000.0f) * 2 * 3.1415f;

            //animte lava back and forth
            for (uint i = 0; i < uNumVerticesa; ++i)
              //array_507D30[i].v += (double)(pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 & (unsigned int)(stru_5C6E00->SinCos(v25) >> 8));
              array_507D30[i].v += pBitmaps_LOD->pTextures[pFace->uBitmapID].uHeightMinus1 * cosf(angle);
            v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID];
          }
        }
        else if (pFace->uAttributes & FACE_TEXTURE_FRAME)
          v27 = pBitmaps_LOD->pHardwareTextures[pTextureFrameTable->GetFrameTexture(pFace->uBitmapID, pBLVRenderParams->field_0_timer_)];
        else
        {
          v17 = 0xFF808080;
          v27 = pBitmaps_LOD->pHardwareTextures[pFace->uBitmapID];
        }

        if (pFace->Indoor_sky())
          pRenderer->DrawIndoorSky(uNumVerticesa, uFaceID);
        else
          pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, pFace->GetTexture(), PID(OBJECT_BModel, uFaceID), v17, 0);
        return;
      }
    }
  }
}

//----- (004B0E07) --------------------------------------------------------
unsigned int __fastcall sub_4B0E07(unsigned int uFaceID)
{
  unsigned int result; // eax@1

  stru_F8AD28.pDeltaUV[0] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaU;
  stru_F8AD28.pDeltaUV[1] = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].sTextureDeltaV;
  result = GetTickCount() >> 3;
  if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_DIAGONAL )
    stru_F8AD28.pDeltaUV[1] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1;
  else
  {
    if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_VERTICAL )
      stru_F8AD28.pDeltaUV[1] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uHeightMinus1;
  }
  if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_FLOW_HORIZONTAL )
    stru_F8AD28.pDeltaUV[0] -= result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1;
  else
  {
    if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_DONT_CACHE_TEXTURE )
      stru_F8AD28.pDeltaUV[0] += result & pBitmaps_LOD->GetTexture(pIndoor->pFaces[uFaceID].uBitmapID)->uWidthMinus1;
  }
  return result;
}

//----- (004B0EA8) --------------------------------------------------------
void BspRenderer::AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID)
{
  unsigned __int16 pTransitionSector; // ax@11
  int v9; // edx@15
  char v29; // al@48

  nodes[num_nodes].viewing_portal_id = -1;
  //v39 = &pIndoor->pFaces[uFaceID];

  BLVFace* pFace = &pIndoor->pFaces[uFaceID];

  if (!pFace->Portal())
  {
    if (num_faces < 1000)
    {
      faces[num_faces].uFaceID = uFaceID;
      faces[num_faces++].uNodeID = node_id;
    }
    return;
  }

  if (nodes[node_id].uFaceID == uFaceID)
    return;
  if (!node_id &&
      pGame->pIndoorCameraD3D->vPartyPos.x >= pFace->pBounding.x1 - 16 &&  // we are probably standing at the portal plane
      pGame->pIndoorCameraD3D->vPartyPos.x <= pFace->pBounding.x2 + 16 &&
      pGame->pIndoorCameraD3D->vPartyPos.y >= pFace->pBounding.y1 - 16 &&
      pGame->pIndoorCameraD3D->vPartyPos.y <= pFace->pBounding.y2 + 16 &&
      pGame->pIndoorCameraD3D->vPartyPos.z >= pFace->pBounding.z1 - 16 &&
      pGame->pIndoorCameraD3D->vPartyPos.z <= pFace->pBounding.z2 + 16 )
  {
    if ( abs(pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x
                                        + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y
                                        + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane
    {
      pTransitionSector = pFace->uSectorID;
      if ( nodes[0].uSectorID == pTransitionSector )  // draw back sector
        pTransitionSector = pFace->uBackSectorID;
      nodes[num_nodes].uSectorID = pTransitionSector;
      nodes[num_nodes].uFaceID = uFaceID;
      nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX;
      nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ;
      nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY;
      nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
      nodes[num_nodes].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
                                       pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
      AddBspNodeToRenderList(++num_nodes - 1);
      return;
    }
  }

  v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x)
     + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y)
     + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z);
  if (nodes[node_id].uSectorID != pFace->uSectorID)
    v9 = -v9;
  if (v9 >= 0)
    return;

  int num_vertices = GetPortalScreenCoord(uFaceID);
  if (num_vertices < 2)
    return;

  int face_min_screenspace_x = PortalFace._screen_space_x[0],
       face_max_screenspace_x = PortalFace._screen_space_x[0];
  int face_min_screenspace_y = PortalFace._screen_space_y[0],
       face_max_screenspace_y = PortalFace._screen_space_y[0];
  for (uint i = 1; i < num_vertices; ++i)
  {
    if (face_min_screenspace_x > PortalFace._screen_space_x[i])
      face_min_screenspace_x = PortalFace._screen_space_x[i];
    if (face_max_screenspace_x < PortalFace._screen_space_x[i])
      face_max_screenspace_x = PortalFace._screen_space_x[i];

    if (face_min_screenspace_y > PortalFace._screen_space_y[i])
      face_min_screenspace_y = PortalFace._screen_space_y[i];
    if (face_max_screenspace_y < PortalFace._screen_space_y[i])
      face_max_screenspace_y = PortalFace._screen_space_y[i];
  }
	  //_screen_space_x = 719, 568, 493
	  //savegame: qw , 0Bh and 0x1D4h
	  //problem here when standing near/on portal, condition is false because of face_min_screenspace_x > p->uViewportZ
  if (face_max_screenspace_x >= nodes[node_id].uViewportX &&
      face_min_screenspace_x <= nodes[node_id].uViewportZ &&
      face_max_screenspace_y >= nodes[node_id].uViewportY &&
      face_min_screenspace_y <= nodes[node_id].uViewportW &&
      PortalFrustrum(num_vertices, &nodes[num_nodes].PortalScreenData, &nodes[node_id].PortalScreenData, uFaceID))
  {
    pTransitionSector = pFace->uSectorID;
    if (nodes[node_id].uSectorID == pTransitionSector )
      pTransitionSector = pFace->uBackSectorID;
    nodes[num_nodes].uSectorID = pTransitionSector;
    nodes[num_nodes].uFaceID = uFaceID;
    nodes[num_nodes].uViewportX = pBLVRenderParams->uViewportX;
    nodes[num_nodes].uViewportZ = pBLVRenderParams->uViewportZ;
    nodes[num_nodes].uViewportY = pBLVRenderParams->uViewportY;
    nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
    v29 = false;
    if (nodes[node_id].viewing_portal_id == -1)//for first portal
      v29 = pGame->pStru10Instance->CalcPortalShape(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
    else//for next portals
    {
      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64];
      static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64];

      for (uint k = 0; k < pFace->uNumVertices; ++k)
      {
        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pIndoor->pVertices[pFace->pVertexIDs[k]].x;
        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pIndoor->pVertices[pFace->pVertexIDs[k]].y;
        static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pIndoor->pVertices[pFace->pVertexIDs[k]].z;
      }

      unsigned int pNewNumVertices = pFace->uNumVertices;
      pGame->pIndoorCameraD3D->CalcPortalShape(static_subAddFaceToRenderList_d3d_stru_F7AA08, &pNewNumVertices,
                                               static_subAddFaceToRenderList_d3d_stru_F79E08, nodes[node_id].std__vector_0007AC, 4, 0, 0);

      v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &pNewNumVertices,
                                            nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
    }
    if ( 1 )
    {
      assert(num_nodes < 150);

      nodes[num_nodes].viewing_portal_id = uFaceID;
      AddBspNodeToRenderList(++num_nodes - 1);
    }
    if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES)
      pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF);
    //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace);
  }
}

//----- (004AE5BA) --------------------------------------------------------
Texture *BLVFace::GetTexture()
{
  unsigned int v1; // ecx@2

  if ( uAttributes & FACE_TEXTURE_FRAME )
    v1 = pTextureFrameTable->GetFrameTexture(this->uBitmapID, pBLVRenderParams->field_0_timer_);
  else
    v1 = uBitmapID;
  return pBitmaps_LOD->GetTexture(v1);
}


//----- (00498B15) --------------------------------------------------------
void IndoorLocation::Release()
{
  free(this->ptr_0002B4_doors_ddata);
  this->ptr_0002B4_doors_ddata = NULL;

  free(this->ptr_0002B0_sector_rdata);
  this->ptr_0002B0_sector_rdata = NULL;

  free(this->ptr_0002B8_sector_lrdata);
  this->ptr_0002B8_sector_lrdata = NULL;

  free(this->pLFaces);
  this->pLFaces = NULL;

  free(this->pSpawnPoints);
  this->pSpawnPoints = NULL;

  this->uNumSectors = 0;
  this->uNumFaces = 0;
  this->uNumVertices = 0;
  this->uNumNodes = 0;
  this->uNumDoors = 0;
  this->uNumLights = 0;

  free(this->pVertices);
  this->pVertices = NULL;

  free(this->pFaces);
  this->pFaces = NULL;

  free(this->pFaceExtras);
  this->pFaceExtras = NULL;

  free(this->pSectors);
  this->pSectors = NULL;

  free(this->pLights);
  this->pLights = NULL;

  free(this->pDoors);
  this->pDoors = NULL;

  free(this->pNodes);
  this->pNodes = NULL;

  free(this->pMapOutlines);
  this->pMapOutlines = NULL;

  this->bLoaded = 0;
}

//----- (00498C45) --------------------------------------------------------
bool IndoorLocation::Alloc()
    {
  pVertices   = (Vec3_short_ *)   malloc(15000 * sizeof(Vec3_short_));//0x15F90u
  pFaces      = (BLVFace *)       malloc(10000 * sizeof(BLVFace));//0xEA600u
  pFaceExtras = (BLVFaceExtra *)  malloc(5000 * sizeof(BLVFaceExtra)); //0x2BF20u
  pSectors =    (BLVSector *)     malloc(512 * sizeof(BLVSector));//0xE800u
  pLights =     (BLVLightMM7 *)   malloc(400 * sizeof(BLVLightMM7));//0x1900u
  pDoors =      (BLVDoor *)       malloc(200 * sizeof(BLVDoor));//0x3E80u
  pNodes =      (BSPNode *)       malloc(5000 * sizeof(BSPNode));//0x9C40u
  pMapOutlines =(BLVMapOutlines *)malloc(sizeof(BLVMapOutlines));//0x14824u
  if (pVertices && pFaces && pFaceExtras && pSectors && pLights && pDoors && pNodes && pMapOutlines )
  {
    memset(pVertices,  0, 15000*sizeof(Vec3_short_));
    memset(pFaces,     0, 10000*sizeof(BLVFace));
    memset(pFaceExtras,0,  5000*sizeof(BLVFaceExtra));
    memset(pSectors,   0,   512*sizeof(BLVSector));
    memset(pLights,    0,   400*sizeof(BLVLightMM7));
    memset(pDoors,     0,   200*sizeof(BLVDoor));
    memset(pNodes,     0,  5000*sizeof(BSPNode));
    memset(pMapOutlines,0,  sizeof(BLVMapOutlines));
    return true;
  }
  else
    return false;
}

//----- (00444810) --------------------------------------------------------
unsigned int IndoorLocation::GetLocationIndex(const char *Str1)
{
  for (uint i = 0; i < 11; ++i)
    if (!_stricmp(Str1, _4E6BDC_loc_names[i]))
      return i + 1;
  return 0;
}

//----- (004488F7) --------------------------------------------------------
void IndoorLocation::ToggleLight(signed int sLightID, unsigned int bToggle)
{
  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor && (sLightID <= pIndoor->uNumLights - 1) && (sLightID >= 0) )
  {
    if ( bToggle )
      pIndoor->pLights[sLightID].uAtributes &= 0xFFFFFFF7;
    else
      pIndoor->pLights[sLightID].uAtributes |= 8;
    pParty->uFlags |= 2;
  }
}

//----- (00498E0A) --------------------------------------------------------
bool IndoorLocation::Load(char *pFilename, int a3, size_t _i, char *pDest)
{
  /*unsigned int v5; // ebx@1
  //IndoorLocation *v6; // esi@1
  FILE *v7; // edi@3
  bool result; // eax@3
  char *v9; // ecx@4
  void *v10; // eax@4
  //unsigned __int8 v11; // zf@4
  //unsigned __int8 v12; // sf@4
  int v13; // eax@5
  size_t v14; // ecx@6
  char *v15; // ecx@6
  int v16; // edx@6
  size_t v17; // ecx@6
  char *v18; // ecx@6
  int v19; // edx@6
  unsigned __int16 *v20; // edx@6
  unsigned __int16 *v21; // edx@6
  unsigned __int16 *v22; // edx@6
  __int16 v23; // ax@10
  char *v24; // ecx@10
  __int16 v25; // cx@10
  __int16 v26; // ax@11
  char *v27; // ecx@11
  unsigned __int16 v28; // ax@17
  BLVFaceExtra *v29; // ecx@17
  char *v30; // edx@17
  int v31; // ecx@20
  void *v32; // eax@25
  int v33; // eax@26
  unsigned __int16 *v34; // edx@27
  size_t v35; // ecx@27
  char *v36; // ecx@27
  int v37; // edx@27
  size_t v38; // ecx@27
  char *v39; // ecx@27
  int v40; // edx@27
  unsigned __int16 *v41; // edx@27
  unsigned __int16 *v42; // edx@27
  unsigned __int16 *v43; // edx@27
  unsigned __int16 *v44; // edx@27
  size_t v45; // ecx@27
  unsigned __int16 *v46; // edx@27
  void *v47; // eax@28
  BLVSector *v48; // eax@29
  size_t v49; // ecx@29
  unsigned __int16 *v50; // edx@31
  void *v51; // eax@32
  int v52; // eax@33
  unsigned __int16 *v53; // edx@34
  size_t v54; // ecx@34
  char *v55; // ecx@34
  int v56; // edx@34
  size_t v57; // ecx@34
  char *v58; // ecx@34
  int v59; // edx@34
  unsigned __int16 *v60; // edx@34
  unsigned __int16 *v61; // edx@34
  unsigned __int16 *v62; // edx@34
  unsigned __int16 *v63; // edx@34
  int v64; // ecx@34
  BLVDoor *v65; // ecx@36
  char *v66; // eax@37
  int v67; // edx@38
  int v68; // ecx@38
  BLVFace *v69; // edx@38
  int v70; // ecx@38
  int v71; // edx@38
  int v72; // eax@38
  unsigned __int16 v73; // ax@42
  char *v74; // ecx@42
  SpriteObject *v75; // ecx@44
  size_t v76; // eax@45
  int j; // edx@46
  unsigned __int16 v78; // ax@50
  void *v79; // eax@52
  void **v80; // esi@52
  unsigned int v145; // eax@103
  void *v146; // eax@103
  unsigned int v147; // ecx@103
  int v148; // ebx@103
  unsigned int *v149; // ecx@103*/
  //size_t v150; // eax@103
  //unsigned int v151; // ebx@109
  //unsigned int v152; // ecx@116
  //unsigned int v153; // eax@117
  //size_t v154; // ebx@126
  //unsigned int v155; // ebx@134
  //size_t v156; // eax@140
  //signed int v157; // ebx@142
  //int v158; // ebx@148
  //BLVFace *v159; // eax@149
//  BLVFaceExtra *v160; // ecx@149
  //BLVFaceExtra *v161; // ecx@149
  //signed int v162; // ebx@154
  //unsigned int outz; // ebx@157
  //unsigned int v164; // ebx@157
  //unsigned int v165; // edx@158
  //char *v166; // ecx@158
  //unsigned __int16 v167; // ax@161
  //__int16 v168; // ax@165
  //unsigned int v169; // ebx@168
  //void *v170; // eax@168
  //size_t v171; // ebx@168
  //int v172; // edx@168
  //BLVDoor *v173; // ecx@169
  //int k; // eax@169
  //BLVDoor *v175; // ecx@172
  //int v176; // edx@172
  //BLVDoor *v177; // ecx@172
  //int v178; // edx@172
  //BLVDoor *v179; // ecx@172
  //int v180; // edx@172
  //BLVDoor *v181; // ecx@172
  //int v182; // edx@172
  //BLVDoor *v183; // ecx@172
  //int v184; // edx@172
  //BLVDoor *v185; // ecx@172
  //int v186; // edx@172
  //BLVDoor *v187; // ecx@172
  //int v188; // edx@172
  //unsigned __int16 *v189; // ebx@172
  //char *v190; // edx@173
  //BLVDoor *v191; // ecx@174
  //BLVDoor *l; // eax@175
  //signed int v193; // ebx@176
  //int v194; // ecx@176
  //BLVFaceExtra *v195; // ecx@176
  //BLVFace *v196; // ebx@178
  //std::string v197; // [sp-18h] [bp-680h]@66
  //void *v198; // [sp-14h] [bp-67Ch]@72
  //size_t v199; // [sp-10h] [bp-678h]@72
  //size_t v200; // [sp-Ch] [bp-674h]@72
  //const char *v201; // [sp-8h] [bp-670h]@4
  //int v202; // [sp-4h] [bp-66Ch]@4
  char v203[875]; // [sp+Ch] [bp-65Ch]@130
//  char FileName[260]; // [sp+378h] [bp-2F0h]@1
  //char DstBuf; // [sp+47Ch] [bp-1ECh]@4
//  __int32 Offset; // [sp+480h] [bp-1E8h]@4
//  __int32 v207; // [sp+48Ch] [bp-1DCh]@4
//  __int32 v208; // [sp+498h] [bp-1D0h]@4
//  __int32 v209; // [sp+4A4h] [bp-1C4h]@4
//  __int32 v210; // [sp+4B0h] [bp-1B8h]@4
//  __int32 v211; // [sp+4BCh] [bp-1ACh]@15
//  __int32 v212; // [sp+4C8h] [bp-1A0h]@15
//  __int32 v213; // [sp+4D4h] [bp-194h]@25
//  __int32 v214; // [sp+4E0h] [bp-188h]@25
//  __int32 v215; // [sp+4ECh] [bp-17Ch]@32
//  __int32 v216; // [sp+4F8h] [bp-170h]@32
//  __int32 v217; // [sp+504h] [bp-164h]@40
//  __int32 v218; // [sp+510h] [bp-158h]@40
//  __int32 v219; // [sp+51Ch] [bp-14Ch]@43
//  __int32 v220; // [sp+528h] [bp-140h]@43
//  __int32 v221; // [sp+534h] [bp-134h]@52
//  __int32 v222; // [sp+540h] [bp-128h]@52
//  __int32 v223; // [sp+54Ch] [bp-11Ch]@52
//  __int32 v224; // [sp+558h] [bp-110h]@52
//  __int32 v225; // [sp+564h] [bp-104h]@52
//  __int32 v226; // [sp+570h] [bp-F8h]@52
//  __int32 v227; // [sp+57Ch] [bp-ECh]@52
//  __int32 v228; // [sp+588h] [bp-E0h]@52
//  __int32 v229; // [sp+594h] [bp-D4h]@52
//  __int32 v230; // [sp+5A0h] [bp-C8h]@52
//  __int32 v231; // [sp+5ACh] [bp-BCh]@52
//  __int32 v232; // [sp+5B8h] [bp-B0h]@52
//  __int32 v233; // [sp+5C4h] [bp-A4h]@52
//  __int32 v234; // [sp+5D0h] [bp-98h]@52
  //char pName[40]; // [sp+5FCh] [bp-6Ch]@42
  //size_t pSource; // [sp+624h] [bp-44h]@67
  //char Dst[12]; // [sp+628h] [bp-40h]@9
  //char *v238; // [sp+634h] [bp-34h]@38
  ODMHeader header; // [sp+638h] [bp-30h]@61
  //void *ptr; // [sp+648h] [bp-20h]@66
  //size_t Count; // [sp+64Ch] [bp-1Ch]@109
  //int uSourceLen; // [sp+653h] [bp-15h]@66
  FILE *File; // [sp+658h] [bp-10h]@56
  //BLVSector *v244; // [sp+65Ch] [bp-Ch]@72
  //int v245; // [sp+660h] [bp-8h]@72
  //BLVFace *Src; // [sp+664h] [bp-4h]@73
//  signed int Argsa; // [sp+670h] [bp+8h]@4
//  signed int Argsb; // [sp+670h] [bp+8h]@7
//  signed int Argsc; // [sp+670h] [bp+8h]@15
//  signed int Argsd; // [sp+670h] [bp+8h]@18
//  int Argse; // [sp+670h] [bp+8h]@25
//  int Argsf; // [sp+670h] [bp+8h]@28
//  int Argsg; // [sp+670h] [bp+8h]@32
//  int Argsh; // [sp+670h] [bp+8h]@35
//  signed int Argsi; // [sp+670h] [bp+8h]@40
//  signed int Argsj; // [sp+670h] [bp+8h]@45
  //int Argsk; // [sp+670h] [bp+8h]@143
  //void *Argsl; // [sp+670h] [bp+8h]@155
  //signed int Argsm; // [sp+670h] [bp+8h]@161
  //signed int Argsn; // [sp+670h] [bp+8h]@175

  //v5 = 0;
  //v6 = this;
  _6807E0_num_decorations_with_sounds_6807B8 = 0;

  #pragma region "loading from txt"
  /*sprintf(FileName, "levels\\%s", pFilename);
  if ( GetFileAttributesA(FileName) != -1 )
  {
    Release();
    if ( Alloc() )
    {
      v7 = fopen(FileName, "rb");
      result = 1;
      if ( !v7 )
        return result;
      v9 = pDest;
      bLoaded = 1;
      v202 = (int)v7;
      v201 = (const char *)1;
      *(int *)v9 = 1;
      fread(&DstBuf, 0x180u, (size_t)v201, (FILE *)v202);
      fseek(v7, Offset, 0);
      fread(&blv, 0x88u, 1u, v7);
      fseek(v7, v207, 0);
      fread(&uNumVertices, 1u, 4u, v7);
      fseek(v7, v208, 0);
      fread(pVertices, 6u, uNumVertices, v7);
      fseek(v7, v209, 0);
      fread(&uNumFaces, 4u, 1u, v7);
      fseek(v7, v210, 0);
      fread(pFaces, 0x60u, uNumFaces, v7);
      v10 = malloc(ptr_2AC, blv.uFaces_fdata_Size, "L.FData");
      v202 = (int)v7;
      ptr_2AC = (unsigned __int16 *)v10;
      fread(v10, 1u, blv.uFaces_fdata_Size, (FILE *)v202);
      v11 = uNumFaces == 0;
      v12 = (uNumFaces & 0x80000000u) != 0;
      pDest = 0;
      Argsa = 0;
      if ( !(v12 | v11) )
      {
        v13 = 0;
        do
        {
          pFaces[v13].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_2AC];
          v14 = (size_t)&pFaces[v13];
          i = v14;
          v15 = &pDest[2 * *(char *)(v14 + 93) + 2];
          v16 = (int)&v15[(unsigned int)ptr_2AC];
          pDest = v15;
          *(int *)(i + 52) = v16;
          v17 = (size_t)&pFaces[v13];
          i = v17;
          v18 = &pDest[2 * *(char *)(v17 + 93) + 2];
          v19 = (int)&v18[(unsigned int)ptr_2AC];
          pDest = v18;
          *(int *)(i + 56) = v19;
          i = (size_t)&pFaces[v13];
          v20 = ptr_2AC;
          pDest += 2 * *(char *)(i + 93) + 2;
          *(int *)(i + 60) = (int)(char *)v20 + (int)pDest;
          i = (size_t)&pFaces[v13];
          v21 = ptr_2AC;
          pDest += 2 * *(char *)(i + 93) + 2;
          *(int *)(i + 64) = (int)(char *)v21 + (int)pDest;
          i = (size_t)&pFaces[v13];
          ++v13;
          v22 = ptr_2AC;
          pDest += 2 * *(char *)(i + 93) + 2;
          ++Argsa;
          *(int *)(i + 68) = (int)(char *)v22 + (int)pDest;
          pDest += 2 * *((char *)&pFaces[v13] - 3) + 2;
        }
        while ( Argsa < (signed int)uNumFaces );
      }
      Argsb = 0;
      if ( (signed int)uNumFaces > 0 )
      {
        pDest = 0;
        do
        {
          fread(Dst, 1u, 0xAu, v7);
          if ( pDest[(unsigned int)pFaces + 45] & 0x40 )
          {
            v23 = pTextureFrameTable->FindTextureByName(Dst);
            v24 = pDest;
            *(short *)&pDest[(unsigned int)pFaces + 74] = v23;
            v25 = *(short *)&v24[(unsigned int)pFaces + 74];
            if ( v25 )
            {
              pTextureFrameTable->LoadAnimationSequenceAndPalettes(v25);
            }
            else
            {
              v26 = pBitmaps_LOD->LoadTexture(Dst);
              v27 = pDest;
              *(short *)&pDest[(unsigned int)pFaces + 74] = v26;
              v27[(unsigned int)pFaces + 45] &= 0xBFu;
            }
          }
          else
          {
            *(short *)&pDest[(unsigned int)pFaces + 74] = pBitmaps_LOD->LoadTexture(Dst);
          }
          ++Argsb;
          pDest += 96;
        }
        while ( Argsb < (signed int)uNumFaces );
      }
      fseek(v7, v211, 0);
      fread(&uNumFaceExtras, 4u, 1u, v7);
      fseek(v7, v212, 0);
      fread(pFaceExtras, 0x24u, uNumFaceExtras, v7);
      Argsc = 0;
      if ( (signed int)uNumFaceExtras > 0 )
      {
        pDest = 0;
        do
        {
          fread(Dst, 1u, 0xAu, v7);
          v28 = pBitmaps_LOD->LoadTexture(Dst);
          v29 = pFaceExtras;
          v30 = pDest;
          ++Argsc;
          pDest += 36;
          *(unsigned __int16 *)((char *)&v29->uAdditionalBitmapID + (int)v30) = v28;
        }
        while ( Argsc < (signed int)uNumFaceExtras );
      }
      Argsd = 0;
      if ( (signed int)uNumFaces > 0 )
      {
        pDest = 0;
        do
        {
          v31 = (int)&pFaceExtras[*(short *)&pDest[(unsigned int)pFaces + 72]];
          if ( *(short *)(v31 + 26) )
          {
            if ( ((BLVFaceExtra *)v31)->HasEventint() )
              pDest[(unsigned int)pFaces + 46] |= 0x10u;
            else
              pDest[(unsigned int)pFaces + 46] &= 0xEFu;
          }
          ++Argsd;
          pDest += 96;
        }
        while ( Argsd < (signed int)uNumFaces );
      }
      fseek(v7, v213, 0);
      fread(&uNumSectors, 4u, 1u, v7);
      fseek(v7, v214, 0);
      fread(pSectors, 0x74u, uNumSectors, v7);
      v32 = malloc(ptr_0002B0_sector_rdata, blv.uSector_rdata_Size, "L.RData");
      v202 = (int)v7;
      ptr_0002B0_sector_rdata = (unsigned __int16 *)v32;
      fread(v32, 1u, blv.uSector_rdata_Size, (FILE *)v202);
      v11 = uNumSectors == 0;
      v12 = uNumSectors < 0;
      pDest = 0;
      Argse = 0;
      if ( !(v12 | v11) )
      {
        v33 = 0;
        do
        {
          pSectors[v33].pFloors = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B0_sector_rdata];
          i = (size_t)&pSectors[v33];
          v34 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(i + 4);
          *(int *)(i + 16) = (int)(char *)v34 + (int)pDest;
          v35 = (size_t)&pSectors[v33];
          i = v35;
          v36 = &pDest[2 * *(short *)(v35 + 12)];
          v37 = (int)&v36[(unsigned int)ptr_0002B0_sector_rdata];
          pDest = v36;
          *(int *)(i + 24) = v37;
          v38 = (size_t)&pSectors[v33];
          i = v38;
          v39 = &pDest[2 * *(short *)(v38 + 20)];
          v40 = (int)&v39[(unsigned int)ptr_0002B0_sector_rdata];
          pDest = v39;
          *(int *)(i + 32) = v40;
          i = (size_t)&pSectors[v33];
          v41 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(i + 28);
          *(int *)(i + 40) = (int)(char *)v41 + (int)pDest;
          i = (size_t)&pSectors[v33];
          v42 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(i + 36);
          *(int *)(i + 48) = (int)(char *)v42 + (int)pDest;
          i = (size_t)&pSectors[v33];
          v43 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(i + 44);
          *(int *)(i + 64) = (int)(char *)v43 + (int)pDest;
          i = (size_t)&pSectors[v33];
          v44 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(i + 60);
          *(int *)(i + 72) = (int)(char *)v44 + (int)pDest;
          v45 = (size_t)&pSectors[v33];
          ++v33;
          i = v45;
          v46 = ptr_0002B0_sector_rdata;
          pDest += 2 * *(short *)(v45 + 68);
          ++Argse;
          *(int *)(v45 + 80) = (int)(char *)v46 + (int)pDest;
          pDest += 2 * *((short *)&pSectors[v33] - 20);
        }
        while ( Argse < uNumSectors );
      }
      v47 = malloc(
              ptr_0002B8_sector_lrdata,
              blv.uSector_lrdata_Size,
              "L.RLData");
      v202 = (int)v7;
      ptr_0002B8_sector_lrdata = (unsigned __int16 *)v47;
      fread(v47, 1u, blv.uSector_lrdata_Size, (FILE *)v202);
      v11 = uNumSectors == 0;
      v12 = uNumSectors < 0;
      pDest = 0;
      Argsf = 0;
      if ( !(v12 | v11) )
      {
        v48 = pSectors;
        v49 = 0;
        for ( i = 0; ; v49 = i )
        {
          v50 = ptr_0002B8_sector_lrdata;
          i += 116;
          ++Argsf;
          *(BLVLightMM7 **)((char *)&v48->pLights + v49) = (BLVLightMM7 *)((char *)v50 + (int)pDest);
          v48 = pSectors;
          pDest += 2 * *(__int16 *)((char *)&v48->uNumLights + v49);
          if ( Argsf >= uNumSectors )
            break;
        }
      }
      fseek(v7, v215, 0);
      fread(&uNumDoors, 4u, 1u, v7);
      fseek(v7, v216, 0);
      fread(pDoors, 0x50u, 0xC8u, v7);
      v51 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData");
      v202 = (int)v7;
      ptr_0002B4_doors_ddata = (unsigned __int16 *)v51;
      fread(v51, 1u, blv.uDoors_ddata_Size, (FILE *)v202);
      v11 = uNumDoors == 0;
      v12 = uNumDoors < 0;
      pDest = 0;
      Argsg = 0;
      if ( !(v12 | v11) )
      {
        v52 = 0;
        do
        {
          pDoors[v52].pVertexIDs = (unsigned __int16 *)&pDest[(unsigned int)ptr_0002B4_doors_ddata];
          i = (size_t)&pDoors[v52];
          v53 = ptr_0002B4_doors_ddata;
          pDest += 2 * *(short *)(i + 68);
          *(int *)(i + 40) = (int)(char *)v53 + (int)pDest;
          v54 = (size_t)&pDoors[v52];
          i = v54;
          v55 = &pDest[2 * *(short *)(v54 + 70)];
          v56 = (int)&v55[(unsigned int)ptr_0002B4_doors_ddata];
          pDest = v55;
          *(int *)(i + 44) = v56;
          v57 = (size_t)&pDoors[v52];
          i = v57;
          v58 = &pDest[2 * *(short *)(v57 + 72)];
          v59 = (int)&v58[(unsigned int)ptr_0002B4_doors_ddata];
          pDest = v58;
          *(int *)(i + 48) = v59;
          i = (size_t)&pDoors[v52];
          v60 = ptr_0002B4_doors_ddata;
          pDest += 2 * *(short *)(i + 70);
          *(int *)(i + 52) = (int)(char *)v60 + (int)pDest;
          i = (size_t)&pDoors[v52];
          v61 = ptr_0002B4_doors_ddata;
          pDest += 2 * *(short *)(i + 70);
          *(int *)(i + 56) = (int)(char *)v61 + (int)pDest;
          i = (size_t)&pDoors[v52];
          v62 = ptr_0002B4_doors_ddata;
          pDest += 2 * *(short *)(i + 74);
          *(int *)(i + 60) = (int)(char *)v62 + (int)pDest;
          i = (size_t)&pDoors[v52];
          v63 = ptr_0002B4_doors_ddata;
          pDest += 2 * *(short *)(i + 74);
          *(int *)(i + 64) = (int)(char *)v63 + (int)pDest;
          ++Argsg;
          v64 = pDoors[v52].uNumOffsets;
          ++v52;
          pDest += 2 * v64;
        }
        while ( Argsg < uNumDoors );
      }
      Argsh = 0;
      if ( uNumDoors > 0 )
      {
        v65 = pDoors;
        pDest = 0;
        do
        {
          i = 0;
          v66 = &pDest[(int)v65];
          if ( *(short *)&pDest[(int)v65 + 70] > 0 )
          {
            do
            {
              v67 = *((int *)v66 + 10);
              a3 = 2 * i;
              v68 = *(short *)(v67 + 2 * i);
              v69 = pFaces;
              ++i;
              v70 = (int)&pFaceExtras[v69[v68].uFaceExtraID];
              v71 = *((int *)v66 + 12);
              v72 = a3;
              v238 = (char *)v70;
              *(short *)(a3 + v71) = *(short *)(v70 + 20);
              *(__int16 *)(*(char **)((char *)&pDoors->pDeltaVs + (unsigned int)pDest) + v72) = *((short *)v238 + 11);
              v65 = pDoors;
              v66 = &pDest[(int)v65];
            }
            while ( (signed int)i < *(short *)&pDest[(int)v65 + 70] );
          }
          ++Argsh;
          pDest += 80;
        }
        while ( Argsh < uNumDoors );
      }
      fseek(v7, v217, 0);
      fread(&uNumLevelDecorations, 4u, 1u, v7);
      fseek(v7, v218, 0);
      fread(pLevelDecorations, 0x20u, uNumLevelDecorations, v7);
      Argsi = 0;
      if ( (signed int)uNumLevelDecorations > 0 )
      {
        pDest = (char *)pLevelDecorations;
        do
        {
          fread(pName, 1u, 0x20u, v7);
          v73 = pDecorationList->GetDecorIdByName(pName);
          v74 = pDest;
          ++Argsi;
          pDest += 32;
          *(short *)v74 = v73;
        }
        while ( Argsi < (signed int)uNumLevelDecorations );
      }
      fseek(v7, v219, 0);
      fread(&uNumSpriteObjects, 4u, 1u, v7);
      fseek(v7, v220, 0);
      fread(pSpriteObjects, 0x70u, uNumSpriteObjects, v7);
      if ( (signed int)uNumSpriteObjects > 0 )
      {
        v75 = pSpriteObjects;
        pDest = (char *)uNumSpriteObjects;
        do
        {
          Argsj = 0;
          v76 = 48 * v75->stru_24.uItemID;
          v11 = pObjectList->uNumObjects == 0;
          v12 = (pObjectList->uNumObjects & 0x80000000u) != 0;
          LOWORD(v76) = *(unsigned __int16 *)((char *)&pItemsTable->pItems[0].uSpriteID + v76);
          i = v76;
          v75->uItemType = v76;
          if ( v12 | v11 )
          {
LABEL_50:
            v78 = 0;
          }
          else
          {
            for ( j = (int)&pObjectList->pObjects->uObjectID; (short)v76 != *(short *)j; j = a3 )
            {
              ++Argsj;
              a3 = j + 56;
              if ( Argsj >= (signed int)pObjectList->uNumObjects )
                goto LABEL_50;
              LOWORD(v76) = i;
            }
            v78 = Argsj;
          }
          v75->uObjectDescID = v78;
          ++v75;
          --pDest;
        }
        while ( pDest );
      }
      fseek(v7, v221, 0);
      fread(&uNumActors, 4u, 1u, v7);
      fseek(v7, v222, 0);
      fread(pActors, 0x344u, uNumActors, v7);
      fseek(v7, v228, 0);
      fread(&uNumChests, 4u, 1u, v7);
      fseek(v7, v229, 0);
      fread(pChests, 0x14CCu, uNumChests, v7);
      fseek(v7, v224, 0);
      fread(&uNumLights, 4u, 1u, v7);
      fseek(v7, v225, 0);
      fread(pLights, 0x10u, uNumLights, v7);
      fseek(v7, v226, 0);
      fread(&uNumNodes, 4u, 1u, v7);
      fseek(v7, v227, 0);
      fread(pNodes, 8u, uNumNodes, v7);
      fseek(v7, v230, 0);
      fread(&uNumSpawnPoints, 4u, 1u, v7);
      v79 = malloc(pSpawnPoints, 24 * uNumSpawnPoints, "Spawn");
      v202 = 0;
      pSpawnPoints = (SpawnPointMM7 *)v79;
      fseek(v7, v231, v202);
      fread(pSpawnPoints, 0x18u, uNumSpawnPoints, v7);
      fseek(v7, v232, 0);
      fread(&dlv, 0x28u, 1u, v7);
      fseek(v7, v233, 0);
      fread(&stru_5E4C90, 1u, 0xC8u, v7);
      fseek(v7, v234, 0);
      fread(&uLastVisitDay, 1u, 0x38u, v7);
      fseek(v7, v223, 0);
      v80 = (void **)&pMapOutlines;
      fread(*v80, 4u, 1u, v7);
      fread((char *)*v80 + 4, 0xCu, *(int *)*v80, v7);
      fclose(v7);
      goto LABEL_179;
    }
    return 4;
  }*/
  #pragma endregion

  if (bLoaded)
  {
    Log::Warning(L"BLV is already loaded");
    return 3;
  }

  if ( !pGames_LOD->DoesContainerExist(pFilename) )
    Error("Unable to find %s in Games.LOD", pFilename);

  //v238 = pFilename - 4;
  //v81 = strlen(pFilename);
  strcpy(this->pFilename, pFilename);
  strcpy(&pFilename[strlen(pFilename) - 4], ".blv");
  File = pGames_LOD->FindContainer(pFilename, 1);
  //File = v82;

  Release();
  if ( !Alloc() )
    return 4;
  
  header.uVersion = 91969;
  header.pMagic[0] = 'm';
  header.pMagic[1] = 'v';
  header.pMagic[2] = 'i';
  header.pMagic[3] = 'i';
  header.uCompressedSize = 0;
  header.uDecompressedSize = 0;
  fread(&header, sizeof(ODMHeader), 1, File);
  if (header.uVersion != 91969 ||
      header.pMagic[0] != 'm'  ||
      header.pMagic[1] != 'v'  ||
      header.pMagic[2] != 'i'  ||
      header.pMagic[3] != 'i' )
  {
    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:792", 0);
  }
  //v83 = header.uCompressedSize;
  //pSource = header.uDecompressedSize;
  //v84 = malloc(header.uDecompressedSize);
  //v85 = v84;
  //ptr = v84;
  void* pRawBLV = malloc(header.uDecompressedSize);
  memset(pRawBLV, 0, header.uDecompressedSize);

  if (header.uCompressedSize == header.uDecompressedSize)
    fread(pRawBLV, header.uDecompressedSize, 1, File);
  else if (header.uCompressedSize < header.uDecompressedSize)
  {
    void* pTmpMem = malloc(header.uCompressedSize);
    {
      fread(pTmpMem, header.uCompressedSize, 1, File);

      uint uDecompressedSize = header.uDecompressedSize;
      zlib::MemUnzip(pRawBLV, &uDecompressedSize, pTmpMem, header.uCompressedSize);

      if (uDecompressedSize != header.uDecompressedSize)
        Log::Warning(L"uDecompressedSize != header.uDecompressedSize in BLV");
    }
    free(pTmpMem);
  }
  else
  {
    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:803", 0);
    return 0;
  }
  
  bLoaded = true;

  char* pData = (char *)pRawBLV;
  
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&blv, pData, 136);
  memcpy(&uNumVertices, pData += 136, 4);
  memcpy(pVertices, pData += 4, uNumVertices * sizeof(Vec3_short_));
  
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumFaces, pData += uNumVertices * sizeof(Vec3_short_), 4);

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(pFaces, pData += 4, uNumFaces * sizeof (BLVFace));
  pLFaces = (unsigned __int16 *)malloc(blv.uFaces_fdata_Size);

  memcpy(pLFaces, pData += uNumFaces * sizeof (BLVFace), blv.uFaces_fdata_Size);

  for (uint i = 0, j = 0; i < uNumFaces; ++i)
  {
    BLVFace* pFace = &pFaces[i];

    pFace->pVertexIDs = &pLFaces[j];
    
    j += pFace->uNumVertices + 1;
    pFace->pXInterceptDisplacements = (short *)(&pLFaces[j]);

    j += pFace->uNumVertices + 1;
    pFace->pYInterceptDisplacements = (short *)(&pLFaces[j]);

    j += pFace->uNumVertices + 1;
    pFace->pZInterceptDisplacements = (short *)(&pLFaces[j]);

    j += pFace->uNumVertices + 1;
    pFace->pVertexUIDs = (__int16 *)(&pLFaces[j]);

    j += pFace->uNumVertices + 1;
    pFace->pVertexVIDs = (__int16 *)(&pLFaces[j]);

    j += pFace->uNumVertices + 1;
      /*v93 = &pFaces[v92];
      Src = v93;
      v94 = (BLVSector *)((char *)v244 + 2 * v93->uNumVertices + 2);
      v95 = (unsigned __int16 *)((char *)v94 + (unsigned int)ptr_2AC);
      v244 = v94;
      Src->pXInterceptDisplacements = v95;
      v96 = (int)&pFaces[v92];
      Src = (BLVFace *)v96;
      v97 = (BLVSector *)((char *)v244 + 2 * *(char *)(v96 + 93) + 2);
      v98 = (unsigned __int16 *)((char *)v97 + (unsigned int)ptr_2AC);
      v244 = v97;
      Src->pYInterceptDisplacements = v98;
      Src = &pFaces[v92];
      v99 = ptr_2AC;
      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
      Src->pZInterceptDisplacements = (unsigned __int16 *)((char *)v99 + (int)v244);
      Src = &pFaces[v92];
      v100 = ptr_2AC;
      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
      Src->pVertexUIDs = (unsigned __int16 *)((char *)v100 + (int)v244);
      Src = &pFaces[v92];
      ++v92;
      v101 = ptr_2AC;
      v244 = (BLVSector *)((char *)v244 + 2 * Src->uNumVertices + 2);
      ++v245;
      Src->pVertexVIDs = (unsigned __int16 *)((char *)v101 + (int)v244);
      v244 = (BLVSector *)((char *)v244 + 2 * *((char *)&pFaces[v92] - 3) + 2);*/
  }

  pGameLoadingUI_ProgressBar->Progress();

  pData += blv.uFaces_fdata_Size;

  for (uint i = 0; i < uNumFaces; ++i)
  {
    BLVFace* pFace = &pFaces[i];

    char pTexName[16];
    strncpy(pTexName, pData, 10);
    pData += 10;

    if (pFace->uAttributes & FACE_TEXTURE_FRAME)
    {
      pFace->uBitmapID = pTextureFrameTable->FindTextureByName(pTexName);
      if (pFace->uBitmapID)
        pTextureFrameTable->LoadAnimationSequenceAndPalettes(pFace->uBitmapID);
      else
      {
        pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
        pFace->uAttributes &= ~FACE_TEXTURE_FRAME;
      }
    }
    else
      pFace->uBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumFaceExtras, pData, 4);
  memcpy(pFaceExtras, pData += 4, uNumFaceExtras * sizeof(BLVFaceExtra));
  pData += uNumFaceExtras * sizeof(BLVFaceExtra);

  pGameLoadingUI_ProgressBar->Progress();

  //v108 = (char *)v107 + 36 * uNumFaceExtras;
  //v245 = 0;
  //*(int *)((char *)&uSourceLen + 1) = 0;
  for (uint i = 0; i < uNumFaceExtras; ++i)
  {
    char pTexName[32];
    strncpy(pTexName, pData, 10);
    pData += 10;

    if (!strcmp(pTexName, ""))
      pFaceExtras[i].uAdditionalBitmapID = -1;
    else
      pFaceExtras[i].uAdditionalBitmapID = pBitmaps_LOD->LoadTexture(pTexName);
  }


  for (uint i = 0; i < uNumFaces; ++i)
  {
    BLVFace* pFace = &pFaces[i];
    BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];

    if (pFaceExtra->uEventID)
    {
      if (pFaceExtra->HasEventint())
        pFace->uAttributes |= FACE_HAS_EVENT;
      else
        pFace->uAttributes &= ~FACE_HAS_EVENT;
    }
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumSectors, pData, 4);
  memcpy(pSectors, pData + 4, uNumSectors * sizeof(BLVSector));
  pData += 4 + uNumSectors * sizeof(BLVSector);

  pGameLoadingUI_ProgressBar->Progress();

  ptr_0002B0_sector_rdata = (unsigned short *)malloc(blv.uSector_rdata_Size);//, "L.RData");
  memcpy(ptr_0002B0_sector_rdata, pData, blv.uSector_rdata_Size);
  pData += blv.uSector_rdata_Size;

  for (uint i = 0, j = 0; i < uNumSectors; ++i)
  {
    BLVSector* pSector = &pSectors[i];

    pSector->pFloors = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumFloors;

    pSector->pWalls = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumWalls;

    pSector->pCeilings = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumCeilings;

    pSector->pFluids = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumFluids;

    pSector->pPortals = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumPortals;

    pSector->pFaceIDs = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumFaces;

    pSector->pCogs = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumCogs;

    pSector->pDecorationIDs = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumDecorations;

    pSector->pMarkers = &ptr_0002B0_sector_rdata[j];
    j += pSector->uNumMarkers;


    //do
    //{
      /*pSectors[v118].pFloors = (unsigned __int16 *)((char *)Src + (unsigned int)ptr_0002B0_sector_rdata);
      v244 = &pSectors[v118];
      v119 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * v244->field_4);
      v244->pWalls = (unsigned __int16 *)((char *)v119 + (int)Src);
      v120 = (int)&pSectors[v118];
      v244 = (BLVSector *)v120;
      v121 = (BLVFace *)((char *)Src + 2 * *(short *)(v120 + 12));
      v122 = (unsigned __int16 *)((char *)v121 + (unsigned int)ptr_0002B0_sector_rdata);
      Src = v121;
      v244->pCeilings = v122;
      v123 = (int)&pSectors[v118];
      v244 = (BLVSector *)v123;
      v124 = (BLVFace *)((char *)Src + 2 * *(short *)(v123 + 20));
      v125 = (unsigned __int16 *)((char *)v124 + (unsigned int)ptr_0002B0_sector_rdata);
      Src = v124;
      v244->pFluids = v125;
      v244 = &pSectors[v118];
      v126 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * v244->field_1C);
      v244->pPortals = (unsigned __int16 *)((char *)v126 + (int)Src);
      v244 = &pSectors[v118];
      v127 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * v244->uNumPortals);
      v244->pFaceIDs = (unsigned __int16 *)((char *)v127 + (int)Src);
      v244 = &pSectors[v118];
      v128 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * v244->field_2C);
      v244->pCogs = (unsigned __int16 *)((char *)v128 + (int)Src);
      v244 = &pSectors[v118];
      v129 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * v244->field_3C);
      v244->pDecorationIDs = (unsigned __int16 *)((char *)v129 + (int)Src);
      v130 = (int)&pSectors[v118];
      ++v118;
      v244 = (BLVSector *)v130;
      v131 = ptr_0002B0_sector_rdata;
      Src = (BLVFace *)((char *)Src + 2 * *(short *)(v130 + 68));
      ++v245;
      *(int *)(v130 + 80) = (int)(char *)v131 + (int)Src;
      Src = (BLVFace *)((char *)Src + 2 * *((short *)&pSectors[v118] - 20));*/
    //}
    //while ( v245 < uNumSectors );
  }

  ptr_0002B8_sector_lrdata = (unsigned __int16 *)malloc(blv.uSector_lrdata_Size);//, "L.RLData");
  memcpy(ptr_0002B8_sector_lrdata, pData, blv.uSector_lrdata_Size);
  pData += blv.uSector_lrdata_Size;

  pGameLoadingUI_ProgressBar->Progress();

  for (uint i = 0, j = 0; i < uNumSectors; ++i)
  {
    pSectors[i].pLights = ptr_0002B8_sector_lrdata + j;
    j += pSectors[i].uNumLights;
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumDoors, pData, 4);
  pData += 4;

  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();
  
  memcpy(&uNumLevelDecorations, pData, 4);
  memcpy(pLevelDecorations.data(), pData + 4, uNumLevelDecorations * sizeof(LevelDecoration));
  pData += 4 + uNumLevelDecorations * sizeof(LevelDecoration);

  for (uint i = 0; i < uNumLevelDecorations; ++i)
  {
    pLevelDecorations[i].uDecorationDescID = pDecorationList->GetDecorIdByName(pData);

    pData += 32;
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumLights, pData, 4);
  memcpy(pLights, pData + 4, uNumLights * sizeof(BLVLightMM7));
  pData += 4 + uNumLights * sizeof(BLVLightMM7);

  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumNodes, pData, 4);
  memcpy(pNodes, pData + 4, uNumNodes * sizeof(BSPNode));
  pData += 4 + uNumNodes * sizeof(BSPNode);
  
  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumSpawnPoints, pData, 4);
  pSpawnPoints = (SpawnPointMM7 *)malloc(uNumSpawnPoints * sizeof(SpawnPointMM7));
  memcpy(pSpawnPoints, pData + 4, uNumSpawnPoints * sizeof(SpawnPointMM7));
  pData += 4 + uNumSpawnPoints * sizeof(SpawnPointMM7);
  
  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();

  //v201 = (const char *)v148;
  //v200 = (size_t)pMapOutlines;
  memcpy(&pMapOutlines->uNumOutlines, pData, 4);
  memcpy(pMapOutlines->pOutlines, pData + 4, pMapOutlines->uNumOutlines * sizeof(BLVMapOutline));
  //v149 = pMapOutlines;
  //v199 = 12 * *v149;
  //memcpy(v149 + 1, (const void *)(v148 + 4), v199);
  free(pRawBLV);
  pRawBLV = nullptr;

  void *pRawDLV = nullptr;
  strcpy(&pFilename[strlen(pFilename) - 4], ".dlv");
  File = pNew_LOD->FindContainer(pFilename, 1);//error on D28.dlv
  fread(&header, 0x10, 1, File);//(FILE *)v245);
  bool _v244 = false;
  if (header.uVersion != 91969 ||
      header.pMagic[0] != 'm'  ||
      header.pMagic[1] != 'v'  ||
      header.pMagic[2] != 'i'  ||
      header.pMagic[3] != 'i' )
  {
    MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1090", 0);
    _v244 = true;
  }
  else
  {
    pRawDLV = malloc(header.uDecompressedSize);
    if (header.uCompressedSize == header.uDecompressedSize)
      fread(pRawDLV, 1, header.uCompressedSize, File);
    else if (header.uCompressedSize < header.uDecompressedSize)
    {
      void* pTmpMem = malloc(header.uCompressedSize);
      {
        fread(pTmpMem, header.uCompressedSize, 1, File);

        uint uDecompressedSize = header.uDecompressedSize;
        zlib::MemUnzip(pRawDLV, &uDecompressedSize, pTmpMem, header.uCompressedSize);

        if (uDecompressedSize != header.uDecompressedSize)
          Log::Warning(L"uDecompressedSize != header.uDecompressedSize in DLV");
      }
      free(pTmpMem);
    }
    else
      MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1108", 0);

    pData = (char *)pRawDLV;
  }
  
  memcpy(&dlv, pData, 40);
  pData += 40;

  //v152 = dlv.uNumFacesInBModels;
  if (dlv.uNumFacesInBModels)
  {
    //v153 = dlv.uNumDecorations;
    if (dlv.uNumDecorations)
    {
      if (dlv.uNumFacesInBModels != uNumFaces ||
          dlv.uNumDecorations != uNumLevelDecorations)
        _v244 = true;
    }
  }

  if (dword_6BE364_game_settings_1 & GAME_SETTINGS_2000 )
    _i = 0x1BAF800;
  bool _a = false;
  if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") )
    _a = true;

  //v154 = 875;
  if (_v244 || (_a || !dlv.uLastRepawnDay))
  {
	  if (_v244)
	  {
		  memset(v203, 0, 0x36B);
	  }
	  else if (_a || !dlv.uLastRepawnDay)
	  {
		  memcpy(v203, pData, 0x36B);
	  }

		  free(pRawDLV);
		  dlv.uLastRepawnDay = a3;
		  if (_v244)
			  ++dlv.uNumRespawns;
		  //v201 = pFilename;
		  *(int *)pDest = 1;
		  File = pGames_LOD->FindContainer(pFilename, 0);
		  fread(&header, 0x10u, 1, File);
		  uint v155 = header.uCompressedSize;
		  uint Count = header.uDecompressedSize;
		  BLVFace* Src = (BLVFace *)malloc(header.uDecompressedSize);
		  pRawDLV = Src;
		  if (v155 <= Count)
		  {
			  if (v155 == Count)
				  fread(Src, 1, Count, File);
			  else
			  {
				  void* _uSourceLen = malloc(v155);
				  fread(_uSourceLen, v155, 1, File);
				  zlib::MemUnzip(Src, &Count, _uSourceLen, v155);
				  free(_uSourceLen);
			  }
		  }
		  else
			  MessageBoxW(nullptr, L"Can't load file!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Polydata.cpp:1195", 0);
		  pData = ((char *)Src + 40);
		  //v154 = 875;
  }
  else
  {
	  *(int *)pDest = 0;
  }
  

//LABEL_140:
  //v202 = (int)".blv";
  //v156 = strlen(pFilename);
  strcpy(&pFilename[strlen(pFilename) - 4], ".blv");
  memcpy(_visible_outlines, pData, 875);
  pData += 875;

  if ( *(int *)pDest )
    memcpy(_visible_outlines, v203, 875);

  for (uint i = 0; i < pMapOutlines->uNumOutlines; ++i)
  {
    BLVMapOutline* pVertex = &pMapOutlines->pOutlines[i];
    if ((unsigned __int8)(1 << (7 - i % 8)) & _visible_outlines[i / 8])
      pVertex->uFlags |= 1;
  }


  for (uint i = 0; i < uNumFaces; ++i)
  {
    BLVFace* pFace = &pFaces[i];
    BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];

    memcpy(&pFace->uAttributes, pData, 4);
    pData += 4;

    if (pFaceExtra->uEventID)
    {
      if (pFaceExtra->HasEventint())
        pFace->uAttributes |= FACE_HAS_EVENT;
      else
        pFace->uAttributes &= ~FACE_HAS_EVENT;
    }
  }

  pGameLoadingUI_ProgressBar->Progress();

  for (uint i = 0; i < uNumLevelDecorations; ++i)
  {
    memcpy(&pLevelDecorations[i].uFlags, pData, 2);
    pData += 2;
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumActors, pData, 4);
  memcpy(&pActors, pData + 4, uNumActors * sizeof(Actor));
  pData += 4 + uNumActors * sizeof(Actor);

  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumSpriteObjects, pData, 4);
  memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject));
  pData += 4 + uNumSpriteObjects * sizeof(SpriteObject);

  pGameLoadingUI_ProgressBar->Progress();

  for ( uint i = 0; i < uNumSpriteObjects; ++i )
  {
    if (pSpriteObjects[i].stru_24.uItemID && !(pSpriteObjects[i].uAttributes & 0x0100))
    {
      pSpriteObjects[i].uType = pItemsTable->pItems[pSpriteObjects[i].stru_24.uItemID].uSpriteID;

      //uint uObjectID = 0;
      for ( uint j = 0; j < pObjectList->uNumObjects; ++j )
        if ( pSpriteObjects[i].uType == pObjectList->pObjects[j].uObjectID )
        {
          pSpriteObjects[i].uObjectDescID = j;
          break;
        }
    }
  }

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&uNumChests, pData, 4);
  memcpy(pChests.data(), pData + 4, uNumChests * sizeof(Chest));
  pData += 4 + uNumChests * sizeof(Chest);

  pGameLoadingUI_ProgressBar->Progress();
  pGameLoadingUI_ProgressBar->Progress();

  memcpy(pDoors, pData, 0x3E80);
  pData += 0x3E80;

  //v201 = (const char *)blv.uDoors_ddata_Size;
  //v200 = (size_t)ptr_0002B4_doors_ddata;
  //v170 = malloc(ptr_0002B4_doors_ddata, blv.uDoors_ddata_Size, "L.DData");
  //v171 = blv.uDoors_ddata_Size;
  ptr_0002B4_doors_ddata = (unsigned __int16 *)malloc(blv.uDoors_ddata_Size);//, "L.DData");
  memcpy(ptr_0002B4_doors_ddata, pData, blv.uDoors_ddata_Size);
  pData += blv.uDoors_ddata_Size;

  //Src = (BLVFace *)((char *)Src + v171);
  //v172 = 0;
  //v245 = 0;
  //if (uNumDoors > 0)
  for (uint i = 0, j = 0; i < uNumDoors; ++i)
  {
    BLVDoor* pDoor = &pDoors[i];

    pDoor->pVertexIDs = &ptr_0002B4_doors_ddata[j];
    j += pDoor->uNumVertices;

    pDoor->pFaceIDs = &ptr_0002B4_doors_ddata[j];
    j += pDoor->uNumFaces;

    pDoor->pSectorIDs = &ptr_0002B4_doors_ddata[j];
    j += pDoor->field_48;

    pDoor->pDeltaUs = (short *)(&ptr_0002B4_doors_ddata[j]);
    j += pDoor->uNumFaces;

    pDoor->pDeltaVs = (short *)(&ptr_0002B4_doors_ddata[j]);
    j += pDoor->uNumFaces;

    pDoor->pXOffsets = &ptr_0002B4_doors_ddata[j];
    j += pDoor->uNumOffsets;

    pDoor->pYOffsets = &ptr_0002B4_doors_ddata[j];
    j += pDoor->uNumOffsets;

    pDoor->pZOffsets = &ptr_0002B4_doors_ddata[j];
    j += pDoor->uNumOffsets;
    /*v173 = pDoors;
    for ( k = 0; ; v172 = v188 + 2 * *((short *)&v173[k] - 3) )
    {
      v173[k].pVertexIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v172);
      v175 = &pDoors[k];
      v176 = v172 + 2 * v175->uNumVertices;
      v175->pFaceIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v176);
      v177 = &pDoors[k];
      v178 = v176 + 2 * v177->uNumFaces;
      v177->pSectorIDs = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v178);
      v179 = &pDoors[k];
      v180 = v178 + 2 * v179->field_48;
      v179->pDeltaUs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v180);
      v181 = &pDoors[k];
      v182 = v180 + 2 * v181->uNumFaces;
      v181->pDeltaVs = (__int16 *)((char *)ptr_0002B4_doors_ddata + v182);
      v183 = &pDoors[k];
      v184 = v182 + 2 * v183->uNumFaces;
      v183->pXOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v184);
      v185 = &pDoors[k];
      v186 = v184 + 2 * v185->uNumOffsets;
      v185->pYOffsets = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v186);
      v187 = &pDoors[k];
      ++k;
      v188 = v186 + 2 * v187->uNumOffsets;
      v189 = (unsigned __int16 *)((char *)ptr_0002B4_doors_ddata + v188);
      ++v245;
      v187->pZOffsets = v189;
      v173 = pDoors;
      if ( v245 >= uNumDoors )
        break;
    }*/
  }
  //v190 = 0;
  //v245 = 0;
  for (uint i = 0; i < uNumDoors; ++i)
  {
    BLVDoor* pDoor = &pDoors[i];

    for (uint j = 0; j < pDoor->uNumFaces; ++j)
    {
      BLVFace* pFace = &pFaces[pDoor->pFaceIDs[j]];
      BLVFaceExtra* pFaceExtra = &pFaceExtras[pFace->uFaceExtraID];

      pDoor->pDeltaUs[j] = pFaceExtra->sTextureDeltaU;
      pDoor->pDeltaVs[j] = pFaceExtra->sTextureDeltaV;
    }
    //v191 = pDoors;
    //pDest = 0;
    //do
   // {
      /*Argsn = 0;
      for ( l = (BLVDoor *)&v190[(int)v191];
            Argsn < *(short *)&v190[(int)v191 + 70];
            l = (BLVDoor *)&v190[(int)v191] )
      {
        v193 = Argsn;
        v194 = l->pFaceIDs[Argsn++];
        v195 = &pFaceExtras[pFaces[v194].uFaceExtraID];
        l->pDeltaUs[v193] = v195->sTextureDeltaU;
        v190 = pDest;
        *(short *)(v193 * 2 + *(int *)&pDest[(unsigned int)pDoors + 52]) = v195->sTextureDeltaV;
        v191 = pDoors;
      }
      ++v245;
      v190 += 80;
      pDest = v190;*/
    //}
    //while ( v245 < uNumDoors );
  }


  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&stru_5E4C90_MapPersistVars, pData, 0xC8);
  pData += 0xC8;

  pGameLoadingUI_ProgressBar->Progress();

  memcpy(&stru1, pData, 0x38u);
  pData += 0x38;

  free(pRawDLV);
  //v5 = 0;

  pSoundList->LoadSound(64, 0);
  pSoundList->LoadSound(103, 0);
  pSoundList->LoadSound(63, 0);
  pSoundList->LoadSound(102, 0);
  pSoundList->LoadSound(50, 0);
  pSoundList->LoadSound(89, 0);

  return 0;
}


//----- (0049AC17) --------------------------------------------------------
int IndoorLocation::GetSector(int sX, int sY, int sZ)
{
  int v4; // esi@1
  signed int v25; // edx@21
  int v26; // ebx@23
  int v37; // edi@38
  int pSectorID; // ebx@40
  int v39; // eax@41
  int v43[50]; // [sp+Ch] [bp-108h]@1
  bool v50; // [sp+ECh] [bp-28h]@19
  int v51; // [sp+F0h] [bp-24h]@9
  int v53; // [sp+F8h] [bp-1Ch]@10
  int v54; // [sp+FCh] [bp-18h]@16
  int v55; // [sp+100h] [bp-14h]@1
  int v59; // [sp+110h] [bp-4h]@16

  v4 = 0;
  v43[0] = 0;

  v55 = 0;

  if (uNumSectors < 2)
    return 0;

  for (uint i = 1; i < uNumSectors; ++i)
  {
    BLVSector* pSector = &pSectors[i];

    if (pSector->pBounding.x1 > sX || pSector->pBounding.x2 < sX ||
        pSector->pBounding.y1 > sY || pSector->pBounding.y2 < sY ||
        pSector->pBounding.z1 - 64 > sZ || pSector->pBounding.z2 + 64 < sZ)
      continue;

          //Log::Warning(L"Sector[%u]", i);
    v51 = pSector->uNumFloors + pSector->uNumPortals;
    if (!v51)
      continue;


    for (uint j = 0; j < v51; ++j)
    {
      uint uFaceID;
      if (j < pSector->uNumFloors)
        uFaceID = pSector->pFloors[j];
      else
        uFaceID = pSector->pPortals[j - pSector->uNumFloors];

      BLVFace* pFace = &pFaces[uFaceID];
      if (pFace->uPolygonType != POLYGON_Floor &&
          pFace->uPolygonType != POLYGON_InBetweenFloorAndWall)
        continue;

      v54 = 0;
      v50 = pVertices[pFace->pVertexIDs[0]].y >= sY;

      for (uint k = 1; k <= pFace->uNumVertices; k++)
      {
        v59 = v50;

        if (v54 >= 2)
          break;

        Vec3<int16_t>* v2 = &pVertices[pFace->pVertexIDs[k]];
        v50 = v2->y >= sY;

        if (v59 == v50)
          continue;

        Vec3<int16_t>* v1 = &pVertices[pFace->pVertexIDs[k - 1]];
        v25 = v2->x >= sX ? 0 : 2;
        v26 = v25 | (v1->x < sX);

        if (v26 == 3)
          continue;

        if (!v26)
          ++v54;
        else
        {
          if (v1->x >= v2->x)
          {
                        /*int _a58;
                        int _a59;

                        v32 = v1->x - v2->x;
                        LODWORD(v33) = v32 << 16;
                        HIDWORD(v33) = v32 >> 16;*/
                        //fixpoint_div(v1->x - v2->x, v1->y - v2->y);
                        //_a58 = v33 / (v1->y - v2->y);
                        //_a59 = fixpoint_mul(_a58, sY - v2->y);
            long long x_div_y = fixpoint_div(v1->x - v2->x, v1->y - v2->y);
            long long res = fixpoint_mul(x_div_y, sY - v2->y);  // a / b * c  - looks like projection 
            if (res + v2->x > sX)
              ++v54;
          }
          else
          {
            long long x_div_y = fixpoint_div(v2->x - v1->x, v2->y - v1->y);
            long long res = fixpoint_mul(x_div_y, sY - v1->y);

            if (res + v1->x > sX)
              ++v54;

                        /*int _a58;
                        int _a59;
                        auto v32 = v2->x - v1->x;
                        LODWORD(v33) = v32 << 16;
                        HIDWORD(v33) = v32 >> 16;
                        _a58 = v33 / (v2->y - v1->y);
                        _a59 = fixpoint_mul(_a58, sY - v1->y);

                        if (_a59 + pVertices[k].x > sX)
                          ++v54;*/
          }
        }
      }

      if (pFace->uNumVertices && v54 == 1)
        v43[v55++] = uFaceID;
    }
  }

  v4 = v43[0];
  if ( v55 == 1 )
    return this->pFaces[v4].uSectorID;
  if ( !v55 )
    return 0;
  pSectorID = 0;
  v53 = 0xFFFFFFu;
  if ( v55 > 0 )
  {
    v39 = sY;
    for ( v37 = 0; v37 < v55; ++v37 )
    {
      if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_Floor )
        v39 = sZ - this->pVertices[*this->pFaces[v43[v37]].pVertexIDs].z;
      if ( this->pFaces[v43[v37]].uPolygonType == POLYGON_InBetweenFloorAndWall )
      {
        v39 = sZ - ((fixpoint_mul(this->pFaces[v43[v37]].zCalc1, (sX << 16))
                   + fixpoint_mul(this->pFaces[v43[v37]].zCalc2, (sY << 16))
                   + this->pFaces[v43[v37]].zCalc3
                   + 0x8000) >> 16);
      }
      if ( v39 >= 0 )
      {
        if ( v39 < v53 )
        {
          pSectorID = this->pFaces[v43[v37]].uSectorID;
          v53 = v39;
        }
      }
    }
  }
  return pSectorID;
}
// 49AC17: using guessed type int var_108[50];


//----- (00498A41) --------------------------------------------------------
void BLVFace::_get_normals(Vec3_int_ *a2, Vec3_int_ *a3)
{
  Vec3_float_ a1; // [sp+Ch] [bp-Ch]@8

  if ( this->uPolygonType == POLYGON_VerticalWall )
  {
    a2->x = -this->pFacePlane_old.vNormal.y;
    a2->y = this->pFacePlane_old.vNormal.x;
    a2->z = 0;

    a3->x = 0;
    a3->y = 0;
    a3->z = 0xFFFF0000u;

  }
  else if ( this->uPolygonType == POLYGON_Floor || this->uPolygonType == POLYGON_Ceiling )
  {
    a2->x = 0x10000u;
    a2->y = 0;
    a2->z = 0;

    a3->x = 0;
    a3->y = 0xFFFF0000u;
    a3->z = 0;

  }
  else if ( this->uPolygonType == POLYGON_InBetweenFloorAndWall || this->uPolygonType == POLYGON_InBetweenCeilingAndWall )
  {
    if ( abs(this->pFacePlane_old.vNormal.z) < 46441 )
    {
      a1.x = (double)-this->pFacePlane_old.vNormal.y;
      a1.y = (double)this->pFacePlane_old.vNormal.x;
      a1.z = 0.0;
      a1.Normalize();

      a2->x = (signed __int64)(a1.x * 65536.0);
      a2->y = (signed __int64)(a1.y * 65536.0);
      a2->z = 0;

      a3->y = 0;
      a3->z = 0xFFFF0000u;
      a3->x = 0;

    }
	else
	{
		a2->x = 0x10000u;
		a2->y = 0;
		a2->z = 0;

		a3->x = 0;
		a3->y = 0xFFFF0000u;
		a3->z = 0;
	}

  }
//LABEL_12:
  if ( this->uAttributes & FACE_UNKNOW3 )
  {
    a2->x = -a2->x;
    a2->y = -a2->y;
    a2->z = -a2->z;
  }
  if ( this->uAttributes & FACE_UNKNOW4 )
  {
    a3->x = -a3->x;
    a3->y = -a3->y;
    a3->z = -a3->z;
  }
  return;
}

//----- (0044C23B) --------------------------------------------------------
bool BLVFaceExtra::HasEventint()
{
   signed int event_index; // eax@1
  _evt_raw* start_evt;
  _evt_raw* end_evt;

  event_index = 0;
  if ( (uLevelEVT_NumEvents - 1) <= 0 )
    return false;
  while ( pLevelEVT_Index[event_index].uEventID != this->uEventID )
  {
    ++event_index;
    if ( event_index >= (signed int)(uLevelEVT_NumEvents - 1) )
      return false;
  }
  end_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index+1].uEventOffsetInEVT];
  start_evt=(_evt_raw*)&pLevelEVT[pLevelEVT_Index[event_index].uEventOffsetInEVT];
  if ( (end_evt->_e_type != EVENT_Exit) || (start_evt->_e_type!= EVENT_MouseOver) )
    return false;
  else
    return true;
}

//----- (0046F228) --------------------------------------------------------
void  BLV_UpdateDoors()
{
  BLVFace *face; // ebx@24
  Vec3_short_ *v17; // esi@24
  int v18; // eax@24
  int v19; // edx@24
  signed int v20; // eax@24
  int v24; // esi@25
  int v25; // eax@25
  signed __int64 v27; // qtt@27
  BLVFaceExtra *v28; // esi@32
  int v32; // eax@34
  Vec3_short_ *v34; // eax@35
  int v35; // ecx@35
  int v36; // edx@35
  signed int v37; // eax@35
  signed int v38; // edx@35
  int v39; // eax@35
  int v40; // edx@35
  Vec3_short_ *v43; // edi@36
  int v57; // eax@58
  Vec3_int_ v67;
  Vec3_int_ v70;
  int v73; // [sp+20h] [bp-44h]@24
  int v75; // [sp+28h] [bp-3Ch]@36
  int v76; // [sp+2Ch] [bp-38h]@36
  int v77; // [sp+30h] [bp-34h]@36
  int v82; // [sp+44h] [bp-20h]@35
  int v83; // [sp+48h] [bp-1Ch]@34
  int v84; // [sp+4Ch] [bp-18h]@34
  SoundID eDoorSoundID; // [sp+54h] [bp-10h]@1
  int v88; // [sp+5Ch] [bp-8h]@18
  int v89; // [sp+60h] [bp-4h]@6

  eDoorSoundID = (SoundID)pDoorSoundIDsByLocationID[dword_6BE13C_uCurrentlyLoadedLocationID];
  for (uint i = 0; i < pIndoor->uNumDoors; ++i)
  {
    BLVDoor* door = &pIndoor->pDoors[i];
    if (door->uState == BLVDoor::Closed || door->uState == BLVDoor::Open)
    {
      door->uAttributes &= 0xFFFFFFFDu;//~0x2
      continue;
    }
    door->uTimeSinceTriggered += pEventTimer->uTimeElapsed;
    if (door->uState == BLVDoor::Opening)
    {
      v89 = (signed int)(door->uTimeSinceTriggered * door->uCloseSpeed) / 128;
      if ( v89 >= door->uMoveLength )
      {
        v89 = door->uMoveLength;
        door->uState = BLVDoor::Open;
        if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0)
          pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0);
        //goto LABEL_18;
      }
	  else if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices)
		  pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0);
    }
    else
    {
      signed int v5 = (signed int)(door->uTimeSinceTriggered * door->uOpenSpeed) / 128;
      if ( v5 >= door->uMoveLength)
      {
        v89 = 0;
        door->uState = BLVDoor::Closed;
        if ( !(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices != 0)
          pAudioPlayer->PlaySound((SoundID)((int)eDoorSoundID + 1), PID(OBJECT_BLVDoor,i), 0, -1, 0, 0, 0, 0);
        //goto LABEL_18;
      }
	  else
	  {
		  v89 = door->uMoveLength - v5;
		  if (!(door->uAttributes & FACE_UNKNOW5) && door->uNumVertices)
			  pAudioPlayer->PlaySound(eDoorSoundID, PID(OBJECT_BLVDoor, i), 1, -1, 0, 0, 0, 0);
	  }
    }

//LABEL_18:
    for (uint j = 0; j < door->uNumVertices; ++j)
    {
      pIndoor->pVertices[door->pVertexIDs[j]].x = fixpoint_mul(door->vDirection.x, v89) + door->pXOffsets[j];
      pIndoor->pVertices[door->pVertexIDs[j]].y = fixpoint_mul(door->vDirection.y, v89) + door->pYOffsets[j];
      pIndoor->pVertices[door->pVertexIDs[j]].z = fixpoint_mul(door->vDirection.z, v89) + door->pZOffsets[j];
    }
    for ( v88 = 0; v88 < door->uNumFaces; ++v88 )
    {
      face = &pIndoor->pFaces[door->pFaceIDs[v88]];
      v17 = &pIndoor->pVertices[face->pVertexIDs[0]];
      v18 = face->pFacePlane_old.vNormal.y;
      v73 = *(int *)&v17->x;
      v19 = face->pFacePlane_old.vNormal.z;
      v20 = -(v19 * (int)v17->z + (signed __int16)v73 * face->pFacePlane_old.vNormal.x + SHIWORD(v73) * v18);
      face->pFacePlane_old.dist = v20;
      face->pFacePlane.dist = -((double)v17->z * face->pFacePlane.vNormal.z
                             + (double)v17->y * face->pFacePlane.vNormal.y
                             + (double)v17->x * face->pFacePlane.vNormal.x);
      if ( v19 )
      {
        v24 = abs(v20 >> 15);
        v25 = abs(face->pFacePlane_old.vNormal.z);
        if ( v24 > v25 )
          Error("Door Error\ndoor id: %i\nfacet no: %i\n\nOverflow dividing facet->d [%i] by facet->nz [%i]",
            door->uDoorID, door->pFaceIDs[v88], face->pFacePlane_old.dist, face->pFacePlane_old.vNormal.z);
        LODWORD(v27) = face->pFacePlane_old.dist << 16;
        HIDWORD(v27) = face->pFacePlane_old.dist >> 16;
        face->zCalc3 = -v27 / face->pFacePlane_old.vNormal.z;
      }
      //if ( face->uAttributes & FACE_TEXTURE_FLOW || pRenderer->pRenderD3D )
        face->_get_normals(&v70, &v67);
      v28 = &pIndoor->pFaceExtras[face->uFaceExtraID];
      /*if ( !pRenderer->pRenderD3D )
      {
        if ( !(face->uAttributes & FACE_TEXTURE_FLOW) )
          continue;
        v83 = (unsigned __int64)(door->vDirection.x * (signed __int64)v70.x) >> 16;
        v85 = (unsigned __int64)(door->vDirection.y * (signed __int64)v70.y) >> 16;
        v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v70.z) >> 16;
        v29 = v89;
        v28->sTextureDeltaU = -((v83 + v85 + v84) * (signed __int64)v89) >> 16;
        v85 = (unsigned __int64)(door->vDirection.x * (signed __int64)v67.x) >> 16;
        v83 = (unsigned __int64)(door->vDirection.y * (signed __int64)v67.y) >> 16;
        v84 = (unsigned __int64)(door->vDirection.z * (signed __int64)v67.z) >> 16;
        v31 = (v85 + v83 + v84) * (signed __int64)v29;
        v32 = v31 >> 16;
        v57 = -v32;
        v28->sTextureDeltaV = v57;
        v28->sTextureDeltaU += door->pDeltaUs[v88];
        v28->sTextureDeltaV = v57 + door->pDeltaVs[v88];
        continue;
      }*/
      v28->sTextureDeltaU = 0;
      v28->sTextureDeltaV = 0;
      v34 = &pIndoor->pVertices[face->pVertexIDs[0]];
      v35 = v34->z;
      v36 = v34->y;
      v82 = v34->x;
      v37 = v70.x * v82 + v70.y * v36 + v70.z * v35;
      v38 = v67.x * v82 + v67.y * v36 + v67.z * v35;
      v39 = v37 >> 16;
      *face->pVertexUIDs = v39;
      v40 = v38 >> 16;
      *face->pVertexVIDs = v40;
      v84 = v39;
      v82 = v40;
      for (uint j = 1; j < face->uNumVertices; ++j)
      {
        v43 = &pIndoor->pVertices[face->pVertexIDs[j]];
        v76 = ((__int64)v70.z * v43->z + (__int64)v70.x * v43->x + (__int64)v70.y * v43->y) >> 16;
        v77 = ((__int64)v67.x * v43->x + (__int64)v67.y * v43->y + (__int64)v43->z * v67.z) >> 16;
        if ( v76 < v39 )
          v39 = v76;
        if ( v77 < v40 )
          v40 = v77;
        if ( v76 > v84 )
          v84 = v76;
        if ( v77 > v82 )
          v82 = v77;
        face->pVertexUIDs[j] = v76;
        face->pVertexVIDs[j] = v77;
      }
      if ( face->uAttributes & 0x00001000 )
        v28->sTextureDeltaU -= v39;
      else
      {
        if ( SBYTE1(face->uAttributes) < 0 )
        {
          if ( face->uBitmapID != -1 )
            v28->sTextureDeltaU -= v84 + pBitmaps_LOD->pTextures[face->uBitmapID].uTextureWidth;
        }
      }
      if ( face->uAttributes & FACE_UNKNOW6 )
        v28->sTextureDeltaV -= v40;
      else
      {
        if ( face->uAttributes & FACE_INDOOR_DOOR )
        {
          if ( face->uBitmapID != -1 )
            v28->sTextureDeltaV -= v82 + pBitmaps_LOD->GetTexture(face->uBitmapID)->uTextureHeight;
        }
      }
      if ( face->uAttributes & FACE_TEXTURE_FLOW )
      {
        v84 = fixpoint_mul(door->vDirection.x, v70.x);
        v82 = fixpoint_mul(door->vDirection.y, v70.y);
        v83 = fixpoint_mul(door->vDirection.z, v70.z);
        v75 = v84 + v82 + v83;
        v82 = fixpoint_mul(v75, v89);
        v28->sTextureDeltaU = -v82;
        v84 = fixpoint_mul(door->vDirection.x, v67.x);
        v82 = fixpoint_mul(door->vDirection.y, v67.y);
        v83 = fixpoint_mul(door->vDirection.z, v67.z);
        v75 = v84 + v82 + v83;
        v32 = fixpoint_mul(v75, v89);
        v57 = -v32;
        v28->sTextureDeltaV = v57;
        v28->sTextureDeltaU += door->pDeltaUs[v88];
        v28->sTextureDeltaV = v57 + door->pDeltaVs[v88];
      }
    }
  }
}
// 6BE13C: using guessed type int dword_6BE13C_uCurrentlyLoadedLocationID;

//----- (0046F90C) --------------------------------------------------------
void  UpdateActors_BLV()
{
  int v2; // edi@6
  int v3; // eax@6
  int v4; // eax@8
  __int16 v5; // ax@11
  signed int v6; // ebx@14
  signed __int64 v10; // qax@18
  int v22; // edi@46
  unsigned int v24; // eax@51
  int v27; // ST08_4@54
  int v28; // edi@54
  int v29; // eax@54
  int v30; // ecx@62
  int v31; // ebx@62
  int v32; // eax@62
  int v33; // eax@64
  signed int v37; // ebx@85
  int v44; // ecx@96
  int v45; // edi@101
  AIDirection v52; // [sp+0h] [bp-60h]@75
  AIDirection v53; // [sp+1Ch] [bp-44h]@116
  unsigned int uSectorID; // [sp+3Ch] [bp-24h]@6
  int v56; // [sp+40h] [bp-20h]@6
  unsigned int _this; // [sp+44h] [bp-1Ch]@51
  int v58; // [sp+48h] [bp-18h]@51
  int v59; // [sp+4Ch] [bp-14h]@8
  unsigned int uFaceID; // [sp+50h] [bp-10h]@6
  int v61; // [sp+54h] [bp-Ch]@14
  int v62; // [sp+58h] [bp-8h]@6
  unsigned int actor_id; // [sp+5Ch] [bp-4h]@1

  for ( actor_id = 0; actor_id < uNumActors; actor_id++ )
  {
    if ( pActors[actor_id].uAIState == Removed || pActors[actor_id].uAIState == Disabled
      || pActors[actor_id].uAIState == Summoned || !pActors[actor_id].uMovementSpeed )
      continue;
    uSectorID = pActors[actor_id].uSectorID;
    v2 = collide_against_floor(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, &uSectorID, &uFaceID);
    pActors[actor_id].uSectorID = uSectorID;
    v3 = pActors[actor_id].pMonsterInfo.uFlying;
    v56 = v2;
    v62 = v3;
    if ( !pActors[actor_id].CanAct() )
      v62 = 0;
    v4 = pActors[actor_id].vPosition.z;
    v59 = 0;
    if ( pActors[actor_id].vPosition.z > v2 + 1 )
      v59 = 1;
    if ( v2 <= -30000 )
    {
      v5 = pIndoor->GetSector(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, v4);
      pActors[actor_id].uSectorID = v5;
      v56 = BLV_GetFloorLevel(pActors[actor_id].vPosition.x, pActors[actor_id].vPosition.y, pActors[actor_id].vPosition.z, v5, &uFaceID);
      if ( !v5 || v56 == -30000 )
        continue;
    }
    if ( pActors[actor_id].uCurrentActionAnimation == ANIM_Walking)//монстр двигается
    {
      v6 = pActors[actor_id].uMovementSpeed;
      if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uExpireTime > 0 )
      {
        if ( pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower )
          LODWORD(v10) = pActors[actor_id].uMovementSpeed / (unsigned __int16)pActors[actor_id].pActorBuffs[ACTOR_BUFF_SLOWED].uPower;
        else
          v10 = (signed __int64)((double)pActors[actor_id].uMovementSpeed * 0.5);
        v6 = v10;
      }
      if ( pActors[actor_id].uAIState == Pursuing || pActors[actor_id].uAIState == Fleeing )
        v6 *= 2;
      if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_WAIT )
        v6 = (signed __int64)((double)v6 * flt_6BE3AC_debug_recmod1_x_1_6);
      if ( v6 > 1000 )
        v6 = 1000;
      pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(pActors[actor_id].uYawAngle), v6);
      pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uYawAngle), v6);
      if ( v62 )
        pActors[actor_id].vVelocity.z = fixpoint_mul(stru_5C6E00->Sin(pActors[actor_id].uPitchAngle), v6);
    }
    else//actor is not moving(актор не двигается)
    {
      pActors[actor_id].vVelocity.x = fixpoint_mul(55000, pActors[actor_id].vVelocity.x);
      pActors[actor_id].vVelocity.y = fixpoint_mul(55000, pActors[actor_id].vVelocity.y);
      if ( v62 )
        pActors[actor_id].vVelocity.z = fixpoint_mul(55000, pActors[actor_id].vVelocity.z);
    }
    if ( pActors[actor_id].vPosition.z <= v56 )
    {
      pActors[actor_id].vPosition.z = v56 + 1;
      if ( pIndoor->pFaces[uFaceID].uPolygonType == 3 )
      {
        if ( pActors[actor_id].vVelocity.z < 0 )
          pActors[actor_id].vVelocity.z = 0;
      }
      else
      {
        if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 45000 )
          pActors[actor_id].vVelocity.z -= LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
      }
    }
    else
    {
      if ( v59 && !v62 )
        pActors[actor_id].vVelocity.z += -8 * LOWORD(pEventTimer->uTimeElapsed) * GetGravityStrength();
    }
    if ( pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x
       + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y
       + pActors[actor_id].vVelocity.z * pActors[actor_id].vVelocity.z >= 400 )
    {
      stru_721530.field_84 = -1; 
      stru_721530.field_70 = 0;
      stru_721530.field_0 = 1;
      stru_721530.field_8_radius = pActors[actor_id].uActorRadius;
      stru_721530.prolly_normal_d = pActors[actor_id].uActorRadius;
      stru_721530.height = pActors[actor_id].uActorHeight;
      v22 = 0;
      for ( uSectorID = 0; uSectorID < 100; uSectorID++ )
      {
        stru_721530.position.x = pActors[actor_id].vPosition.x;
        stru_721530.normal.x = stru_721530.position.x;
        stru_721530.position.y = pActors[actor_id].vPosition.y;
        stru_721530.normal.y = stru_721530.position.y;
        stru_721530.normal.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1;
        stru_721530.position.z = pActors[actor_id].vPosition.z - pActors[actor_id].uActorRadius + stru_721530.height - 1;
        if ( stru_721530.position.z < stru_721530.normal.z )
        stru_721530.position.z = pActors[actor_id].vPosition.z + pActors[actor_id].uActorRadius + 1;
        stru_721530.velocity.x = pActors[actor_id].vVelocity.x;
        stru_721530.velocity.y = pActors[actor_id].vVelocity.y;
        stru_721530.velocity.z = pActors[actor_id].vVelocity.z;
        stru_721530.uSectorID = pActors[actor_id].uSectorID;
        if ( !stru_721530._47050A(v22) )
        {
          v58 = 0;
          v24 = 8 * actor_id;
          LOBYTE(v24) = PID(OBJECT_Actor,actor_id);
          for ( v61 = 0; v61 < 100; ++v61 )
          {
            _46E44E_collide_against_faces_and_portals(1);
            _46E0B2_collide_against_decorations();
            _46EF01_collision_chech_player(0);
            _46ED8A_collide_against_sprite_objects(v24);
            for ( uint j = 0; j < ai_arrays_size; j++ )
            {
              if ( ai_near_actors_ids[j] != actor_id )
              {
                v27 = abs(pActors[ai_near_actors_ids[j]].vPosition.z - pActors[actor_id].vPosition.z);
                v28 = abs(pActors[ai_near_actors_ids[j]].vPosition.y - pActors[actor_id].vPosition.y);
                v29 = abs(pActors[ai_near_actors_ids[j]].vPosition.x - pActors[actor_id].vPosition.x);
                if ( int_get_vector_length(v29, v28, v27) >= pActors[actor_id].uActorRadius + (signed int)pActors[ai_near_actors_ids[j]].uActorRadius
                  && Actor::_46DF1A_collide_against_actor(ai_near_actors_ids[j], 40) )
                  ++v58;
              }
            }
            if ( _46F04E_collide_against_portals() )
              break;
          }
          v56 = v58 > 1;
          if ( stru_721530.field_7C >= stru_721530.field_6C )
          {
            v30 = stru_721530.normal2.x;
            v31 = stru_721530.normal2.y;
            v32 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
          }
          else
          {
            v30 = pActors[actor_id].vPosition.x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
            v31 = pActors[actor_id].vPosition.y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
            v32 = pActors[actor_id].vPosition.z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
          }
          v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID);
          if (pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY && pActors[actor_id].uAIState == Dead)
          {
            pActors[actor_id].uAIState = Removed;
            continue;
          }
          if ( v59 || v62 || !(pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY) )
          {
            if ( v33 == -30000 )
              continue;
            if ( pActors[actor_id].uCurrentActionAnimation != 1 || v33 >= pActors[actor_id].vPosition.z - 100 || v59 || v62 )
            {
              if ( stru_721530.field_7C < stru_721530.field_6C )
              {
				  pActors[actor_id].vPosition.x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
				  pActors[actor_id].vPosition.y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
				  pActors[actor_id].vPosition.z += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
				  pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID);
				  stru_721530.field_70 += stru_721530.field_7C;
				  v37 = PID_ID(stru_721530.uFaceID);
				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)
				  {
					  if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT))
					  {
						  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
						  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
						  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
						  v22 = 0;
						  continue;
					  }
					  if (pActors[actor_id].pMonsterInfo.uHostilityType)
					  {
						  if (!v56)
						  {
							  Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
							  v22 = 0;
							  continue;
						  }
					  }
					  else
					  {
						  if (!v56)
						  {
							  if (!pActors[v37].pMonsterInfo.uHostilityType)
							  {
								  Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
								  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
								  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
								  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
								  v22 = 0;
								  continue;
							  }
							  Actor::AI_Flee(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
							  v22 = 0;
							  continue;
						  }
					  }
					  Actor::AI_StandOrBored(actor_id, 4, v22, &v53);
					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
					  v22 = 0;
					  continue;
				  }
				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Player)
				  {
					  if (pActors[actor_id].GetActorsRelation(0))
					  {
						  //v51 = __OFSUB__(HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime), v22);
						  //v49 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) == v22;
						  //v50 = HIDWORD(pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime) - v22 < 0;
						  pActors[actor_id].vVelocity.y = v22;
						  pActors[actor_id].vVelocity.x = v22;
						  if (pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > v22)
							  pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
						  viewparams->bRedrawGameUI = 1;
						  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
						  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
						  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
						  v22 = 0;
						  continue;
					  }
					  Actor::AI_FaceObject(actor_id, stru_721530.uFaceID, v22, (AIDirection *)v22);
					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
					  v22 = 0;
					  continue;
				  }
				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)
				  {
					  _this = integer_sqrt(pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y);
					  v45 = stru_5C6E00->Atan2(pActors[actor_id].vPosition.x - pLevelDecorations[v37].vPosition.x,
						  pActors[actor_id].vPosition.y - pLevelDecorations[v37].vPosition.y);
					  pActors[actor_id].vVelocity.x = fixpoint_mul(stru_5C6E00->Cos(v45), _this);
					  pActors[actor_id].vVelocity.y = fixpoint_mul(stru_5C6E00->Sin(v45), _this);
					  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
					  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
					  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
					  v22 = 0;
					  continue;
				  }
				  if (PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)
				  {
					  stru_721530.field_84 = stru_721530.uFaceID >> 3;
					  if (pIndoor->pFaces[v37].uPolygonType == 3)
					  {
						  pActors[actor_id].vVelocity.z = 0;
						  pActors[actor_id].vPosition.z = pIndoor->pVertices[*pIndoor->pFaces[v37].pVertexIDs].z + 1;
						  if (pActors[actor_id].vVelocity.x * pActors[actor_id].vVelocity.x
							  + pActors[actor_id].vVelocity.y * pActors[actor_id].vVelocity.y < 400)
						  {
							  pActors[actor_id].vVelocity.y = 0;
							  pActors[actor_id].vVelocity.x = 0;
							  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
							  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
							  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
							  v22 = 0;
							  continue;
						  }
					  }
					  else
					  {
						  v61 = abs(pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vVelocity.x + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y
							  * pActors[actor_id].vVelocity.y
							  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z
							  * pActors[actor_id].vVelocity.z) >> 16;
						  if ((stru_721530.speed >> 3) > v61)
							  v61 = stru_721530.speed >> 3;
						  pActors[actor_id].vVelocity.x += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x);
						  pActors[actor_id].vVelocity.y += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y);
						  pActors[actor_id].vVelocity.z += fixpoint_mul(v61, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z);
						  if (pIndoor->pFaces[v37].uPolygonType != 4 && pIndoor->pFaces[v37].uPolygonType != 3)
						  {
							  v44 = stru_721530.prolly_normal_d
								  - ((pIndoor->pFaces[v37].pFacePlane_old.dist
								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.z * pActors[actor_id].vPosition.z
								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.y * pActors[actor_id].vPosition.y
								  + pIndoor->pFaces[v37].pFacePlane_old.vNormal.x * pActors[actor_id].vPosition.x) >> 16);
							  if (v44 > 0)
							  {
								  pActors[actor_id].vPosition.x += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.x);
								  pActors[actor_id].vPosition.y += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.y);
								  pActors[actor_id].vPosition.z += fixpoint_mul(v44, pIndoor->pFaces[v37].pFacePlane_old.vNormal.z);
							  }
							  pActors[actor_id].uYawAngle = stru_5C6E00->Atan2(pActors[actor_id].vVelocity.x, pActors[actor_id].vVelocity.y);
						  }
					  }
					  if (pIndoor->pFaces[v37].uAttributes & FACE_UNKNOW1)
						  EventProcessor(pIndoor->pFaceExtras[pIndoor->pFaces[v37].uFaceExtraID].uEventID, 0, 1);
				  }
				  pActors[actor_id].vVelocity.x = fixpoint_mul(58500, pActors[actor_id].vVelocity.x);
				  pActors[actor_id].vVelocity.y = fixpoint_mul(58500, pActors[actor_id].vVelocity.y);
				  pActors[actor_id].vVelocity.z = fixpoint_mul(58500, pActors[actor_id].vVelocity.z);
				  v22 = 0;
				  continue;
              }
			  else
			  {
				  pActors[actor_id].vPosition.x = LOWORD(stru_721530.normal2.x);
				  pActors[actor_id].vPosition.y = LOWORD(stru_721530.normal2.y);
				  pActors[actor_id].vPosition.z = LOWORD(stru_721530.normal2.z) - LOWORD(stru_721530.prolly_normal_d) - 1;
				  pActors[actor_id].uSectorID = LOWORD(stru_721530.uSectorID);
				  //goto LABEL_123;
				  break;
			  }

            }
			else if ( pActors[actor_id].vPosition.x & 1 )
              pActors[actor_id].uYawAngle += 100;
            else
              pActors[actor_id].uYawAngle -= 100;
          }
          else
          {
			if (pParty->bTurnBasedModeOn == 1 && (pTurnEngine->turn_stage == TE_ATTACK || pTurnEngine->turn_stage == TE_MOVEMENT))
				  continue;
            if ( !pActors[actor_id].pMonsterInfo.uHostilityType || v56 != v22 )
            {
              Actor::AI_StandOrBored(actor_id, 4, v22, &v52);
			  continue;
            }
          }
        }
      }
    }
    else
    {
      pActors[actor_id].vVelocity.z = 0;
      pActors[actor_id].vVelocity.y = 0;
      pActors[actor_id].vVelocity.x = 0;
      if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_SKY )
      {
        if (pActors[actor_id].uAIState == Dead)
          pActors[actor_id].uAIState = Removed;
      }
    }
//LABEL_123:
    ;
  }
}


//----- (00460A78) --------------------------------------------------------
void PrepareToLoadBLV(unsigned int bLoading)
{
  unsigned int respawn; // ebx@1
  unsigned int map_id; // eax@8
  MapInfo *map_info; // edi@9
  int v4; // eax@11
  DecorationDesc *decoration; // eax@54
  char v28; // zf@81
  signed int v30; // edi@94
  int v34[4]; // [sp+3E8h] [bp-2Ch]@96
  int v35; // [sp+3F8h] [bp-1Ch]@1
  int v38; // [sp+404h] [bp-10h]@1
  int pDest; // [sp+40Ch] [bp-8h]@1

  respawn = 0;
  pGameLoadingUI_ProgressBar->Reset(0x20u);
  bUnderwater = false;
  bNoNPCHiring = false;
  pDest = 1;
  uCurrentlyLoadedLevelType = LEVEL_Indoor;
  pGame->uFlags2 &= 0xFFFFFFF7;//~0x00000008
  if ( Is_out15odm_underwater() )
  {
    bUnderwater = true;
    pGame->uFlags2 |= 8;
  }
  if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") )
    bNoNPCHiring = true;
  pPaletteManager->pPalette_tintColor[0] = 0;
  pPaletteManager->pPalette_tintColor[1] = 0;
  pPaletteManager->pPalette_tintColor[2] = 0;
  pPaletteManager->RecalculateAll();
  if ( _A750D8_player_speech_timer )
    _A750D8_player_speech_timer = 0i64;
  map_id = pMapStats->GetMapInfo(pCurrentMapName);
  if ( map_id )
  {
    map_info = &pMapStats->pInfos[map_id];
    respawn = pMapStats->pInfos[map_id].uRespawnIntervalDays;
    v38 = GetAlertStatus();
  }
  else
    map_info = (MapInfo *)bLoading;
  dword_6BE13C_uCurrentlyLoadedLocationID = map_id;

  pStationaryLightsStack->uNumLightsActive = 0;
  v4 = pIndoor->Load(pCurrentMapName, (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, respawn, (char *)&pDest) - 1;
  if ( !v4 )
    Error("Unable to open %s", pCurrentMapName);

  if ( v4 == 1 )
    Error("File %s is not a BLV File", pCurrentMapName);

  if ( v4 == 2 )
    Error("Attempt to open new level before clearing old");
  if ( v4 == 3 )
    Error("Out of memory loading indoor level");
  if ( !(dword_6BE364_game_settings_1 & GAME_SETTINGS_2000) )
  {
    Actor::InitializeActors();
    SpriteObject::InitializeSpriteObjects();
  }
  dword_6BE364_game_settings_1 &= ~GAME_SETTINGS_2000;
  if ( !map_id )
    pDest = 0;
  if ( pDest == 1 )
  {
    for (uint i = 0; i < pIndoor->uNumSpawnPoints; ++i )
    {
      if ( pIndoor->pSpawnPoints[i].uKind == 3 )
        SpawnEncounter(map_info, &pIndoor->pSpawnPoints[i], 0, 0, 0);
      else
        map_info->SpawnRandomTreasure(&pIndoor->pSpawnPoints[i]);
    }
    RespawnGlobalDecorations();
  }

  pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id], 0);
  pSoundList->LoadSound(pDoorSoundIDsByLocationID[map_id] + 1, 0);

  for (uint i = 0; i < pIndoor->uNumDoors; ++i)
  {
    if (pIndoor->pDoors[i].uAttributes & 0x01)
    {
      pIndoor->pDoors[i].uState = BLVDoor::Opening;
      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
      pIndoor->pDoors[i].uAttributes = 2;
    }

    if (pIndoor->pDoors[i].uState == BLVDoor::Closed)
    {
      pIndoor->pDoors[i].uState = BLVDoor::Closing;
      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
      pIndoor->pDoors[i].uAttributes = 2;
    }
    else if (pIndoor->pDoors[i].uState == BLVDoor::Open)
    {
      pIndoor->pDoors[i].uState = BLVDoor::Opening;
      pIndoor->pDoors[i].uTimeSinceTriggered = 15360;
      pIndoor->pDoors[i].uAttributes = 2;
    }
  }

  for (uint i = 0; i < pIndoor->uNumFaces; ++i)
  {
    if (pIndoor->pFaces[i].uBitmapID != -1)
      pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id2 = pPaletteManager->LoadPalette(pBitmaps_LOD->pTextures[pIndoor->pFaces[i].uBitmapID].palette_id1);
  }

  pGameLoadingUI_ProgressBar->Progress();

  v35 = 0;
  for (uint i = 0; i < uNumLevelDecorations; ++i)
  {
    pDecorationList->InitializeDecorationSprite(pLevelDecorations[i].uDecorationDescID);

    if (pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID && _6807E0_num_decorations_with_sounds_6807B8 < 9)
    {
        pSoundList->LoadSound(pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID].uSoundID, 0);
        _6807B8_level_decorations_ids[_6807E0_num_decorations_with_sounds_6807B8++] = i;
    }

    if (!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE))
    {
      decoration = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID];
      if (!decoration->DontDraw())
      {
        if ( decoration->uLightRadius )
        {
          unsigned char r = 255,
                        g = 255,
                        b = 255;
          if (/*pRenderer->pRenderD3D*/true && pRenderer->bUseColoredLights)
          {
            r = decoration->uColoredLightRed;
            g = decoration->uColoredLightGreen;
            b = decoration->uColoredLightBlue;
          }
          pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x,
                                           pLevelDecorations[i].vPosition.y,
                                           pLevelDecorations[i].vPosition.z + decoration->uDecorationHeight, decoration->uLightRadius, r, g, b, _4E94D0_light_type);
        }
      }
    }

    if (!pLevelDecorations[i].uEventID)
    {
      if (pLevelDecorations[i].IsInteractive())
      {
        if ( v35 < 124 )
        {
          pLevelDecorations[i]._idx_in_stru123 = v35 + 75;
          if ( !stru_5E4C90_MapPersistVars._decor_events[v35] )
            pLevelDecorations[i].uFlags |= LEVEL_DECORATION_INVISIBLE;
          v35++;
        }
      }
    }
  }

  pGameLoadingUI_ProgressBar->Progress();

  for (uint i = 0; i < uNumSpriteObjects; ++i)
  {
    if (pSpriteObjects[i].uObjectDescID)
    {
      if ( pSpriteObjects[i].stru_24.uItemID )
      {
        if ( pSpriteObjects[i].stru_24.uItemID != 220 && pItemsTable->pItems[ pSpriteObjects[i].stru_24.uItemID].uEquipType == EQUIP_POTION &&
            !pSpriteObjects[i].stru_24.uEnchantmentType)
          pSpriteObjects[i].stru_24.uEnchantmentType = rand() % 15 + 5;
        pItemsTable->SetSpecialBonus(&pSpriteObjects[i].stru_24);
      }
    }
  }

  // INDOOR initialize actors
  v38 = 0;
  for (uint i = 0; i < uNumActors; ++i)
  {
    if (pActors[i].uAttributes & ACTOR_UNKNOW7)
    {
      if ( !map_id )
      {
        pActors[i].pMonsterInfo.field_3E = 19;
        pActors[i].uAttributes |= ACTOR_UNKNOW11;
        continue;
      }
      v28 = v38 == 0;
    }
    else
      v28 = v38 == 1;

    if ( !v28 )
    {
      pActors[i].PrepareSprites(0);
      pActors[i].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
      if ( pActors[i].pMonsterInfo.field_3E != 11 && pActors[i].pMonsterInfo.field_3E != 19 && (!pActors[i].sCurrentHP || !pActors[i].pMonsterInfo.uHP) )
      {
        pActors[i].pMonsterInfo.field_3E = 5;
        pActors[i].UpdateAnimation();
      }
    }
    else
    {
      pActors[i].pMonsterInfo.field_3E = 19;
      pActors[i].uAttributes |= ACTOR_UNKNOW11;
    }
  }

  pGameLoadingUI_ProgressBar->Progress();

  //Party to start position
  Actor this_;
  this_.pMonsterInfo.uID = 45;
  this_.PrepareSprites(0);
  if ( !bLoading )
  {
    pParty->sRotationX = 0;
    pParty->sRotationY = 0;
    pParty->vPosition.z = 0;
    pParty->vPosition.y = 0;
    pParty->vPosition.x = 0;
    pParty->uFallStartY = 0;
    pParty->uFallSpeed = 0;
    TeleportToStartingPoint(uLevel_StartingPointType);
  }
  viewparams->_443365();
  PlayLevelMusic();
  if ( !bLoading )
  {
    v30 = 0;
    for ( uint pl_id = 1; pl_id <= 4; ++pl_id )
    {
      if ( pPlayers[pl_id]->CanAct() )
        v34[v30++] = pl_id;
    }
    if ( v30 )
    {
      if ( pDest )
      {
        _A750D8_player_speech_timer = 256i64;
        PlayerSpeechID = SPEECH_46;
        uSpeakingCharacter = v34[rand() % v30];
      }
    }
  }
}
//----- (0046CEC3) --------------------------------------------------------
int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID)
{
  int v13; // ecx@13
  signed int v14; // ebx@14
  int v15; // eax@16
  int v21; // eax@27
  signed int v28; // eax@45
  int v29; // ebx@47
  int v38; // edx@62
  bool v47; // [sp+24h] [bp-1Ch]@43
  bool current_vertices_Y; // [sp+28h] [bp-18h]@10
  bool v49; // [sp+28h] [bp-18h]@41
  bool next_vertices_Y; // [sp+2Ch] [bp-14h]@12
  signed int number_hits; // [sp+30h] [bp-10h]@10
  signed int v54; // [sp+30h] [bp-10h]@41
  signed int v55; // [sp+34h] [bp-Ch]@1

  //LOG_DECOMPILATION_WARNING();

  static int blv_floor_id[50]; // 00721200
  static int blv_floor_level[50]; // 007212C8

  static __int16 blv_floor_face_vert_coord_Y[104]; // word_721390_ys
  static __int16 blv_floor_face_vert_coord_X[104]; // word_721460_xs

  BLVSector* pSector = &pIndoor->pSectors[uSectorID];
  v55 = 0;
  for (uint i = 0; i < pSector->uNumFloors; ++i)
  {
    BLVFace* pFloor = &pIndoor->pFaces[pSector->pFloors[i]];
    if (pFloor->Ethereal())
      continue;

    assert(pFloor->uNumVertices);
    if (x <= pFloor->pBounding.x2 && x >= pFloor->pBounding.x1 &&
        y <= pFloor->pBounding.y2 && y >= pFloor->pBounding.y1)
    {
      for (uint j = 0; j < pFloor->uNumVertices; ++j)
      {
        blv_floor_face_vert_coord_X[2 * j] =     pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].x;
        blv_floor_face_vert_coord_X[2 * j + 1] = pFloor->pXInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].x;
        blv_floor_face_vert_coord_Y[2 * j] =     pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j]].y;
        blv_floor_face_vert_coord_Y[2 * j + 1] = pFloor->pYInterceptDisplacements[j] + pIndoor->pVertices[pFloor->pVertexIDs[j + 1]].y;
      }
      blv_floor_face_vert_coord_X[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_X[0];
      blv_floor_face_vert_coord_Y[2 * pFloor->uNumVertices] = blv_floor_face_vert_coord_Y[0];

      next_vertices_Y = blv_floor_face_vert_coord_Y[0] >= y;
      number_hits = 0;

      for (uint j = 0; j < 2 * pFloor->uNumVertices; ++j)
      {
        if (number_hits >= 2)
          break;

        current_vertices_Y = next_vertices_Y;
        next_vertices_Y = blv_floor_face_vert_coord_Y[j + 1] >= y;

        v13 = i;
        if (current_vertices_Y == next_vertices_Y)
          continue;

        v14 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2;
        v15 = v14 | (blv_floor_face_vert_coord_X[j] < x);

        if (v15 == 3)
          continue;
        else if (!v15)
          ++number_hits;
        else
        {
          long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]);
          long long res = fixpoint_mul((signed int)blv_floor_face_vert_coord_X[j + 1] - (signed int)blv_floor_face_vert_coord_X[j], a_div_b);

            if (res + blv_floor_face_vert_coord_X[j] >= x)
                ++number_hits;
          }
      }


        if ( number_hits == 1 )
        {
          if ( v55 >= 50 )
            break;
          if ( pFloor->uPolygonType == POLYGON_Floor || pFloor->uPolygonType == POLYGON_Ceiling )
            v21 = pIndoor->pVertices[pFloor->pVertexIDs[0]].z;
          else
            v21 = fixpoint_mul(pFloor->zCalc1, x) + fixpoint_mul(pFloor->zCalc2, y) + (short)(pFloor->zCalc3 >> 16);
          blv_floor_level[v55] = v21;
          blv_floor_id[v55] = pSector->pFloors[i];
          v55++;
        }
    }
  }

  if ( pSector->field_0 & 8 )
  {
    for (uint i = 0; i < pSector->uNumPortals; ++i)
    {
      BLVFace* portal = &pIndoor->pFaces[pSector->pPortals[i]];
      if (portal->uPolygonType != POLYGON_Floor)
        continue;

      if (!portal->uNumVertices)
        continue;

      if (x <= portal->pBounding.x2 && x >= portal->pBounding.x1 &&
          y <= portal->pBounding.y2 && y >= portal->pBounding.y1 )
      {
        for (uint j = 0; j < portal->uNumVertices; ++j)
        {
          blv_floor_face_vert_coord_X[2 * j] =     portal->pXInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].x;
          blv_floor_face_vert_coord_X[2 * j + 1] = portal->pXInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].x;
          blv_floor_face_vert_coord_Y[2 * j] =     portal->pYInterceptDisplacements[j] + pIndoor->pVertices[portal->pVertexIDs[j]].y;
          blv_floor_face_vert_coord_Y[2 * j + 1] = portal->pYInterceptDisplacements[j + 1] + pIndoor->pVertices[portal->pVertexIDs[j + 1]].y;
        }
        blv_floor_face_vert_coord_X[2 * portal->uNumVertices] = blv_floor_face_vert_coord_X[0];
        blv_floor_face_vert_coord_Y[2 * portal->uNumVertices] = blv_floor_face_vert_coord_Y[0];
        v54 = 0;
        v47 = blv_floor_face_vert_coord_Y[0] >= y;

          for (uint j = 0; j < 2 * portal->uNumVertices; ++j)
          {
            v49 = v47;
            if ( v54 >= 2 )
              break;
            v47 = blv_floor_face_vert_coord_Y[j + 1] >= y;
            if ( v49 != v47 )
            {
              v28 = blv_floor_face_vert_coord_X[j + 1] >= x ? 0 : 2;
              v29 = v28 | (blv_floor_face_vert_coord_X[j] < x);
              if ( v29 != 3 )
              {
                if ( !v29 )
                  ++v54;
                else
                {
                  long long a_div_b = fixpoint_div(y - blv_floor_face_vert_coord_Y[j], blv_floor_face_vert_coord_Y[j + 1] - blv_floor_face_vert_coord_Y[j]);
                  long long res = fixpoint_mul(blv_floor_face_vert_coord_X[j + 1] - blv_floor_face_vert_coord_X[j], a_div_b);
                  if (res + blv_floor_face_vert_coord_X[j] >= x)
                    ++v54;
                }
              }
            }
          }
          if ( v54 == 1 )
          {
            if ( v55 >= 50 )
              break;
            blv_floor_level[v55] = -29000;
            blv_floor_id[v55] = pSector->pPortals[i];
            v55++;
          }
      }
    }
  }
  if ( v55 == 1 )
  {
    *pFaceID = blv_floor_id[0];
	if ( blv_floor_level[0] <= -29000 )
		__debugbreak();
    return blv_floor_level[0];
  }
  if ( !v55 )
    return -30000;
  *pFaceID = blv_floor_id[0];
  //result = blv_floor_level[0];

    /*for ( v35 = 1; v35 < v55; ++v35 )
    {
      if ( blv_floor_level[0] <= z + 5 )
      {
        if ( blv_floor_level[v35] >= blv_floor_level[0] || blv_floor_level[v35] > z + 5 )
          continue;
        blv_floor_level[0] = blv_floor_level[v35];
        *pFaceID = blv_floor_id[v35];
        continue;
      }
      if ( blv_floor_level[v35] < blv_floor_level[0] )
      {
        blv_floor_level[0] = blv_floor_level[v35];
        *pFaceID = blv_floor_id[v35];
      }
    }*/

    
  int result = blv_floor_level[0];
  for (uint i = 1; i < v55; ++i)
  {
      v38 = blv_floor_level[i];
      if ( result <= z + 5 )
      {
        if ( v38 > result && v38 <= z + 5 )
        {
          result = blv_floor_level[i];
	if ( blv_floor_level[i] <= -29000 )
		__debugbreak();
          *pFaceID = blv_floor_id[i];
        }
      }
      else if ( v38 < result )
      {
        result = blv_floor_level[i];
	if ( blv_floor_level[i] <= -29000 )
		__debugbreak();
        *pFaceID = blv_floor_id[i];
      }
  }

  return result;
}
//----- (0043FDED) --------------------------------------------------------
void PrepareActorRenderList_BLV()
{
  unsigned int v4; // eax@5
  int v6; // esi@5
  int v8; // eax@10
  SpriteFrame *v9; // eax@16
  int v12; // ecx@28
  signed __int64 v18; // qtt@36
  int v25; // edx@44
  __int16 v26; // ax@44
  int a5a; // [sp+2Ch] [bp-28h]@36
  __int16 v41; // [sp+3Ch] [bp-18h]@18
  int a6; // [sp+40h] [bp-14h]@34
  int v43; // [sp+44h] [bp-10h]@34
  int z; // [sp+48h] [bp-Ch]@32
  signed int y; // [sp+4Ch] [bp-8h]@32
  int x; // [sp+50h] [bp-4h]@32

  for (uint i = 0; i < uNumActors; ++i)
  {
    if (pActors[i].uAIState == Removed || pActors[i].uAIState == Disabled)
      continue;

    v4 = stru_5C6E00->Atan2(pActors[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, pActors[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
    v6 = ((signed int)(pActors[i].uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7;
    v8 = pActors[i].uCurrentActionTime;
    if ( pParty->bTurnBasedModeOn )
    {
      if ( pActors[i].uCurrentActionAnimation == 1 )
        v8 = i * 32 + pMiscTimer->uTotalGameTimeElapsed;
    }
    else
    {
      if ( pActors[i].uCurrentActionAnimation == 1 )
        v8 = i * 32 + pBLVRenderParams->field_0_timer_;
    }
    if (pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 || pActors[i].pActorBuffs[ACTOR_BUFF_PARALYZED].uExpireTime > 0 )
      v8 = 0;

    if (pActors[i].uAIState == Resurrected)
      v9 = pSpriteFrameTable->GetFrameBy_x(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8);
    else
      v9 = pSpriteFrameTable->GetFrame(pActors[i].pSpriteIDs[pActors[i].uCurrentActionAnimation], v8);

    v41 = 0;
    if (v9->uFlags & 2)
      v41 = 2;
    if (v9->uFlags & 0x40000)
      v41 |= 0x40u;
    if (v9->uFlags & 0x20000)
      LOBYTE(v41) = v41 | 0x80;
    if ( (256 << v6) & v9->uFlags)
      v41 |= 4;
    if ( v9->uGlowRadius )
    {
      //LOBYTE(v11) = _4E94D3_light_type;
      pMobileLightsStack->AddLight(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, pActors[i].uSectorID, v9->uGlowRadius, 0xFFu, 0xFFu, 0xFFu, _4E94D3_light_type);
    }
    for ( v12 = 0; v12 < pBspRenderer->uNumVisibleNotEmptySectors; ++v12 )
    {
      if ( pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v12] == pActors[i].uSectorID )
      {
        if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pActors[i].vPosition.x, pActors[i].vPosition.y, pActors[i].vPosition.z, &x, &y, &z, 1)
          || abs(x) < abs(y) )
          continue;
        pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6);
        if (uNumBillboardsToDraw >= 500)
          break;
        ++uNumBillboardsToDraw;
        ++uNumSpritesDrawnThisFrame;
        pActors[i].uAttributes |= ACTOR_UNKNOW2;
        pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v9->pHwSpriteIDs[v6];
        pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v9->uPaletteIndex;
        pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pActors[i].uSectorID;
        /*if ( !pRenderer->pRenderD3D )
        {
          LODWORD(v20) = pBLVRenderParams->fov_rad_fixpoint << 16;
          HIDWORD(v20) = pBLVRenderParams->fov_rad_fixpoint >> 16;
          v0->_screenspace_x_scaler_packedfloat = fixpoint_mul(v10->scale, v20 / x);
          a5a = fixpoint_mul(v10->scale, v20 / x);
        }
        else
        {*/
          pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
          pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
          LODWORD(v18) = 0;
          HIDWORD(v18) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
          pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v9->scale, v18 / x);
          a5a = fixpoint_mul(v9->scale, v18 / x);
        //}
        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = a5a;
        if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uExpireTime <= 0 )
        {
          if ( pActors[i].pActorBuffs[ACTOR_BUFF_MASS_DISTORTION].uExpireTime > 0 )
            pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = fixpoint_mul(pGame->pStru6Instance->_4A806F(&pActors[i]),
                       pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat);
        }
        else
        {
          if ( pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower > 0 )
            pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(65536 / pActors[i].pActorBuffs[ACTOR_BUFF_SHRINK].uPower, pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat);
        }
        HIWORD(v25) = HIWORD(x);
        pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pActors[i].vPosition.x;
        pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pActors[i].vPosition.y;
        pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pActors[i].vPosition.z;
        pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v43;
        pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6;
        LOWORD(v25) = 0;
        LOBYTE(v26) = v41;

        //v0->sZValue = v25 + (PID(OBJECT_Actor,i));
        pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
        pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Actor,i);

        //v29 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) == 0;
        //v30 = HIDWORD(p->pActorBuffs[ACTOR_BUFF_STONED].uExpireTime) < 0;
        pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v41;
        pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v9;
        pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = pMonsterList->pMonsters[pActors[i].pMonsterInfo.uID - 1].sTintColor;
        if ( pActors[i].pActorBuffs[ACTOR_BUFF_STONED].uExpireTime > 0 )
        {
          HIBYTE(v26) = HIBYTE(v41) | 1;
          pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v26;
        }
      }
    }
  }
}
//----- (0044028F) --------------------------------------------------------
void PrepareItemsRenderList_BLV()
{
  SpriteFrame *v4; // eax@12
  unsigned int v6; // eax@12
  int v7; // ecx@12
  int v9; // ecx@12
  __int64 v18; // ST5C_4@27
  int a6; // [sp+2Ch] [bp-30h]@12
  int v31; // [sp+38h] [bp-24h]@27
  signed __int16 v34; // [sp+44h] [bp-18h]@14
  int v35; // [sp+48h] [bp-14h]@25
  int v36; // [sp+4Ch] [bp-10h]@25
  signed int z; // [sp+50h] [bp-Ch]@24
  signed int y; // [sp+54h] [bp-8h]@24
  signed int x; // [sp+58h] [bp-4h]@24

  for (uint i = 0; i < uNumSpriteObjects; ++i)
  {
    if (pSpriteObjects[i].uObjectDescID)
    {
        if ( !(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uFlags & 1) )
         {
          if ( ( pSpriteObjects[i].uType < 1000 || pSpriteObjects[i].uType >= 10000)
            && (pSpriteObjects[i].uType < 500 || pSpriteObjects[i].uType >= 600)
            && (pSpriteObjects[i].uType < 811 || pSpriteObjects[i].uType >= 815)
            || pGame->pStru6Instance->_4A81CA(&pSpriteObjects[i]))
          {
            v4 = pSpriteFrameTable->GetFrame(pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uSpriteID, pSpriteObjects[i].uSpriteFrameID);
            a6 = v4->uGlowRadius * pSpriteObjects[i].field_22_glow_radius_multiplier;
            v6 = stru_5C6E00->Atan2(pSpriteObjects[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
                                    pSpriteObjects[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
            LOWORD(v7) = pSpriteObjects[i].uFacing;
            v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7;
            pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID = v4->pHwSpriteIDs[v9];
            if ( v4->uFlags & 0x20 )
              pSpriteObjects[i].vPosition.z -= (signed int)(fixpoint_mul(v4->scale, pSprites_LOD->pSpriteHeaders[pBillboardRenderList[uNumBillboardsToDraw].HwSpriteID].uHeight) / 2);

            v34 = 0;
            if ( v4->uFlags & 2 )
              v34 = 2;
            if ( v4->uFlags & 0x40000 )
              v34 |= 0x40u;
            if ( v4->uFlags & 0x20000 )
              LOBYTE(v34) = v34 | 0x80;
            //v11 = (int *)(256 << v9);
            if ( (256 << v9) & v4->uFlags )
              v34 |= 4;
            if ( a6 )
            {
              //LOBYTE(v11) = _4E94D3_light_type;
              pMobileLightsStack->AddLight(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y, pSpriteObjects[i].vPosition.z,
                   pSpriteObjects[i].uSectorID, a6, pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorR,
                                                    pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorG,
                                                    pObjectList->pObjects[pSpriteObjects[i].uObjectDescID].uParticleTrailColorB, _4E94D3_light_type);
            }
            if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pSpriteObjects[i].vPosition.x, pSpriteObjects[i].vPosition.y,
                                                                                    pSpriteObjects[i].vPosition.z, &x, &y, &z, 1) )
            {
              pGame->pIndoorCameraD3D->Project(x, y, z, &v36, &v35);

              assert(uNumBillboardsToDraw < 500);
              //if ( (signed int)uNumBillboardsToDraw >= 500 )
              //  return;
              ++uNumBillboardsToDraw;
              ++uNumSpritesDrawnThisFrame;
              pSpriteObjects[i].uAttributes |= 1;
              pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v4->uPaletteIndex;
              pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = pSpriteObjects[i].uSectorID;
              //if ( pRenderer->pRenderD3D )
              {
                pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
                pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
                LODWORD(v18) = 0;
                HIDWORD(v18) = (int)floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
                pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v4->scale, v18 / x);
                v31 = fixpoint_mul(v4->scale, v18 / x);
              }
              /*else
              {
                __debugbreak(); // sw rendering
                LODWORD(v19) = pBLVRenderParams->field_40 << 16;
                HIDWORD(v19) = pBLVRenderParams->field_40 >> 16;
                v20 = v19 / x;
                pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v24->scale, v19 / x);
                v31 = fixpoint_mul(v24->scale, v20);
              }*/
              //HIWORD(v21) = HIWORD(x);
              //LOWORD(v21) = 0;
              pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v31;
              pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v34;
              pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pSpriteObjects[i].vPosition.x;
              pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pSpriteObjects[i].vPosition.y;
              pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pSpriteObjects[i].vPosition.z;
              pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = v36;
              pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0;
              pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = v35;
              //v23 = 8 * i;
              //LOBYTE(v23) = PID(OBJECT_Item,i);
              pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v4;
              //v12 = (p->uAttributes & 0x20) == 0;
              //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v21 + v23;
              pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
              pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Item,i);
              /*if (pSpriteObjects[i].uAttributes & 0x20)
              {
                if ( !pRenderer->pRenderD3D )
                  pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = 0;
              }*/
            }
          }
        }
      }
  }
}

//----- (00440639) --------------------------------------------------------
void AddBspNodeToRenderList(unsigned int node_id)
{
  BLVSector *pSector; // esi@1

  pSector = &pIndoor->pSectors[pBspRenderer->nodes[node_id].uSectorID];
  //if ( pRenderer->pRenderD3D )
  {
    for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i)
      //Log::Warning(L"Non-BSP face: %X", v3->pFaceIDs[v2]);
      pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[i]);//рекурсия\recursion
  }
  /*else
  {
    for (uint i = 0; i < pSector->uNumNonBSPFaces; ++i)
      pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[i]);
  }*/
  if ( pSector->field_0 & 0x10 )
    sub_4406BC(node_id, pSector->uFirstBSPNode);
}

//----- (004406BC) --------------------------------------------------------
void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode)
{
  BLVSector *pSector; // esi@2
  BSPNode *pNode; // edi@2
  BLVFace *pFace; // eax@2
  int v5; // ecx@2
  __int16 v6; // ax@6
  int v7; // ebp@10
  int v8; // ebx@10
  __int16 v9; // di@18
  BspRenderer_stru0 *node; // [sp+18h] [bp-4h]@1

  //Log::Warning(L"sub_4406BC(%u, %u)", a1, uFirstNode);

  //v10 = a1;
  node = &pBspRenderer->nodes[node_id];
  while ( 1 )
  {
    pSector = &pIndoor->pSectors[node->uSectorID];
    pNode = &pIndoor->pNodes[uFirstNode];
    pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]];
    v5 = pFace->pFacePlane_old.dist +
         pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x +
         pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y +
         pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation
    if (pFace->Portal() && pFace->uSectorID != node->uSectorID )
      v5 = -v5;
    //v11 = v5 > 0;
    if ( v5 <= 0 )
      v6 = pNode->uFront;
    else
      v6 = pNode->uBack;
    if ( v6 != -1 )
      sub_4406BC(node_id, v6);
    v7 = pNode->uCoplanarOffset;
    v8 = v7 + pNode->uCoplanarSize;

    //Log::Warning(L"Node %u: %X to %X (%hX)", uFirstNode, v7, v8, v2->pFaceIDs[v7]);
    
    //if ( pRenderer->pRenderD3D )
    {
      while ( v7 < v8 )
        pBspRenderer->AddFaceToRenderList_d3d(node_id, pSector->pFaceIDs[v7++]);
    }
    /*else
    {
      while ( v7 < v8 )
        pBspRenderer->AddFaceToRenderList_sw(node_id, pSector->pFaceIDs[v7++]);
    }*/
    v9 = v5 > 0 ? pNode->uFront : pNode->uBack;
    if ( v9 == -1 )
      break;
    uFirstNode = v9;
  }
}
//----- (0043FA33) --------------------------------------------------------
void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID)
{
  unsigned int v8; // edi@5
  int v9; // edi@5
  int v10; // eax@7
  SpriteFrame *v11; // eax@7
  signed __int64 v20; // qtt@19
  Particle_sw particle; // [sp+Ch] [bp-A0h]@3
  int v30; // [sp+8Ch] [bp-20h]@7
  int a5; // [sp+94h] [bp-18h]@17
  int z; // [sp+98h] [bp-14h]@15
  int a6; // [sp+9Ch] [bp-10h]@17
  int y; // [sp+A0h] [bp-Ch]@15
  int x; // [sp+A4h] [bp-8h]@15
  int v37; // [sp+A8h] [bp-4h]@5

  if (pLevelDecorations[uDecorationID].uFlags & LEVEL_DECORATION_INVISIBLE)
    return;

  if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_EMITS_FIRE)
  {
    memset(&particle, 0, sizeof(particle));               // fire,  like at the Pit's tavern
    particle.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8;
    particle.uDiffuse = 0xFF3C1E;
    particle.x = (double)pLevelDecorations[uDecorationID].vPosition.x;
    particle.y = (double)pLevelDecorations[uDecorationID].vPosition.y;
    particle.z = (double)pLevelDecorations[uDecorationID].vPosition.z;
    particle.r = 0.0;
    particle.g = 0.0;
    particle.b = 0.0;
    particle.flt_28 = 1.0;
    particle.timeToLive = (rand() & 0x80) + 128;
    particle.uTextureID = pBitmaps_LOD->LoadTexture("effpar01");
    pGame->pParticleEngine->AddParticle(&particle);
    return;
  }

  if (pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uFlags & DECORATION_DESC_DONT_DRAW)
    return;

  v8 = pLevelDecorations[uDecorationID].field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3)
     - stru_5C6E00->Atan2(pLevelDecorations[uDecorationID].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
                          pLevelDecorations[uDecorationID].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
  v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7;
  v37 = pBLVRenderParams->field_0_timer_;
  if (pParty->bTurnBasedModeOn)
    v37 = pMiscTimer->uTotalGameTimeElapsed;
  v10 = abs(pLevelDecorations[uDecorationID].vPosition.x + pLevelDecorations[uDecorationID].vPosition.y);
  v11 = pSpriteFrameTable->GetFrame(pDecorationList->pDecorations[pLevelDecorations[uDecorationID].uDecorationDescID].uSpriteID, v37 + v10);
  v30 = 0;
  if ( v11->uFlags & 2 )
    v30 = 2;
  if ( v11->uFlags & 0x40000 )
    v30 |= 0x40u;
  if ( v11->uFlags & 0x20000 )
    LOBYTE(v30) = v30 | 0x80;
  if ( (256 << v9) & v11->uFlags )
    v30 |= 4;
  if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pLevelDecorations[uDecorationID].vPosition.x,
                                                                          pLevelDecorations[uDecorationID].vPosition.y,
                                                                          pLevelDecorations[uDecorationID].vPosition.z, &x, &y, &z, 1) )
  {
    if ( abs(x) >= abs(y) )
    {
      pGame->pIndoorCameraD3D->Project(x, y, z, &a5, &a6);

      assert(uNumBillboardsToDraw < 500);

      ++uNumBillboardsToDraw;
      ++uNumDecorationsDrawnThisFrame;
      pBillboardRenderList[uNumBillboardsToDraw - 1].HwSpriteID = v11->pHwSpriteIDs[v9];
      pBillboardRenderList[uNumBillboardsToDraw - 1].uPalette = v11->uPaletteIndex;
      pBillboardRenderList[uNumBillboardsToDraw - 1].uIndoorSectorID = uSectorID;
      /*if ( !pRenderer->pRenderD3D )
      {
        LODWORD(v21) = pBLVRenderParams->fov_rad_fixpoint << 16;
        HIDWORD(v21) = pBLVRenderParams->fov_rad_fixpoint >> 16;
        //LODWORD(v31) = v12->scale;
        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v12->scale, v21 / x);
        v37 = fixpoint_mul(v12->scale, v21 / x);
      }
      else
      {*/
        pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x = pGame->pIndoorCameraD3D->fov_x;
        pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y = pGame->pIndoorCameraD3D->fov_y;
        LODWORD(v20) = 0;
        HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_x + 0.5f);
        pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_x_scaler_packedfloat = fixpoint_mul(v11->scale, v20 / x);
        LODWORD(v20) = 0;
        HIDWORD(v20) = floorf(pBillboardRenderList[uNumBillboardsToDraw - 1].fov_y + 0.5f);
        v37 = fixpoint_mul(v11->scale, v20 / x);
      //}
      //HIWORD(v22) = HIWORD(x);
      //LOWORD(v22) = 0;
      pBillboardRenderList[uNumBillboardsToDraw - 1]._screenspace_y_scaler_packedfloat = v37;
      pBillboardRenderList[uNumBillboardsToDraw - 1].field_1E = v30;
      pBillboardRenderList[uNumBillboardsToDraw - 1].world_x = pLevelDecorations[uDecorationID].vPosition.x;
      pBillboardRenderList[uNumBillboardsToDraw - 1].world_y = pLevelDecorations[uDecorationID].vPosition.y;
      pBillboardRenderList[uNumBillboardsToDraw - 1].world_z = pLevelDecorations[uDecorationID].vPosition.z;
      pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceX = a5;
      pBillboardRenderList[uNumBillboardsToDraw - 1].uScreenSpaceY = a6;
      //v23 = 8 * uDecorationID;
      //LOBYTE(v23) = PID(OBJECT_Decoration,uDecorationID);

      //pBillboardRenderList[uNumBillboardsToDraw - 1].sZValue = v22 + v23;
      pBillboardRenderList[uNumBillboardsToDraw - 1].actual_z = HIWORD(x);
      pBillboardRenderList[uNumBillboardsToDraw - 1].object_pid = PID(OBJECT_Decoration,uDecorationID);

      pBillboardRenderList[uNumBillboardsToDraw - 1].sTintColor = 0;
      pBillboardRenderList[uNumBillboardsToDraw - 1].pSpriteFrame = v11;
    }
  }
}
//----- (0043F953) --------------------------------------------------------
void PrepareBspRenderList_BLV()
{
  pBspRenderer->num_faces = 0;

  if (pBLVRenderParams->uPartySectorID)
  {
    pBspRenderer->nodes[0].uSectorID = pBLVRenderParams->uPartySectorID;
    pBspRenderer->nodes[0].uViewportX = pBLVRenderParams->uViewportX;
    pBspRenderer->nodes[0].uViewportY = pBLVRenderParams->uViewportY;
    pBspRenderer->nodes[0].uViewportZ = pBLVRenderParams->uViewportZ;
    pBspRenderer->nodes[0].uViewportW = pBLVRenderParams->uViewportW;
    pBspRenderer->nodes[0].PortalScreenData.GetViewportData(pBLVRenderParams->uViewportX, pBLVRenderParams->uViewportY,
                                           pBLVRenderParams->uViewportZ, pBLVRenderParams->uViewportW);
    pBspRenderer->nodes[0].uFaceID = -1;
    pBspRenderer->nodes[0].viewing_portal_id = -1;
    pBspRenderer->num_nodes = 1;
    AddBspNodeToRenderList(0);
  }

  pBspRenderer->MakeVisibleSectorList();
}

//----- (0043F9E1) --------------------------------------------------------
void BspRenderer_PortalViewportData::GetViewportData(__int16 x, int y, __int16 z, int w)
{
  _viewport_space_y = y;
  _viewport_space_w = w;

  for (uint i = 0; i < window->GetHeight(); ++i)
  {
    if ( i < y || i > w )
    {
      viewport_left_side[i] = window->GetWidth();
      viewport_right_side[i] = -1;
    }
    else
    {
      viewport_left_side[i] = x;
      viewport_right_side[i] = z;
    } 
  }
}
//----- (0048653D) --------------------------------------------------------
void stru149::_48653D_frustum_blv(int a2, int a3, int a4, int a5, int a6, int a7)//portal frustum culling
{
  int v8; // edi@1
  int v9; // eax@1
  int v16; // ST14_4@3
  int v17; // ST10_4@3
  int v19; // ST10_4@6
  int v21; // ST10_4@9
  int v28; // [sp+1Ch] [bp-Ch]@1
  int v29; // [sp+24h] [bp-4h]@1

  v8 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY);
  v29 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY);
  v28 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX);
  v9 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX);
  //v11 = -pBLVRenderParams->vPartyPos.y;
  //v26 = -pBLVRenderParams->vPartyPos.x;
  //v27 = v9;
  //v12 = -pBLVRenderParams->vPartyPos.z;
  if (pGame->pIndoorCameraD3D->sRotationX)
  {
    v16 = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y;
    v17 = -65536 * pGame->pIndoorCameraD3D->vPartyPos.z;
    this->field_0_party_dir_x = fixpoint_mul(v16, v28) + fixpoint_mul((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v9);
    this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x;
    this->field_8_party_dir_z = fixpoint_mul(v17, v28) - fixpoint_mul(v16, v9);
  }
  else
  {
    this->field_0_party_dir_x = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y;
    this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x;
    this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
  }

  if (pGame->pIndoorCameraD3D->sRotationX)
  {
    v19 = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29);

    this->angle_from_north = fixpoint_mul(v19, v28) + fixpoint_mul(a4, v9);
    this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29);
    this->viewing_angle_from_west_east = fixpoint_mul(a4, v28) - fixpoint_mul(v19, v9);
  }
  else
  {
    this->angle_from_north = fixpoint_mul(a2, v8) + fixpoint_mul(a3, v29);
    this->angle_from_west = fixpoint_mul(a3, v8) - fixpoint_mul(a2, v29);
    this->viewing_angle_from_west_east = a4;
  }

  if (pGame->pIndoorCameraD3D->sRotationX)
  {
    v21 = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29);

    this->angle_from_east = fixpoint_mul(v21, v28) + fixpoint_mul(a7, v9);
    this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29);
    this->viewing_angle_from_north_south = fixpoint_mul(a7, v28) - fixpoint_mul(v21, v9);
  }
  else
  {
    this->angle_from_east = fixpoint_mul(a5, v8) + fixpoint_mul(a6, v29);
    this->angle_from_south = fixpoint_mul(a6, v8) - fixpoint_mul(a5, v29);
    this->viewing_angle_from_north_south = a7;
  }

  this->angle_from_east = -this->angle_from_east;
  this->angle_from_south = -this->angle_from_south;
  this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south;

  this->field_24 = fixpoint_dot(this->angle_from_north,  this->field_0_party_dir_x,
                                this->angle_from_west, this->field_4_party_dir_y,
                                this->viewing_angle_from_west_east, this->field_8_party_dir_z);
  this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x,
                                this->angle_from_south, this->field_4_party_dir_y,
                                this->viewing_angle_from_north_south, this->field_8_party_dir_z);
}
//----- (00407A1C) --------------------------------------------------------
bool __fastcall sub_407A1C(int x, int y, int z, Vec3_int_ v)
{
  unsigned int v4; // esi@1
  int dist_y; // edi@2
  int dist_z; // ebx@2
  int dist_x; // esi@2
  signed int v9; // ecx@2
  int v10; // eax@2
  int v12; // eax@4
  int v17; // ST34_4@25
  int v18; // ST38_4@25
  int v19; // eax@25
  char v20; // zf@25
  signed int v21; // ebx@25
  signed int v23; // edi@26
  int v24; // ST34_4@30
  signed int v32; // ecx@37
  int v33; // eax@37
  int v35; // eax@39
  ODMFace *odm_face; // esi@54
  signed int v40; // ebx@60
  signed int v42; // edi@61
  signed int v49; // ecx@73
  int v50; // eax@73
  int v51; // edx@75
  int v52; // ecx@75
  int v53; // eax@75
  int v59; // eax@90
  BLVFace *face; // esi@91
  int v63; // ST34_4@98
  int v64; // ST30_4@98
  int v65; // eax@98
  signed int v66; // ebx@98
  signed int v68; // edi@99
  int v69; // ST2C_4@103
  signed int v77; // ecx@111
  int v78; // eax@111
  int v79; // edx@113
  int v80; // ecx@113
  int v81; // eax@113
  int v87; // ecx@128
  signed int v91; // ebx@136
  signed int v93; // edi@137
  Vec3_int_ v97; // [sp-18h] [bp-94h]@1
  int v107; // [sp+10h] [bp-6Ch]@98
  int v108; // [sp+10h] [bp-6Ch]@104
  int v109; // [sp+18h] [bp-64h]@25
  int v110; // [sp+18h] [bp-64h]@31
  signed int v113; // [sp+20h] [bp-5Ch]@1
  signed int v114; // [sp+24h] [bp-58h]@1
  int v119; // [sp+34h] [bp-48h]@75
  int v120; // [sp+34h] [bp-48h]@113
  int v121; // [sp+38h] [bp-44h]@4
  int v122; // [sp+38h] [bp-44h]@39
  int v123; // [sp+38h] [bp-44h]@76
  int v124; // [sp+38h] [bp-44h]@114
  int v125; // [sp+3Ch] [bp-40h]@4
  int v126; // [sp+3Ch] [bp-40h]@39
  int v127; // [sp+3Ch] [bp-40h]@77
  int v128; // [sp+3Ch] [bp-40h]@115
  int v129; // [sp+40h] [bp-3Ch]@11
  int v130; // [sp+40h] [bp-3Ch]@46
  int v131; // [sp+40h] [bp-3Ch]@78
  int v132; // [sp+40h] [bp-3Ch]@116
  int v133; // [sp+44h] [bp-38h]@10
  int v134; // [sp+44h] [bp-38h]@45
  int v135; // [sp+44h] [bp-38h]@81
  int v136; // [sp+44h] [bp-38h]@119
  int v137; // [sp+48h] [bp-34h]@7
  int v138; // [sp+48h] [bp-34h]@42
  int v139; // [sp+48h] [bp-34h]@82
  int v140; // [sp+48h] [bp-34h]@120
  int v141; // [sp+4Ch] [bp-30h]@6
  int v142; // [sp+4Ch] [bp-30h]@41
  int v143; // [sp+4Ch] [bp-30h]@75
  int v144; // [sp+4Ch] [bp-30h]@113
  int v145; // [sp+50h] [bp-2Ch]@5
  int v146; // [sp+50h] [bp-2Ch]@40
  int v149; // [sp+54h] [bp-28h]@4
  int v150; // [sp+54h] [bp-28h]@39
  int sDepthb; // [sp+58h] [bp-24h]@90
  signed int a5b; // [sp+5Ch] [bp-20h]@83
  signed int a5c; // [sp+5Ch] [bp-20h]@121
  int v162; // [sp+60h] [bp-1Ch]@128
  int outz; // [sp+64h] [bp-18h]@2
  int outx; // [sp+68h] [bp-14h]@2
  int outy; // [sp+6Ch] [bp-10h]@2
  int sZ; // [sp+70h] [bp-Ch]@2  
  int sX; // [sp+74h] [bp-8h]@2
  int sY; // [sp+78h] [bp-4h]@2
  //8bytes unused
  int ya; // [sp+84h] [bp+8h]@60
  int yb; // [sp+84h] [bp+8h]@136
  int ve; // [sp+88h] [bp+Ch]@60
  int va; // [sp+88h] [bp+Ch]@60
  int vb; // [sp+88h] [bp+Ch]@66
  int vf; // [sp+88h] [bp+Ch]@136
  int vc; // [sp+88h] [bp+Ch]@136
  int vd; // [sp+88h] [bp+Ch]@142
  int v_4; // [sp+8Ch] [bp+10h]@60
  int v_4a; // [sp+8Ch] [bp+10h]@65
  int v_4b; // [sp+8Ch] [bp+10h]@136
  int v_4c; // [sp+8Ch] [bp+10h]@141

  //__debugbreak();срабатывает при стрельбе огненным шаром

  v4 = stru_5C6E00->Atan2(v.x - x, v.y - y);

  v113 = 0;
  v114 = 0;

  v97.z = z;
  v97.x = x;
  v97.y = y;

  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
  {
    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ);
    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz);
    dist_y = outy - sY;
    dist_z = outz - sZ;
	dist_x = outx - sX;
	v49 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
    v50 = 65536;
    if ( v49 )
      v50 = 65536 / v49;
    v51 = outx;
	v143 = dist_x * v50;
	v52 = dist_y * v50;
	v53 = dist_z * v50;

	v123 = max(outx, sX);
	v119 = min(outx, sX);

	v131 = max(outy, sY);
	v127 = min(outy, sY);

	v139 = max(outz, sZ);
	v135 = min(outz, sZ);

    for ( a5b = 0; a5b < 2; a5b++ )
    {
      if ( a5b )
		v59 = pIndoor->GetSector(sX, sY, sZ);
      else
		v59 = pIndoor->GetSector(outx, outy, outz);
      //v60 = pIndoor->pSectors;
      //v61 = 116 * v59;
      //i = 116 * v59;
      //for (sDepthb = 0; *(__int16 *)((char *)&pIndoor->pSectors->uNumWalls + v61)
                    //+ 2 * *(__int16 *)((char *)&pIndoor->pSectors->uNumFloors + v61); ++sDepthb)
      for ( sDepthb = 0; sDepthb < pIndoor->pSectors[v59].uNumFaces; ++sDepthb )
      {
        face = &pIndoor->pFaces[pIndoor->pSectors[v59].pFaceIDs[sDepthb]];// face = &pIndoor->pFaces[*(__int16 *)((char *)&pIndoor->pSectors->pWalls + v61)[sDepthb]]
        v63 = fixpoint_mul(v143, face->pFacePlane_old.vNormal.x);
        v64 = fixpoint_mul(v53, face->pFacePlane_old.vNormal.z);
        v65 = fixpoint_mul(v52, face->pFacePlane_old.vNormal.y);
        v20 = v63 + v64 + v65 == 0;
        v66 = v63 + v64 + v65;
        v107 = v63 + v64 + v65;
        if ( face->Portal()
          || v119 > face->pBounding.x2 || v123 < face->pBounding.x1
          || v127 > face->pBounding.y2 || v131 < face->pBounding.y1
          || v135 > face->pBounding.z2 || v139 < face->pBounding.z1
          || v20 )
          continue;
        v68 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                          + sY * face->pFacePlane_old.vNormal.y
                                          + sZ * face->pFacePlane_old.vNormal.z);
        if ( v66 <= 0 )
        {
          if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                         + sY * face->pFacePlane_old.vNormal.y
                                         + sZ * face->pFacePlane_old.vNormal.z < 0 )
            continue;
        }
        else
        {
          if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                         + sY * face->pFacePlane_old.vNormal.y
                                         + sZ * face->pFacePlane_old.vNormal.z > 0 )
            continue;
        }
        v69 = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                              + sY * face->pFacePlane_old.vNormal.y
                                              + sZ * face->pFacePlane_old.vNormal.z )) >> 14;
        if ( v69 <= abs(v66) )
        {
          //LODWORD(v70) = v68 << 16;
          //HIDWORD(v70) = v68 >> 16;
          //v71 = v70 / v107;
          //v108 = v70 / v107;
          v108 = fixpoint_div(v68, v107);
          if ( v108 >= 0 )
          {
            if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(v108, v143) + 0x8000) >> 16),
                            sY + ((signed int)(fixpoint_mul(v108, v52) + 0x8000) >> 16),
                              sZ + ((signed int)(fixpoint_mul(v108, v53) + 0x8000) >> 16),
                            face) )
            {
              v114 = 1;
              break;
            }
          }
        }
      }
    }
    
    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ);
    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz);
	dist_y = outy - sY;
	dist_z = outz - sZ;
	dist_x = outx - sX;
	v77 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
    v78 = 65536;
    if ( v77 )
      v78 = 65536 / v77;
    v79 = outx;
	v144 = dist_x * v78;
	v80 = dist_y * v78;
	v81 = dist_z * v78;

	v120 = max(outx, sX);
	v124 = min(outx, sX);

	v132 = max(outy, sY);
	v128 = min(outy, sY);

	v140 = max(outz, sZ);
	v136 = min(outz, sZ);

    for ( a5c = 0; a5c < 2; a5c++ )
    {
      if ( v113 )
        return !v114 || !v113;
      if ( a5c )
      {
		v87 = pIndoor->GetSector(sX, sY, sZ);
      }
      else
      {
		v87 = pIndoor->GetSector(outx, outy, outz);
      }
    for ( v162 = 0; v162 < pIndoor->pSectors[v87].uNumFaces; v162++)
    {
      face = &pIndoor->pFaces[pIndoor->pSectors[v87].pFaceIDs[v162]];
      yb = fixpoint_mul(v144, face->pFacePlane_old.vNormal.x);
      v_4b = fixpoint_mul(v80, face->pFacePlane_old.vNormal.y);
      vf = fixpoint_mul(v81, face->pFacePlane_old.vNormal.z);
      v20 = yb + vf + v_4b == 0;
      v91 = yb + vf + v_4b;
      vc = yb + vf + v_4b;
      if ( face->Portal()
        || v120 > face->pBounding.x2 || v124 < face->pBounding.x1
        || v128 > face->pBounding.y2 || v132 < face->pBounding.y1
        || v136 > face->pBounding.z2 || v140 < face->pBounding.z1
        || v20 )
        continue;
      v93 = -(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                        + sY * face->pFacePlane_old.vNormal.y
                                        + sZ * face->pFacePlane_old.vNormal.z);
      if ( v91 <= 0 )
      {
        if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                       + sY * face->pFacePlane_old.vNormal.y
                                       + sZ * face->pFacePlane_old.vNormal.z < 0 )
          continue;
      }
      else
      {
        if ( face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                       + sY * face->pFacePlane_old.vNormal.y
                                       + sZ * face->pFacePlane_old.vNormal.z > 0 )
          continue;
      }
      v_4c = abs(-(face->pFacePlane_old.dist + sX * face->pFacePlane_old.vNormal.x
                                             + sY * face->pFacePlane_old.vNormal.y
                                             + sZ * face->pFacePlane_old.vNormal.z)) >> 14;
      if ( v_4c <= abs(v91) )
      {
        vd = fixpoint_div(v93, vc);
        if ( vd >= 0 )
        {
          if ( sub_4075DB(sX + ((signed int)(fixpoint_mul(vd, v144) + 0x8000) >> 16),
                          sY + ((signed int)(fixpoint_mul(vd, v80) + 0x8000) >> 16),
                            sZ + ((signed int)(fixpoint_mul(vd, v81) + 0x8000) >> 16),
                          face) )
          {
            v113 = 1;
            break;
          }
        }
      }
      }
    }
  }
  else if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
  {
    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v97, &sX, &sY, &sZ);
    Vec3_int_::Rotate(32, stru_5C6E00->uIntegerHalfPi + v4, 0, v, &outx, &outy, &outz);
    dist_y = outy - sY;
    dist_z = outz - sZ;
    dist_x = outx - sX;
    v9 = integer_sqrt(dist_x* dist_x+ dist_y* dist_y+ dist_z* dist_z);
    v10 = 65536;
    if ( v9 )
      v10 = 65536 / v9;
    v125 = dist_x* v10;
    v12 = dist_z* v10;
    v121 = dist_y* v10;

	v145 = max(outx, sX);
	v149 = min(outx, sX);

	v137 = max(outy, sY);
	v141 = min(outy, sY);

	v129 = max(outz, sZ);
	v133 = min(outz, sZ);

	for ( uint model_id = 0; model_id < pOutdoor->uNumBModels; model_id++)
    {
      if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y)
           <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 )
      {
        for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id )
        {
          odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id];
          v17 = fixpoint_mul(v125, odm_face->pFacePlane.vNormal.x);
          v18 = fixpoint_mul(v121, odm_face->pFacePlane.vNormal.y);
          v19 = fixpoint_mul(v12, odm_face->pFacePlane.vNormal.z);
          v20 = v17 + v18 + v19 == 0;
          v21 = v17 + v18 + v19;
          v109 = v17 + v18 + v19;
          if ( v149 > odm_face->pBoundingBox.x2 || v145 < odm_face->pBoundingBox.x1
            || v141 > odm_face->pBoundingBox.y2 || v137 < odm_face->pBoundingBox.y1
            || v133 > odm_face->pBoundingBox.z2 || v129 < odm_face->pBoundingBox.z1
            || v20 )
            continue;
          v23 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                            + sY * odm_face->pFacePlane.vNormal.y
                                            + sZ * odm_face->pFacePlane.vNormal.z);
          if ( v21 <= 0 )
          {
            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                           + sY * odm_face->pFacePlane.vNormal.y 
                                           + sZ * odm_face->pFacePlane.vNormal.z < 0 )
              continue;
          }
          else
          {
            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                           + sY * odm_face->pFacePlane.vNormal.y
                                           + sZ * odm_face->pFacePlane.vNormal.z > 0 )
              continue;
          }
          v24 = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                                + sY * odm_face->pFacePlane.vNormal.y 
                                                + sZ * odm_face->pFacePlane.vNormal.z)) >> 14;
          if ( v24 <= abs(v21) )
          {
            v110 = fixpoint_div(v23, v109);
            if ( v110 >= 0 )
            {
              if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(v110, v125) + 0x8000) >> 16),
                              sY + ((signed int)(fixpoint_mul(v110, v121) + 0x8000) >> 16),
                                sZ + ((signed int)(fixpoint_mul(v110, v12) + 0x8000) >> 16),
                              odm_face,
                              &pOutdoor->pBModels[model_id].pVertices) )
              {
                v114 = 1;
                break;
              }
            }
          }
        }
      }
    }
    
    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v97, &sX, &sY, &sZ);
    Vec3_int_::Rotate(32, v4 - stru_5C6E00->uIntegerHalfPi, 0, v, &outx, &outy, &outz);
	dist_y = outy - sY;
	dist_z = outz - sZ;
	dist_x = outx - sX;
	v32 = integer_sqrt(dist_x * dist_x + dist_y * dist_y + dist_z * dist_z);
    v33 = 65536;
    if ( v32 )
      v33 = 65536 / v32;
	v126 = dist_x * v33;
	v35 = dist_z * v33;
    v122 = dist_y * v33;
    
	v146 = max(outx, sX);
	v150 = min(outx, sX);

	v138 = max(outy, sY);
	v142 = min(outy, sY);

	v130 = max(outz, sZ);
	v134 = min(outz, sZ);

    for ( uint model_id = 0; model_id < (signed int)pOutdoor->uNumBModels; ++model_id )
    {
      if ( sub_4088E9(sX, sY, outx, outy, pOutdoor->pBModels[model_id].vPosition.x, pOutdoor->pBModels[model_id].vPosition.y)
           <= pOutdoor->pBModels[model_id].sBoundingRadius + 128 )
      {
        for ( uint face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; ++face_id )
        {
          odm_face = &pOutdoor->pBModels[model_id].pFaces[face_id];
          ya = fixpoint_mul(v126, odm_face->pFacePlane.vNormal.x);
          ve = fixpoint_mul(v122, odm_face->pFacePlane.vNormal.y);
          v_4 = fixpoint_mul(v35, odm_face->pFacePlane.vNormal.z);
          v20 = ya + ve + v_4 == 0;
          v40 = ya + ve + v_4;
          va = ya + ve + v_4;
          if ( v150 > odm_face->pBoundingBox.x2 || v146 < odm_face->pBoundingBox.x1
            || v142 > odm_face->pBoundingBox.y2 || v138 < odm_face->pBoundingBox.y1
            || v134 > odm_face->pBoundingBox.z2 || v130 < odm_face->pBoundingBox.z1
            || v20 )
            continue;
          v42 = -(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                            + sY * odm_face->pFacePlane.vNormal.y
                                            + sZ * odm_face->pFacePlane.vNormal.z);
          if ( v40 <= 0 )
          {
            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                           + sY * odm_face->pFacePlane.vNormal.y 
                                           + sZ * odm_face->pFacePlane.vNormal.z  < 0 )
              continue;
          }
          else
          {
            if ( odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                           + sY * odm_face->pFacePlane.vNormal.y 
                                           + sZ * odm_face->pFacePlane.vNormal.z  > 0 )
              continue;
          }
          v_4a = abs(-(odm_face->pFacePlane.dist + sX * odm_face->pFacePlane.vNormal.x
                                                 + sY * odm_face->pFacePlane.vNormal.y 
                                                 + sZ * odm_face->pFacePlane.vNormal.z )) >> 14;
          if ( v_4a <= abs(v40) )
          {
            //LODWORD(v43) = v42 << 16;
            //HIDWORD(v43) = v42 >> 16;
            //vb = v43 / va;
            vb = fixpoint_div(v42, va);
            if ( vb >= 0 )
            {
              if ( sub_4077F1(sX + ((signed int)(fixpoint_mul(vb, v126) + 0x8000) >> 16),
                              sY + ((signed int)(fixpoint_mul(vb, v122) + 0x8000) >> 16),
                                sZ + ((signed int)(fixpoint_mul(vb, v35) + 0x8000) >> 16),
                              odm_face,
                              &pOutdoor->pBModels[model_id].pVertices) )
              {
                v113 = 1;
                break;
               }
            }
          }
        }
      }
    }

  }
  return !v114 || !v113;
}
//----- (0043F333) --------------------------------------------------------
void BspRenderer::MakeVisibleSectorList()
{
//  int v6; // ebx@3

  uNumVisibleNotEmptySectors = 0;
  for (uint i = 0; i < num_nodes; ++i)
  {
    //if (!uNumVisibleNotEmptySectors)
    //{
      //pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID;
      //continue;
    //}
    //v6 = 0;
    //while (pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6] != nodes[i].uSectorID )
    for ( uint j = 0; j < uNumVisibleNotEmptySectors; j++ )
    {
      //++v6;
      if ( pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[j] == nodes[i].uSectorID)
        break;
    }
    pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[uNumVisibleNotEmptySectors++] = nodes[i].uSectorID;
  }
}
//----- (0046A334) --------------------------------------------------------
char __fastcall DoInteractionWithTopmostZObject(int a1, int a2)
{
  int v17; // edi@36

  v17 = PID_ID(a1);
  switch ( PID_TYPE(a1) )
  {
    case OBJECT_Item: // take the item
      if ( pObjectList->pObjects[pSpriteObjects[v17].uObjectDescID].uFlags & 0x10 || v17 >= 1000 || !pSpriteObjects[v17].uObjectDescID )
        return 1;
      if ( pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].uEquipType == EQUIP_GOLD)
      {
        pParty->PartyFindsGold(pSpriteObjects[v17].stru_24.uSpecEnchantmentType, 0);
        viewparams->bRedrawGameUI = 1;
      }
      else
      {
        if ( pParty->pPickedItem.uItemID )
          return 1;
        sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[471], pItemsTable->pItems[pSpriteObjects[v17].stru_24.uItemID].pUnidentifiedName);//You found an item (%s)!
        ShowStatusBarString(pTmpBuf2.data(), 2);
        if ( pSpriteObjects[v17].stru_24.uItemID == 506 )//artefact
          _449B7E_toggle_bit(pParty->_quest_bits, 184, 1);
        if ( pSpriteObjects[v17].stru_24.uItemID == 455 )
          _449B7E_toggle_bit(pParty->_quest_bits, 185, 1);
        if ( !pParty->AddItemToParty(&pSpriteObjects[v17].stru_24) )
          pParty->SetHoldingItem(&pSpriteObjects[v17].stru_24);
      }
      SpriteObject::OnInteraction(v17);
      break;

    case OBJECT_Actor:
      if ( pActors[v17].uAIState == Dying || pActors[v17].uAIState == Summoned )
        return 1;
      if ( pActors[v17].uAIState == Dead )
        pActors[v17].LootActor();
      else
      {
        if ( !pActors[v17].GetActorsRelation(0) && pActors[v17].ActorFriend() && pActors[v17].CanAct() )
        {
          Actor::AI_FaceObject(v17, 4, 0, 0);
          if ( pActors[v17].sNPC_ID )
            pMessageQueue_50CBD0->AddGUIMessage(UIMSG_StartNPCDialogue, v17, 0);
          else
          {
            if ( pNPCStats->pGroups_copy[pActors[v17].uGroup] )
            {
              if ( pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]] )
              {
                pParty->uFlags |= 2;
                strcpy(byte_5B0938.data(), pNPCStats->pCatchPhrases[pNPCStats->pGroups_copy[pActors[v17].uGroup]]);
                sub_4451A8_press_any_key(0, 0, 0);
              }
            }
          }
        }
      }
      break;

    case OBJECT_Decoration:
      if ( pLevelDecorations[v17].uEventID )
      {
        EventProcessor(pLevelDecorations[v17].uEventID, a1, 1);
        pLevelDecorations[v17].uFlags |= LEVEL_DECORATION_VISIBLE_ON_MAP;
      }
      else
      {
        if ( !pLevelDecorations[v17].IsInteractive() )
          return 1;
        activeLevelDecoration = &pLevelDecorations[v17];
        EventProcessor(stru_5E4C90_MapPersistVars._decor_events[pLevelDecorations[v17]._idx_in_stru123 - 75] + 380, 0, 1);
        activeLevelDecoration = nullptr;
      }
      break;

    default:
      MessageBoxW(nullptr, L"Warning: Invalid ID reached!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Mouse.cpp:2020", 0);
      return 1;

    case OBJECT_BModel:
      if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
      {
        int bmodel_id = a1 >> 9,
            face_id = v17 & 0x3F;
        if (bmodel_id >= pOutdoor->uNumBModels)
          return 1;
        if (pOutdoor->pBModels[bmodel_id].pFaces[face_id].uAttributes & FACE_HAS_EVENT 
         || pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID == 0 )
          return 1;
        EventProcessor((signed __int16)pOutdoor->pBModels[bmodel_id].pFaces[face_id].sCogTriggeredID, a1, 1);
      }
      else
      {
        if ( !(pIndoor->pFaces[v17].uAttributes & FACE_CLICKABLE) )
        {
          ShowNothingHereStatus();
          return 1;
        }
        if ( pIndoor->pFaces[v17].uAttributes & FACE_HAS_EVENT || !pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID )
          return 1;
        if ( pCurrentScreen != SCREEN_BRANCHLESS_NPC_DIALOG )
          EventProcessor((signed __int16)pIndoor->pFaceExtras[pIndoor->pFaces[v17].uFaceExtraID].uEventID, a1, 1);
      }
      return 0;
      break;
  }
  return 0;
}
//----- (0046BDF1) --------------------------------------------------------
void  BLV_UpdateUserInputAndOther()
{
  UpdateObjects();
  BLV_ProcessPartyActions();
  UpdateActors_BLV();
  BLV_UpdateDoors();
  check_event_triggers();
}
//----- (00424829) --------------------------------------------------------
// Finds out if current portal can be seen through the previous portal
bool PortalFrustrum(int pNumVertices, BspRenderer_PortalViewportData *far_portal, BspRenderer_PortalViewportData *near_portal, int uFaceID)
{
  int min_y; // esi@5
  int max_y; // edx@5
  int current_ID; // eax@12
  int v13; // eax@22
  int v15; // ecx@29
  int v18; // eax@39
  int v19; // eax@44
  int v20; // ecx@44
  int v22; // edi@46
  int v24; // edx@48
  int v26; // eax@55
  int v29; // edx@57
  int v31; // eax@64
  __int16 v36; // dx@67
  __int16 v38; // dx@67
  int v46; // edx@87
  int v49; // esi@93
  int v53; // [sp+Ch] [bp-34h]@44
  int v54; // [sp+10h] [bp-30h]@0
  int min_y_ID2; // [sp+14h] [bp-2Ch]@12
  int v59; // [sp+14h] [bp-2Ch]@87
  int v61; // [sp+1Ch] [bp-24h]@29
  int v62; // [sp+20h] [bp-20h]@0
  signed int direction1; // [sp+24h] [bp-1Ch]@3
  signed int direction2; // [sp+28h] [bp-18h]@3
  int min_y_ID; // [sp+2Ch] [bp-14h]@5
  int v69; // [sp+34h] [bp-Ch]@29
  int v70; // [sp+34h] [bp-Ch]@46

  if ( pNumVertices <= 1 )
    return false;
  min_y = PortalFace._screen_space_y[0];
  min_y_ID = 0;
  max_y = PortalFace._screen_space_y[0];
  //face direction(направление фейса)
  if ( !PortalFace.direction )
  {
    direction1 = 1;
    direction2 = -1;
  }
  else 
  {
    direction1 = -1;
    direction2 = 1;
  }

  //get min and max y for portal(дать минимальное и максимальное значение y для портала)
  for ( uint i = 1; i < pNumVertices; ++i )
  {
    if (PortalFace._screen_space_y[i] < min_y)
    {
      min_y_ID = i;
      min_y = PortalFace._screen_space_y[i];
    }
    else if (PortalFace._screen_space_y[i] > max_y)
    {
      max_y = PortalFace._screen_space_y[i];
    }
  }
  if ( max_y == min_y )
    return false;

  //*****************************************************************************************************************************
  far_portal->_viewport_space_y = min_y;
  far_portal->_viewport_space_w = max_y;
  current_ID = min_y_ID;
  min_y_ID2 = min_y_ID;

  for ( uint i = 0; i < pNumVertices; ++i )
  {
    current_ID += direction2;
    if ( current_ID < pNumVertices )
    {
      if ( current_ID < 0 )
        current_ID += pNumVertices;
    }
    else
      current_ID -= pNumVertices;
    if ( PortalFace._screen_space_y[current_ID] <= PortalFace._screen_space_y[min_y_ID] )//определение минимальной у
    {
      min_y_ID2 = current_ID;
      min_y_ID = current_ID;
    }
    if ( PortalFace._screen_space_y[current_ID] == max_y )
      break;
  }

  v13 = min_y_ID2 + direction2;
  if ( v13 < pNumVertices )
  {
    if ( v13 < 0 )
      v13 += pNumVertices;
  }
  else
    v13 -= pNumVertices;
  if ( PortalFace._screen_space_y[v13] != PortalFace._screen_space_y[min_y_ID2] )
  {
    v62 = PortalFace._screen_space_x[min_y_ID2] << 16;
    v54 = ((PortalFace._screen_space_x[v13] - PortalFace._screen_space_x[min_y_ID2]) << 16) /
           (PortalFace._screen_space_y[v13] - PortalFace._screen_space_y[min_y_ID2]);
    far_portal->viewport_left_side[min_y] = (short)PortalFace._screen_space_x[min_y_ID2];
  }
  //****************************************************************************************************************************************
  //
  v15 = min_y_ID;
  v61 = min_y_ID;
  for ( v69 = 0; v69 < pNumVertices; ++v69 )
  {
    v15 += direction1;
    if ( v15 < pNumVertices )
    {
      if ( v15 < 0 )
        v15 += pNumVertices;
    }
    else
      v15 -= pNumVertices;
    if ( PortalFace._screen_space_y[v15] <= PortalFace._screen_space_y[min_y_ID] )
    {
      v61 = v15;
      min_y_ID = v15;
    }
    if ( PortalFace._screen_space_y[v15] == max_y )
      break;
  }
  v18 = direction1 + v61;
  if ( v18 < pNumVertices )
  {
    if ( v18 < 0 )
      v18 += pNumVertices;
  }
  else
    v18 -= pNumVertices;
  v19 = v18;
  v20 = v61;
  if ( PortalFace._screen_space_y[v19] != PortalFace._screen_space_y[v61] )
  {
    v61 = PortalFace._screen_space_x[v20] << 16;
    v53 = ((PortalFace._screen_space_x[v19] - PortalFace._screen_space_x[v20]) << 16) /
           (PortalFace._screen_space_y[v19] - PortalFace._screen_space_y[v20]);
    far_portal->viewport_right_side[max_y] = (short)PortalFace._screen_space_x[v20];
  }
  //****************************************************************************************************************************************
  v22 = min_y;
  if ( min_y <= max_y )
  {
    for ( v70 = min_y; v70 <= max_y; ++v70 )
    {
      v24 = v13;
      if ( v22 >= PortalFace._screen_space_y[v13] && v22 != max_y )
      {
        v13 = direction2 + v13;
        if ( v13 < pNumVertices )
        {
          if ( v13 < 0 )
            v13 += pNumVertices;
        }
        else
          v13 -= pNumVertices;
        v26 = v13;
        if ( PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24] > 0 )
        {
          v54 = ((PortalFace._screen_space_x[v26] - PortalFace._screen_space_x[v24]) << 16) / (PortalFace._screen_space_y[v26] - PortalFace._screen_space_y[v24]);
          v62 = PortalFace._screen_space_x[v24] << 16;
        }
      }
      v29 = v18;
      if ( v70 >= PortalFace._screen_space_y[v18] && v70 != max_y )
      {
        v18 += direction1;
        if ( v18 < pNumVertices )
        {
          if ( v18 < 0 )
            v18 += pNumVertices;
        }
        else
          v18 -= pNumVertices;
        v31 = v18;
        if ( PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29] > 0 )
        {
          v53 = ((PortalFace._screen_space_x[v31] - PortalFace._screen_space_x[v29]) << 16) / (PortalFace._screen_space_y[v31] - PortalFace._screen_space_y[v29]);
          v61 = PortalFace._screen_space_x[v29] << 16;
        }
      }
      far_portal->viewport_left_side[v70] = HIWORD(v62);
      far_portal->viewport_right_side[v70] = HIWORD(v61);
      if ( far_portal->viewport_left_side[v70] > far_portal->viewport_right_side[v70] )
      {
        v36 = far_portal->viewport_left_side[v70] ^ far_portal->viewport_right_side[v70];
        //v37 = far_portal->viewport_right_side[v70];
        far_portal->viewport_left_side[v70] = v36;
        v38 = far_portal->viewport_right_side[v70] ^ v36;
        far_portal->viewport_left_side[v70] ^= v38;
        far_portal->viewport_right_side[v70] = v38;
      }
      v62 += v54;
      v22 = v70 + 1;
      v61 += v53;
    }
  }
  //*****************************************************************************************************************************
  // check portals coordinates and determine max, min(проверка координат порталов и определение макс, мин-ой у)
  if ( max_y < near_portal->_viewport_space_y )
    return false;
  if ( min_y > near_portal->_viewport_space_w )
    return false;
  if ( min_y < near_portal->_viewport_space_y )
    min_y = near_portal->_viewport_space_y;
  if ( max_y > near_portal->_viewport_space_w )
    max_y = near_portal->_viewport_space_w;
  if ( min_y <= max_y )
  {
    for ( min_y; min_y <= max_y; ++min_y )
    {
      if ( far_portal->viewport_right_side[min_y] >= near_portal->viewport_left_side[min_y]
        && far_portal->viewport_left_side[min_y] <= near_portal->viewport_right_side[min_y] )
        break;
    }
  }
  if ( max_y < min_y )
    return false;
  for ( max_y; max_y >= min_y; --max_y )
  {
    if ( far_portal->viewport_right_side[max_y] >= near_portal->viewport_left_side[max_y] 
      && far_portal->viewport_left_side[max_y] <= near_portal->viewport_right_side[max_y] )
      break;
  }
  if ( min_y >= max_y )
    return false;
  //*************************************************************************************************************************************
  v59 = min_y;
  for ( v46 = max_y - min_y + 1; v46; --v46 )
  {
    if ( far_portal->viewport_left_side[v59] < near_portal->viewport_left_side[v59] )
      far_portal->viewport_left_side[v59] = near_portal->viewport_left_side[v59];
    if ( far_portal->viewport_right_side[v59] > near_portal->viewport_right_side[v59] )
      far_portal->viewport_right_side[v59] = near_portal->viewport_right_side[v59];
    ++v59;
  }
  far_portal->_viewport_space_y = min_y;
  far_portal->_viewport_space_w = max_y;
  far_portal->_viewport_space_x = far_portal->viewport_left_side[min_y];
  far_portal->_viewport_space_z = far_portal->viewport_right_side[min_y];
  far_portal->_viewport_x_minID = min_y;
  far_portal->_viewport_z_maxID = min_y;
  v49 = min_y + 1;
  if ( v49 <= max_y )
  {
    for ( v49; v49 <= max_y; ++v49 )
    {
      if ( far_portal->viewport_left_side[v49] < far_portal->_viewport_space_x )
      {
        far_portal->_viewport_space_x = far_portal->viewport_left_side[v49];
        far_portal->_viewport_x_minID = v49;
      }
      if ( far_portal->viewport_right_side[v49] > far_portal->_viewport_space_z )
      {
        far_portal->_viewport_space_z = far_portal->viewport_right_side[v49];
        far_portal->_viewport_z_maxID = v49;
      }
    }
  }
  return true;
}
//----- (00423B5D) --------------------------------------------------------
int __fastcall GetPortalScreenCoord(unsigned int uFaceID)
{
  BLVFace *pFace; // ebx@1
  int pNextVertices; // edx@11
  int t; // ST28_4@12
  int pScreenX; // eax@22
  int pScreenY; // eax@27
  signed int left_num_vertices; // edi@31
  signed int right_num_vertices; // ebx@41
  signed int top_num_vertices; // edi@51
  int bottom_num_vertices; // ebx@61
  bool current_vertices_flag; // [sp+18h] [bp-10h]@9
  signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9
  bool next_vertices_flag; // [sp+20h] [bp-8h]@10

  //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910

  pFace = &pIndoor->pFaces[uFaceID];
  memset(&PortalFace, 0, sizeof(stru367));

  //get direction the face(определение направленности фейса)*********************************************************************************
  if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x)
     + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y)
     + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z) < 0 )
  {
    PortalFace.direction = true;
  }
  else
  {
    PortalFace.direction = false;
    if ( !(pFace->Portal()) )
      return 0;
  }
  //*****************************************************************************************************************************************
  //generate/cinvertetion in camera location coordinates(генерация/конвертирование в координаты пространства камеры)

  //for new coordinates:
  //int x = 0x AAAA BBBB;
  //AAAA - integer(целая часть), BBBB - fractional(дробная)
  //float v = HIWORD(x) + LOWORD(x) / 65535.0f;
  //0x0351A281 это 849(351 в шестнадцатиричной) в целой части и A281 в дробной(хотя как точно BBBB считалась не помню)
  //if in HIWORD: FFFF = -1
  //FFFE = -2
  //FFFD = -3
  //....
  //8000 = -32767
  //7FFF = 32767
  //7FFE = 32766
  //если в LOWORD например лежит FFFF то не совсем понятно, что это
  //потому что если и hiword и loword равны FFFF FFFF то двойное отрицание как бы, нужно тестировать что конкретно получается чтобы понять что это значит
  //всё что больше 7FFF для верхнего слова это идёт уже с минусом/Nomad/

  if ( (signed int)pFace->uNumVertices > 0 )
  {
    for (uint i = 0; i < pFace->uNumVertices; ++i)
    {
      pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pIndoor->pVertices[pFace->pVertexIDs[i]].x,
                                                                     pIndoor->pVertices[pFace->pVertexIDs[i]].y,
                                                                     pIndoor->pVertices[pFace->pVertexIDs[i]].z,
        &PortalFace._view_transformed_z[i + 3], &PortalFace._view_transformed_x[i + 3], &PortalFace._view_transformed_y[i + 3], 0);
    }
  }
  //*****************************************************************************************************************************************
  //check vertices for the nearest plane(проверка вершин есть ли в области за ближайшей плоскостью)
  if ( pFace->uNumVertices <= 0 )
    return 0;
  bool bFound = false;
  for (uint i = 0; i < pFace->uNumVertices; ++i)
  {
    if ( PortalFace._view_transformed_z[i + 3] >= 524288 )// 8.0(0x80000) 0x196A9FF >=0x80000
    {
      bFound = true;
      break;
    }
  }
  if ( !bFound )
    return 0;
  //*****************************************************************************************************************************************
  //check for near clip plane(проверка по ближней границе)
  //   
  //     v0                 v1
  //      ._________________.
  //     /                   \
  //    /                     \
  // v5.                       . v2
  //   |                       |
  //   |                       |
  //   |                       |
  //  ---------------------------- 8.0(near_clip)
  //   |                       |
  //   ._______________________.
  //  v4                        v3
  depth_num_vertices = 0;
  PortalFace._view_transformed_z[pFace->uNumVertices + 3] = PortalFace._view_transformed_z[3];
  PortalFace._view_transformed_x[pFace->uNumVertices + 3] = PortalFace._view_transformed_x[3];
  PortalFace._view_transformed_y[pFace->uNumVertices + 3] = PortalFace._view_transformed_y[3];
  current_vertices_flag = PortalFace._view_transformed_z[3] >= 0x80000; //524288
  if ( pFace->uNumVertices >= 1 )
  {
    for ( uint i = 1; i <= pFace->uNumVertices; ++i)
    {
      next_vertices_flag = PortalFace._view_transformed_z[i + 3] >= 0x80000; //524288;// 8.0
      if ( current_vertices_flag ^ next_vertices_flag )//или текущая или следующая вершина за ближней границей - v5
      {
        if ( next_vertices_flag )//следующая вершина за ближней границей
        {
          //t = near_clip - v4.z / v5.z - v4.z
          t = fixpoint_div(0x80000 - PortalFace._view_transformed_z[i + 2], PortalFace._view_transformed_z[i + 3] - PortalFace._view_transformed_z[i + 2]);
          //New_x = (v5.x - v4.x)*t + v4.x
          PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 3] - PortalFace._view_transformed_x[i + 2]), t) 
                                                               + PortalFace._view_transformed_x[i + 2];
          //New_y = (v5.y - v4.y)*t + v4.y
          PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 3] - PortalFace._view_transformed_y[i + 2]), t)
                                                               + PortalFace._view_transformed_y[i + 2];
          //New_z = 8.0(0x80000)
          PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288
        }
        else// текущая вершина за ближней границей
        {
          //t = near_clip - v1.z / v0.z - v1.z
          t = fixpoint_div(524288 - PortalFace._view_transformed_z[i + 3], PortalFace._view_transformed_z[i + 2] - PortalFace._view_transformed_z[i + 3]);
          //New_x = (v0.x - v1.x)*t + v1.x
          PortalFace._view_transformed_x[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_x[i + 2] - PortalFace._view_transformed_x[i + 3]), t)
                                                               + PortalFace._view_transformed_x[i + 3];
          //New_y = (v0.x - v1.y)*t + v1.y
          PortalFace._view_transformed_y[depth_num_vertices] = fixpoint_mul((PortalFace._view_transformed_y[i + 2] - PortalFace._view_transformed_y[i + 3]), t)
                                                               + PortalFace._view_transformed_y[i + 3];
          //New_z = 8.0(0x80000)
          PortalFace._view_transformed_z[depth_num_vertices] = 0x80000; //524288
        }
        depth_num_vertices++;
      }
      if ( next_vertices_flag )//если следующая вершина за ближней границей 
      {
        pNextVertices = depth_num_vertices++;
        PortalFace._view_transformed_z[pNextVertices] = PortalFace._view_transformed_z[i + 3];
        PortalFace._view_transformed_x[pNextVertices] = PortalFace._view_transformed_x[i + 3];
        PortalFace._view_transformed_y[pNextVertices] = PortalFace._view_transformed_y[i + 3];
      }
      current_vertices_flag = next_vertices_flag;
    }
  }
  //результат: нет моргания на границе портала(когда проходим сквозь портал)
  //************************************************************************************************************************************
  //convertion in screen coordinates(конвертирование в координаты экрана)
  PortalFace._view_transformed_z[depth_num_vertices] = PortalFace._view_transformed_z[0];
  PortalFace._view_transformed_x[depth_num_vertices] = PortalFace._view_transformed_x[0];
  PortalFace._view_transformed_y[depth_num_vertices] = PortalFace._view_transformed_y[0];
  for ( uint i = 0; i < depth_num_vertices; ++i )
  {
    if ( (abs(PortalFace._view_transformed_x[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) )
      pScreenX = fixpoint_div(PortalFace._view_transformed_x[i],  PortalFace._view_transformed_z[i]);
    else
    {
      if ( PortalFace._view_transformed_x[i] >= 0 )
      {
        if (PortalFace._view_transformed_z[i] >= 0)
          pScreenX = 0x400000;   // 64.0
        else
          pScreenX = 0xFFC00000;  // -63.0
      }
      else
      {
        if (PortalFace._view_transformed_z[i] >= 0)
          pScreenX = 0xFFC00000;  // -63.0
        else
          pScreenX = 0x400000; // 64.0
      }
    }

    if ( (abs(PortalFace._view_transformed_y[i]) >> 13) <= abs(PortalFace._view_transformed_z[i]) )
      pScreenY = fixpoint_div(PortalFace._view_transformed_y[i],  PortalFace._view_transformed_z[i]);
    else
    {
      if ( PortalFace._view_transformed_y[i] >= 0 )
      {
        if (PortalFace._view_transformed_z[i] >= 0)
          pScreenY = 0x400000;   // 64.0
        else
          pScreenY = 0xFFC00000;  // -63.0
      }
      else
      {
        if (PortalFace._view_transformed_z[i] >= 0)
          pScreenY = 0xFFC00000;  // -63.0
        else
          pScreenY = 0x400000;  // 64.0
      }
    }
    PortalFace._screen_space_x[i + 12] = pBLVRenderParams->uViewportCenterX - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenX);
    PortalFace._screen_space_y[i + 12] = pBLVRenderParams->uViewportCenterY - fixpoint_mul(SHIWORD(pBLVRenderParams->fov_rad_fixpoint), pScreenY);
  }
  // результат: при повороте камеры, когда граница портала сдвигается к краю экрана, портал остается прозрачным(видимым)
  //******************************************************************************************************************************************
  //координаты как в Ида-базе игры так и в данном проекте перевёрнутые,т.е. портал который в правой части экрана имеет экранные координаты 
  //которые для левой части экрана. Например, x(оригинал) = 8, у нас х = 468(противоположный край экрана), точно также и с у.
  //
  //check for left_clip plane(порверка по левой границе)
  left_num_vertices = 0;
  PortalFace._screen_space_x[depth_num_vertices + 12] = PortalFace._screen_space_x[12];
  PortalFace._screen_space_y[depth_num_vertices + 12] = PortalFace._screen_space_y[12];
  current_vertices_flag = PortalFace._screen_space_x[12] >= (signed int)pBLVRenderParams->uViewportX;//8.0
  if ( depth_num_vertices < 1 )
    return 0;
  for ( uint i = 1; i <= depth_num_vertices; ++i )
  {
    next_vertices_flag = PortalFace._screen_space_x[i + 12] >= (signed int)pBLVRenderParams->uViewportX;
    if ( current_vertices_flag ^ next_vertices_flag )
    {
      if ( next_vertices_flag )
      {
        //t = left_clip - v0.x / v1.x - v0.x
        t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 11], PortalFace._screen_space_x[i + 12] - PortalFace._screen_space_x[i + 11]);
        //New_y = (v1.y - v0.y)*t + v0.y
        PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 12]- PortalFace._screen_space_y[i + 11]), t)
                                                            + PortalFace._screen_space_y[i + 11];
        //New_x = left_clip
        PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX;
      }
      else
      {
        //t = left_clip - v1.x / v0.x - v1.x
        t = fixpoint_div(pBLVRenderParams->uViewportX - PortalFace._screen_space_x[i + 12], PortalFace._screen_space_x[i + 11] - PortalFace._screen_space_x[i + 12]);
        //New_y = (v0.y - v1.y)*t + v1.y
        PortalFace._screen_space_y[left_num_vertices + 9] = fixpoint_mul((PortalFace._screen_space_y[i + 11] - PortalFace._screen_space_y[i + 12]), t)
                                                            + PortalFace._screen_space_y[i + 12];
        //New_x = left_clip
        PortalFace._screen_space_x[left_num_vertices + 9] = pBLVRenderParams->uViewportX;
      }
      left_num_vertices++;
    }
    if ( next_vertices_flag )
    {
      pNextVertices = left_num_vertices++;
      PortalFace._screen_space_x[pNextVertices + 9] = PortalFace._screen_space_x[i + 12];
      PortalFace._screen_space_y[pNextVertices + 9] = PortalFace._screen_space_y[i + 12];
    }
    current_vertices_flag = next_vertices_flag;
  }
//*********************************************************************************************************************************
//for right_clip plane(проверка по правой плоскости)
  right_num_vertices = 0;
  PortalFace._screen_space_x[left_num_vertices + 9] = PortalFace._screen_space_x[9];
  PortalFace._screen_space_y[left_num_vertices + 9] = PortalFace._screen_space_y[9];
  current_vertices_flag = PortalFace._screen_space_x[9] <= (signed int)pBLVRenderParams->uViewportZ;//468.0
  if (left_num_vertices < 1)
    return 0;
  for ( uint i = 1; i <= left_num_vertices; ++i )
  {
    next_vertices_flag = PortalFace._screen_space_x[i + 9] <= (signed int)pBLVRenderParams->uViewportZ;
    if ( current_vertices_flag ^ next_vertices_flag )
    {
      if ( next_vertices_flag )
      {
        //t = right_clip - v1.x / v0.x - v1.x
        t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 8], PortalFace._screen_space_x[i + 9] - PortalFace._screen_space_x[i + 8]);
        //New_y = (v0.y - v1.y)*t + v1.y
        PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 9] - PortalFace._screen_space_y[i + 8]), t)
                                                             + PortalFace._screen_space_y[i + 8];
        //New_x = right_clip
        PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ;
      }
      else
      {
        //t = right_clip - v0.x / v1.x - v0.x
        t = fixpoint_div(pBLVRenderParams->uViewportZ - PortalFace._screen_space_x[i + 9], PortalFace._screen_space_x[i + 8] - PortalFace._screen_space_x[i + 9]);
        //New_y = (v1.y - v0.y)*t + v0.y
        PortalFace._screen_space_y[right_num_vertices + 6] = fixpoint_mul((PortalFace._screen_space_y[i + 8] - PortalFace._screen_space_y[i + 9]), t)
                                                             + PortalFace._screen_space_y[i + 9];
        //New_x = right_clip
        PortalFace._screen_space_x[right_num_vertices + 6] = pBLVRenderParams->uViewportZ;
      }
      right_num_vertices++;
    }
    if ( next_vertices_flag )
    {
      pNextVertices = right_num_vertices++;
      PortalFace._screen_space_x[pNextVertices + 6] = PortalFace._screen_space_x[i + 9];
      PortalFace._screen_space_y[pNextVertices + 6] = PortalFace._screen_space_y[i + 9];
    }
    current_vertices_flag = next_vertices_flag;
  }
  //************************************************************************************************************************************
  // for top clip plane
  top_num_vertices = 0;
  PortalFace._screen_space_x[right_num_vertices + 6] = PortalFace._screen_space_x[6];
  PortalFace._screen_space_y[right_num_vertices + 6] = PortalFace._screen_space_y[6];

  current_vertices_flag = PortalFace._screen_space_y[6] >= (signed int)pBLVRenderParams->uViewportY;//8.0
  if ( right_num_vertices < 1 )
    return 0;
  for ( uint i = 1; i <= right_num_vertices; ++i )
  {
    next_vertices_flag = PortalFace._screen_space_y[i + 6] >= (signed int)pBLVRenderParams->uViewportY;
    if ( current_vertices_flag ^ next_vertices_flag )
    {
      if ( next_vertices_flag )
      {
        t = fixpoint_div(pBLVRenderParams->uViewportY  - PortalFace._screen_space_y[i + 5], PortalFace._screen_space_y[i + 6] - PortalFace._screen_space_y[i + 5]);
        PortalFace._screen_space_x[top_num_vertices + 3] = ((signed int)((PortalFace._screen_space_x[i + 6] - PortalFace._screen_space_x[i + 5])
            * t) >> 16) + PortalFace._screen_space_x[i + 5];
        PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY;
      }
      else
      {
        t = fixpoint_div(pBLVRenderParams->uViewportY - PortalFace._screen_space_y[i + 6], PortalFace._screen_space_y[i + 5] - PortalFace._screen_space_y[i + 6]);
        PortalFace._screen_space_x[top_num_vertices + 3] = fixpoint_mul((PortalFace._screen_space_x[i + 5]- PortalFace._screen_space_x[i + 6]), t)
                                                           + PortalFace._screen_space_x[i + 6];
        PortalFace._screen_space_y[top_num_vertices + 3] = pBLVRenderParams->uViewportY;
      }
      top_num_vertices++;
    }
    current_vertices_flag = next_vertices_flag;
    if ( next_vertices_flag )
    {
      pNextVertices = top_num_vertices++;
      PortalFace._screen_space_x[pNextVertices + 3] = PortalFace._screen_space_x[i + 6];
      PortalFace._screen_space_y[pNextVertices + 3] = PortalFace._screen_space_y[i + 6];
    }
  }
//**********************************************************************************************************************************
//for bottom_clip plane(проверка по нижней плоскости)
  bottom_num_vertices = 0;
  PortalFace._screen_space_x[top_num_vertices + 3] = PortalFace._screen_space_x[3];
  PortalFace._screen_space_y[top_num_vertices + 3] = PortalFace._screen_space_y[3];
  current_vertices_flag = PortalFace._screen_space_y[3] <= (signed int)pBLVRenderParams->uViewportW;//351.0
  if ( top_num_vertices < 1 )
    return 0;
  for ( uint i =1; i <= top_num_vertices; ++i )
  {
    next_vertices_flag = PortalFace._screen_space_y[i + 3] <= (signed int)pBLVRenderParams->uViewportW;
    if ( current_vertices_flag ^ next_vertices_flag )
    {
      if ( next_vertices_flag )
      {
        t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 2], PortalFace._screen_space_y[i + 3] - PortalFace._screen_space_y[i + 2]);
        PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 3] - PortalFace._screen_space_x[i + 2]), t)
                                                          + PortalFace._screen_space_x[i + 2];
        PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW;
      }
      else
      {
        t = fixpoint_div(pBLVRenderParams->uViewportW - PortalFace._screen_space_y[i + 3], PortalFace._screen_space_y[i + 2] - PortalFace._screen_space_y[i + 3]);
        PortalFace._screen_space_x[bottom_num_vertices] = fixpoint_mul((PortalFace._screen_space_x[i + 2] - PortalFace._screen_space_x[i + 3]), t) 
                                                          + PortalFace._screen_space_x[i + 3];
        PortalFace._screen_space_y[bottom_num_vertices] = pBLVRenderParams->uViewportW;
      }
      bottom_num_vertices++;
    }
    if ( next_vertices_flag )
    {
      pNextVertices = bottom_num_vertices++;
      PortalFace._screen_space_x[pNextVertices] = PortalFace._screen_space_x[i + 3];
      PortalFace._screen_space_y[pNextVertices] = PortalFace._screen_space_y[i + 3];
    }
    current_vertices_flag = next_vertices_flag;
  }
//***************************************************************************************************************************************

  if ( !bottom_num_vertices )
    return 0;
  PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0];
  PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0];
//check for software(проверка для софтвар)
  /*if ( !pRenderer->pRenderD3D && bottom_num_vertices > 3 )
  {
    PortalFace._screen_space_x[bottom_num_vertices + 1] = PortalFace._screen_space_x[1];
    PortalFace._screen_space_y[bottom_num_vertices + 1] = PortalFace._screen_space_y[1];
    thisf = PortalFace.direction == true ? 1 : - 1;
    if ( bottom_num_vertices > 0 )
    {
      v62 = 1;
      v71 = 1;
      do
      {
        v63 = v62 - 1;
        v64 = v62 + 1;
        v80 = v62 + 1;
        if ( v62 - 1 >= bottom_num_vertices )
          v63 -= bottom_num_vertices;
        if ( v62 >= bottom_num_vertices )
          v62 -= bottom_num_vertices;
        if ( v64 >= bottom_num_vertices )
          v64 -= bottom_num_vertices;
        if ( thisf * ((PortalFace._screen_space_y[v64] - PortalFace._screen_space_y[v63])
                   * (PortalFace._screen_space_x[v62] - PortalFace._screen_space_x[v63])
                   - (PortalFace._screen_space_y[v62] - PortalFace._screen_space_y[v63])
                   * (PortalFace._screen_space_x[v64] - PortalFace._screen_space_x[v63])) < 0 )
        {
          v62 = v80;
          v71 = v80;
        }
        else
        {
          v62 = v71;
          v65 = v71;
          if ( v71 < bottom_num_vertices || (v65 = v71 - bottom_num_vertices, v71 - bottom_num_vertices < bottom_num_vertices) )
          {
            memcpy(&PortalFace._screen_space_y[v65], &PortalFace._screen_space_y[v65 + 1],
              4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2));
            memcpy(&PortalFace._screen_space_x[v65], &PortalFace._screen_space_x[v65 + 1],
              4 * ((unsigned int)(4 * (bottom_num_vertices - v65)) >> 2));
          }
          --bottom_num_vertices;
        }
      }
      while ( v62 - 1 < bottom_num_vertices );
    }
    PortalFace._screen_space_x[bottom_num_vertices] = PortalFace._screen_space_x[0];
    PortalFace._screen_space_y[bottom_num_vertices] = PortalFace._screen_space_y[0];
  }*/
  return bottom_num_vertices;
}

//----- (004AAEA6) --------------------------------------------------------
int __fastcall sub_4AAEA6_transform(RenderVertexSoft *a1)
{
  double v4; // st5@2
  double v5; // st4@3
  float v11; // [sp+8h] [bp-8h]@2
  float v12; // [sp+8h] [bp-8h]@6
  float v13; // [sp+Ch] [bp-4h]@2
  float v14; // [sp+Ch] [bp-4h]@6

  if (pGame->pIndoorCameraD3D->sRotationX)
  {
    v13 = a1->vWorldPosition.x - (double)pParty->vPosition.x;
    v11 = a1->vWorldPosition.y - (double)pParty->vPosition.y;
    v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z;
    //if ( pRenderer->pRenderD3D )
    //{
      v5 = v11 * pGame->pIndoorCameraD3D->fRotationYSine + v13 * pGame->pIndoorCameraD3D->fRotationYCosine;
      a1->vWorldViewPosition.y = v13 * pGame->pIndoorCameraD3D->fRotationYSine - v11 * pGame->pIndoorCameraD3D->fRotationYCosine;
    /*}
    else
    {
      v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY;
      a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY;
    }*/
    a1->vWorldViewPosition.x = v5 * pGame->pIndoorCameraD3D->fRotationXCosine - v4 * pGame->pIndoorCameraD3D->fRotationXSine;
    a1->vWorldViewPosition.z = v5 * pGame->pIndoorCameraD3D->fRotationXSine + v4 * pGame->pIndoorCameraD3D->fRotationXCosine;
  }
  else
  {
    v14 = a1->vWorldPosition.x - (double)pParty->vPosition.x;
    v12 = a1->vWorldPosition.y - (double)pParty->vPosition.y;
    a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z;
    //if ( pRenderer->pRenderD3D )
    //{
      a1->vWorldViewPosition.x = v12 * pGame->pIndoorCameraD3D->fRotationYSine + v14 * pGame->pIndoorCameraD3D->fRotationYCosine;
      a1->vWorldViewPosition.y = v14 * pGame->pIndoorCameraD3D->fRotationYSine - v12 * pGame->pIndoorCameraD3D->fRotationYCosine;
    /*}
    else
    {
      a1->vWorldViewPosition.x = v14 * pBLVRenderParams->fCosineY - v12 * pBLVRenderParams->fSineY;
      a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY + v12 * pBLVRenderParams->fCosineY;
    }*/
  }
  return 0;
}
//----- (00472866) --------------------------------------------------------
void BLV_ProcessPartyActions()
{
  int v1; // ebx@1
  int v2; // edi@1
  double v10; // st7@27
  int new_party_z; // esi@96
  int v38; // eax@96
  int v39; // ecx@106
  int v40; // eax@106
  int v42; // eax@120
  BLVFace *pFace; // esi@126
  int v46; // ecx@133
  int v52; // eax@140
  int v54; // ebx@146
  unsigned int uFaceEvent; // [sp+14h] [bp-4Ch]@1
  bool party_running_flag; // [sp+1Ch] [bp-44h]@1
  bool bFeatherFall; // [sp+24h] [bp-3Ch]@15
  unsigned int uSectorID; // [sp+28h] [bp-38h]@1
  bool party_walking_flag; // [sp+2Ch] [bp-34h]@1
  unsigned int uFaceID; // [sp+30h] [bp-30h]@1
  int v80; // [sp+34h] [bp-2Ch]@1
  int v82; // [sp+3Ch] [bp-24h]@47
  int _view_angle; // [sp+40h] [bp-20h]@47
  bool hovering; // [sp+44h] [bp-1Ch]@1
  int new_party_y; // [sp+48h] [bp-18h]@1
  int new_party_x; // [sp+4Ch] [bp-14h]@1
  int party_z; // [sp+50h] [bp-10h]@1
  int angle; // [sp+5Ch] [bp-4h]@47

  uFaceEvent = 0;
  //v89 = pParty->uFallSpeed;
  v1 = 0;
  v2 = 0;
  new_party_x = pParty->vPosition.x;
  new_party_y = pParty->vPosition.y;
  party_z = pParty->vPosition.z;
  uSectorID = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
  party_running_flag = false;
  party_walking_flag = false;
  hovering = false;

  uFaceID = -1;
  int floor_level = collide_against_floor(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);//получить высоту пола

  if ( pParty->bFlying )//отключить полёт
  {
    pParty->bFlying = false;
    if (pParty->FlyActive())
      pOtherOverlayList->pOverlays[pParty->pPartyBuffs[PARTY_BUFF_FLY].uOverlayID - 1].field_E |= 1;
  }

  if ( floor_level == -30000  || uFaceID == -1)
  {
    floor_level = collide_against_floor_approximate(new_party_x, new_party_y, party_z + 40, &uSectorID, &uFaceID);
    if ( floor_level == -30000 || uFaceID == -1)
    {
      __debugbreak(); // level built with errors 
      pParty->vPosition.x = blv_prev_party_x;
      pParty->vPosition.y = blv_prev_party_z;
      pParty->vPosition.z = blv_prev_party_y;
      pParty->uFallStartY = blv_prev_party_y;
      return;
    }
  }

  blv_prev_party_x = pParty->vPosition.x;
  blv_prev_party_z = pParty->vPosition.y;
  blv_prev_party_y = pParty->vPosition.z;
  if (!pParty->bTurnBasedModeOn)
  {
    static int dword_720CDC = 0;

    int v67 = GetTickCount() / 500;
    if (dword_720CDC != v67 )
    {
      dword_4F8580[3 * dword_4F8580[1]] = pParty->vPosition.x;
      dword_4F8580[3 * dword_4F8580[2]] = pParty->vPosition.y;
      dword_4F8580[3 * dword_4F8580[3]] = pParty->vPosition.z;
      if ( dword_4F8580[0] > 60 )
        dword_4F8580[0] = 1;

      dword_720CDC = v67;
    }
  }

  int fall_start;
  /*
  if (!pParty->FeatherFallActive())// не активно падение пера
  {
    bFeatherFall = false;
    if (!pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&  // grants feather fall
        !pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&
        !pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT) &&
        !pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT))
    {
      fall_start = pParty->uFallStartY;
    }
	else// was missing
	{
		fall_start = floor_level;
		bFeatherFall = true;
		pParty->uFallStartY = floor_level;
	}
  }
  else// активно падение пера
  {
    fall_start = floor_level;
    bFeatherFall = true;
    pParty->uFallStartY = floor_level;
  }

  Reworked condition below
  */
  if (pParty->FeatherFallActive()
	  || pParty->pPlayers[0].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
	  || pParty->pPlayers[1].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
	  || pParty->pPlayers[2].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT)
	  || pParty->pPlayers[3].WearsItemAnyWhere(ITEM_ARTIFACT_LADYS_ESCORT))
  {
	  fall_start = floor_level;
	  bFeatherFall = true;
	  pParty->uFallStartY = floor_level;
  }
  else
  {
	  bFeatherFall = false;
	  fall_start = pParty->uFallStartY;
  }

  if (fall_start - party_z > 512 && !bFeatherFall && party_z <= floor_level + 1)//повреждение от падения с высоты
  {
    assert(~pParty->uFlags & PARTY_FLAGS_1_LANDING); // why land in indoor?
    if (pParty->uFlags & PARTY_FLAGS_1_LANDING)
      pParty->uFlags &= ~PARTY_FLAGS_1_LANDING;
    else for (uint i = 0; i < 4; ++i)
    {                                      // receive falling damage
      if (!pParty->pPlayers[i].HasEnchantedItemEquipped(72) && !pParty->pPlayers[i].WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS))
      {
        pParty->pPlayers[i].ReceiveDamage((pParty->uFallStartY - party_z) * (0.1f * pParty->pPlayers[i].GetMaxHealth()) / 256, DMGT_PHISYCAL);
        v10 = (double)(20 - pParty->pPlayers[i].GetParameterBonus(pParty->pPlayers[i].GetActualEndurance())) * flt_6BE3A4_debug_recmod1 * 2.133333333333333;
        pParty->pPlayers[i].SetRecoveryTime((signed __int64)v10);
      }
    }
  }

  if ( party_z > floor_level + 1 )
    hovering = true;

  bool not_high_fall = false;

  if ( party_z - floor_level <= 32 )
  {
    pParty->uFallStartY = party_z;
    not_high_fall = true;
  }

  if (bWalkSound && pParty->walk_sound_timer)//таймеры для звуков передвижения
  {
    if (pParty->walk_sound_timer > pEventTimer->uTimeElapsed)
      pParty->walk_sound_timer -= pEventTimer->uTimeElapsed;
    else pParty->walk_sound_timer = 0;
  }

  if (party_z <= floor_level + 1)// группа ниже уровня пола
  {
    party_z = floor_level + 1;
    pParty->uFallStartY = floor_level + 1;

    if (!hovering && pParty->floor_face_pid != uFaceID)// не парящие и 
    {
      if (pIndoor->pFaces[uFaceID].uAttributes & FACE_PRESSURE_PLATE)
        uFaceEvent = pIndoor->pFaceExtras[pIndoor->pFaces[uFaceID].uFaceExtraID].uEventID;
    }
  }
  if (!hovering)
    pParty->floor_face_pid = uFaceID;

  bool on_water = false;
  if ( pIndoor->pFaces[uFaceID].Fluid())// на воде
    on_water = true;

  //v81 = pParty->uWalkSpeed;
  angle = pParty->sRotationY;
  _view_angle = pParty->sRotationX;
  v82 = (unsigned __int64)(pEventTimer->dt_in_some_format * (signed __int64)((signed int)(pParty->y_rotation_speed * stru_5C6E00->uIntegerPi)
                                          / 180)) >> 16;
  while ( pPartyActionQueue->uNumActions )
  {
    switch ( pPartyActionQueue->Next() )
    {
      case PARTY_TurnLeft:
        if (uTurnSpeed)
          angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed);
        else
          angle = stru_5C6E00->uDoublePiMask & (angle + (int)(v82 * fTurnSpeedMultiplier));
        break;
      case PARTY_TurnRight:
        if (uTurnSpeed)
          angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed);
        else
          angle = stru_5C6E00->uDoublePiMask & (angle - (int)(v82 * fTurnSpeedMultiplier));
        break;

      case PARTY_FastTurnLeft:
        if (uTurnSpeed)
          angle = stru_5C6E00->uDoublePiMask & (angle + uTurnSpeed);
        else
          angle = stru_5C6E00->uDoublePiMask & (angle + (int)(2.0f * fTurnSpeedMultiplier * (double)v82));
        break;

      case PARTY_FastTurnRight:
        if (uTurnSpeed)
          angle = stru_5C6E00->uDoublePiMask & (angle - uTurnSpeed);
        else
          angle = stru_5C6E00->uDoublePiMask & (angle - (int)(2.0f * fTurnSpeedMultiplier * (double)v82));
        break;

      case PARTY_StrafeLeft:
        v2 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
        v1 += fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
        party_walking_flag = true;
        break;
      case PARTY_StrafeRight:
        v2 += fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
        v1 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fWalkSpeedMultiplier / 2);
        party_walking_flag = true;
        break;
      case PARTY_WalkForward:
        v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
        v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 5 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
        party_walking_flag = true;
        break;
      case PARTY_WalkBackward:
        v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
        v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
        party_walking_flag = true;
        break;
      case PARTY_RunForward://Бег вперёд
        v2 += fixpoint_mul(stru_5C6E00->Cos(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
        v1 += fixpoint_mul(stru_5C6E00->Sin(angle), 2 * pParty->uWalkSpeed * fWalkSpeedMultiplier);
        party_running_flag = true;
        break;
      case PARTY_RunBackward:
        //v32 = stru_5C6E00->SinCos(angle);
        //v33 = (double)v81;
        //v88 = (double)v81;
        v2 -= fixpoint_mul(stru_5C6E00->Cos(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
        //v34 = stru_5C6E00->SinCos(angle - stru_5C6E00->uIntegerHalfPi);
        v1 -= fixpoint_mul(stru_5C6E00->Sin(angle), pParty->uWalkSpeed * fBackwardWalkSpeedMultiplier);
        party_running_flag = true;
        break;
      case PARTY_LookUp:
        _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * 25.0);
        if ( _view_angle > 128 )
          _view_angle = 128;
        if ( uActiveCharacter )
          pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_63, 0);
        break;
      case PARTY_LookDown:
        _view_angle += (signed __int64)(flt_6BE150_look_up_down_dangle * -25.0);
        if ( _view_angle < -128 )
          _view_angle = -128;
        if ( uActiveCharacter )
          pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)SPEECH_64, 0);
        break;
      case PARTY_CenterView:
        _view_angle = 0;
        break;
      case PARTY_Jump:
        if ( (!hovering || party_z <= floor_level + 6 && pParty->uFallSpeed <= 0) && pParty->field_24 )
        {
          hovering = true;
          pParty->uFallSpeed = (signed __int64)((double)(pParty->field_24 << 6) * 1.5 + (double)pParty->uFallSpeed);
        }
        break;
      default:
        break;
    }
  }
  pParty->sRotationY = angle;
  pParty->sRotationX = _view_angle;
  if ( hovering )//парящие
  {
    pParty->uFallSpeed += -2 * pEventTimer->uTimeElapsed * GetGravityStrength();// расчёт скорости падения
    if ( hovering && pParty->uFallSpeed <= 0 )
    {
      if ( pParty->uFallSpeed < -500 && !pParty->bFlying )
      {
        for ( uint pl = 1; pl <= 4; pl++ )
        {
          if ( !pPlayers[pl]->HasEnchantedItemEquipped(72) && !pPlayers[pl]->WearsItem(ITEM_ARTIFACT_HERMES_SANDALS, EQUIP_BOOTS) ) //was 8 
             pPlayers[pl]->PlayEmotion(CHARACTER_EXPRESSION_SCARED, 0);
        }
      }
    }
    else
      pParty->uFallStartY = party_z;
  }
  else// не парящие
  {
    if ( pIndoor->pFaces[uFaceID].pFacePlane_old.vNormal.z < 0x8000 )
    {
      pParty->uFallSpeed -= pEventTimer->uTimeElapsed * GetGravityStrength();
      pParty->uFallStartY = party_z;
    }
    else
    {
      if (! (pParty->uFlags & PARTY_FLAGS_1_LANDING) )
        pParty->uFallSpeed = 0;
      pParty->uFallStartY = party_z;
    }
  }
  if ( v2 * v2 + v1 * v1 < 400 )
  {
    v1 = 0;
    v2 = 0;
  }

  stru_721530.field_84 = -1;
  stru_721530.field_70 = 0;
  stru_721530.prolly_normal_d = pParty->field_14_radius;
  stru_721530.field_8_radius = pParty->field_14_radius / 2;
  stru_721530.field_0 = 1;
  stru_721530.height = pParty->uPartyHeight - 32;
  for ( uint i = 0; i < 100; i++ )
  {
    new_party_z = party_z;
    stru_721530.position.x = new_party_x;
    stru_721530.position.y = new_party_y;
    stru_721530.position.z = stru_721530.height + party_z + 1;

    stru_721530.normal.x = new_party_x;
    stru_721530.normal.y = new_party_y;
    stru_721530.normal.z = stru_721530.prolly_normal_d + party_z + 1;

    stru_721530.velocity.x = v2;
    stru_721530.velocity.y = v1;
    stru_721530.velocity.z = pParty->uFallSpeed;

    stru_721530.uSectorID = uSectorID;
    v38 = 0;
    if ( pParty->bTurnBasedModeOn == true && pTurnEngine->turn_stage == TE_MOVEMENT )
      v38 = 13312;
    if ( stru_721530._47050A(v38) )
      break;
    for ( uint j = 0; j < 100; ++j )
    {
      _46E44E_collide_against_faces_and_portals(1);
      _46E0B2_collide_against_decorations();//столкновения с декором
      for ( v80 = 0; v80 < (signed int)uNumActors; ++v80 )
        Actor::_46DF1A_collide_against_actor(v80, 0);//столкновения с монстрами
      if ( _46F04E_collide_against_portals() )//столкновения с порталами
        break;
    }
    if ( stru_721530.field_7C >= stru_721530.field_6C )
    {
      v39 = stru_721530.normal2.x;
      uSectorID = stru_721530.normal2.y;
      v40 = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
    }
    else
    {
      v39 = new_party_x + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
      uSectorID = new_party_y + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
      v40 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
    }
    v42 = collide_against_floor(v39, uSectorID, v40 + 40, &stru_721530.uSectorID, &uFaceID);
    if ( v42 == -30000 || v42 - new_party_z > 128 )
      return;
    if ( stru_721530.field_7C >= stru_721530.field_6C )//???
    {
      new_party_x = stru_721530.normal2.x;
      new_party_y = stru_721530.normal2.y;
      new_party_z = stru_721530.normal2.z - stru_721530.prolly_normal_d - 1;
      break;
    }
    new_party_x += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.x);
    new_party_y += fixpoint_mul(stru_721530.field_7C, stru_721530.direction.y);
    uSectorID = stru_721530.uSectorID;
    stru_721530.field_70 += stru_721530.field_7C;
    unsigned long long v87 = new_party_z + fixpoint_mul(stru_721530.field_7C, stru_721530.direction.z);
    if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Actor)//при столкновении с монстром
    {
      if ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 )
        pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
      viewparams->bRedrawGameUI = true;
    }
    else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_Decoration)//при столкновении с декорацией
    {
      v54 = stru_5C6E00->Atan2(new_party_x - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.x,
              new_party_y - pLevelDecorations[stru_721530.uFaceID >> 3].vPosition.y);
      v2 = fixpoint_mul(stru_5C6E00->Cos(v54), integer_sqrt(v2 * v2 + v1 * v1));
      v1 = fixpoint_mul(stru_5C6E00->Sin(v54), integer_sqrt(v2 * v2 + v1 * v1));
    }
    else if ( PID_TYPE(stru_721530.uFaceID) == OBJECT_BModel)//при столкновении с bmodel
    {
      pFace = &pIndoor->pFaces[(signed int)stru_721530.uFaceID >> 3];
      if ( pFace->uPolygonType == POLYGON_Floor )// если bmodel - пол
      {
        if ( pParty->uFallSpeed < 0 )
          pParty->uFallSpeed = 0;
        v87 = pIndoor->pVertices[*pFace->pVertexIDs].z + 1;
        if ( pParty->uFallStartY - v87 < 512 )
          pParty->uFallStartY = v87;
        if ( v2 * v2 + v1 * v1 < 400 )
        {
          v1 = 0;
          v2 = 0;
        }
        if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
          uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
      }
      else// если не пол
      {
        v46 = pParty->uFallSpeed * pFace->pFacePlane_old.vNormal.z;
        if ( pFace->uPolygonType != POLYGON_InBetweenFloorAndWall )//полез на холм
        {
          v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16;
          if ((stru_721530.speed >> 3) > v80 )
          v80 = stru_721530.speed >> 3;
          v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x);
          v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y);
          pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z);
          //v80 = pFace->pFacePlane_old.vNormal.y;
          v52 = stru_721530.prolly_normal_d - ((pFace->pFacePlane_old.dist
                + v87 * pFace->pFacePlane_old.vNormal.z
                + new_party_y * pFace->pFacePlane_old.vNormal.y
                + new_party_x * pFace->pFacePlane_old.vNormal.x) >> 16);
          if ( v52 > 0 )
          {
            new_party_x += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.x);
            new_party_y += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.y);
            v87 += fixpoint_mul(v52, pFace->pFacePlane_old.vNormal.z);
          }
          if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
            uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
        }
        if ( pFace->uPolygonType == POLYGON_InBetweenFloorAndWall )
        {
          v80 = abs(v1 * pFace->pFacePlane_old.vNormal.y + v46 + v2 * pFace->pFacePlane_old.vNormal.x) >> 16;
          if ((stru_721530.speed >> 3) > v80 )
            v80 = stru_721530.speed >> 3;
          v2 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.x);
          v1 += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.y);
          pParty->uFallSpeed += fixpoint_mul(v80, pFace->pFacePlane_old.vNormal.z);
          if ( v2 * v2 + v1 * v1 >= 400 )
          {
            if ( pParty->floor_face_pid != PID_ID(stru_721530.uFaceID) && pFace->Pressure_Plate() )
              uFaceEvent = pIndoor->pFaceExtras[pFace->uFaceExtraID].uEventID;
          }
          else
          {
            v2 = 0;
            v1 = 0;
            pParty->uFallSpeed = 0;
          }
        }
      }
    }
    v2 = fixpoint_mul(58500, v2);
    v1 = fixpoint_mul(58500, v1);
    pParty->uFallSpeed = fixpoint_mul(58500, pParty->uFallSpeed);
  }

  //  //Воспроизведение звуков ходьбы/бега-------------------------
  uint pX_ = abs(pParty->vPosition.x - new_party_x);
  uint pY_ = abs(pParty->vPosition.y - new_party_y);
  uint pZ_ = abs(pParty->vPosition.z - new_party_z);
  if ( bWalkSound && pParty->walk_sound_timer <= 0 )
  {
    pAudioPlayer->_4AA258(804);//stop sound
    if ( party_running_flag && (!hovering || not_high_fall) ) //Бег и (не прыжок или не высокое падение )
    {
      if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 16 )
      {
        if ( on_water )
          pAudioPlayer->PlaySound(SOUND_RunAlongWater, 804, 1, -1, 0, 0, 0, 0);
        else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру
          pAudioPlayer->PlaySound(SOUND_50, 804, 1, -1, 0, 0, 0, 0);
        else
          pAudioPlayer->PlaySound(SOUND_RunAlong3DModel, 804, 1, -1, 0, 0, 0, 0);
        pParty->walk_sound_timer = 96;//64
      }
    }
    else if ( party_walking_flag && (!hovering || not_high_fall) )//Ходьба и (не прыжок или не высокое падение)
    {
      if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) >= 8 )
      {
        if ( on_water )
          pAudioPlayer->PlaySound(SOUND_WalkAlongWater, 804, 1, -1, 0, 0, 0, 0);
        else if ( pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_CARPET )//по ковру
          pAudioPlayer->PlaySound(SOUND_89, 804, 1, -1, 0, 0, 0, 0);
        else
          pAudioPlayer->PlaySound(SOUND_WalkAlong3DModel, 804, 1, -1, 0, 0, 0, 0);
        pParty->walk_sound_timer = 144;//64
      }
    }
  }
  if ( integer_sqrt(pX_ * pX_ + pY_ * pY_ + pZ_ * pZ_) < 8 )//отключить  звук ходьбы при остановке
    pAudioPlayer->_4AA258(804);
  //-------------------------------------------------------------
  if ( !hovering || !not_high_fall )
    pParty->uFlags &= ~PARTY_FLAGS_1_FALLING;
  else
    pParty->uFlags |= PARTY_FLAGS_1_FALLING;
  pParty->uFlags &= ~PARTY_FLAGS_1_BURNING;
  pParty->vPosition.x = new_party_x;
  pParty->vPosition.z = new_party_z;
  pParty->vPosition.y = new_party_y;
  //pParty->uFallSpeed = v89;
  if ( !hovering && pIndoor->pFaces[uFaceID].uAttributes & FACE_INDOOR_LAVA )
    pParty->uFlags |= PARTY_FLAGS_1_BURNING;//0x200
  if (uFaceEvent)
    EventProcessor(uFaceEvent, 0, 1);
}

//----- (00449A49) --------------------------------------------------------
void Door_switch_animation(unsigned int uDoorID, int a2)
{
  int old_state; // eax@1
  signed int door_id; // esi@2

  if ( !pIndoor->pDoors )
    return;
  for ( door_id = 0; door_id < 200; ++door_id )
  {
    if ( pIndoor->pDoors[door_id].uDoorID == uDoorID )
      break;
  }
  if ( door_id >= 200 )
  {
    Error("Unable to find Door ID: %i!", uDoorID);
  }
  old_state = pIndoor->pDoors[door_id].uState;
  //old_state: 0 - в нижнем положении/закрыто
  //           2 - в верхнем положении/открыто,
  //a2: 1 - открыть
  //    2 - опустить/поднять
  if ( a2 == 2 )
  {
    if ( pIndoor->pDoors[door_id].uState == BLVDoor::Closing || pIndoor->pDoors[door_id].uState == BLVDoor::Opening )
      return;
    if ( pIndoor->pDoors[door_id].uState )
    {
      if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing )
      {
        pIndoor->pDoors[door_id].uState = BLVDoor::Closing;
        if ( old_state == BLVDoor::Open )
        {
          pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
          return;
        }
        if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
        {
          pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed
             - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed)
             / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed;
          return;
        }
        pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
      }
      return;
    }
  }
  else
  {
    if ( a2 == 0 )
    {
      if ( pIndoor->pDoors[door_id].uState != BLVDoor::Closed && pIndoor->pDoors[door_id].uState != BLVDoor::Closing )
      {
        pIndoor->pDoors[door_id].uState = BLVDoor::Closing;
        if ( old_state == BLVDoor::Open )
        {
          pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
          return;
        }
        if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
        {
          pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uOpenSpeed
             - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uCloseSpeed)
             / 128 << 7) / pIndoor->pDoors[door_id].uOpenSpeed;
          return;
        }
        pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
      }
      return;
    }
    if ( a2 != 1 )
      return;
  }
  if ( old_state != BLVDoor::Open && old_state != BLVDoor::Opening )
  {
    pIndoor->pDoors[door_id].uState = BLVDoor::Opening;
    if ( old_state == BLVDoor::Closed )
    {
      pIndoor->pDoors[door_id].uTimeSinceTriggered = 0;
      return;
    }
    if ( pIndoor->pDoors[door_id].uTimeSinceTriggered != 15360 )
    {
      pIndoor->pDoors[door_id].uTimeSinceTriggered = (pIndoor->pDoors[door_id].uMoveLength << 7) / pIndoor->pDoors[door_id].uCloseSpeed
         - ((signed int)(pIndoor->pDoors[door_id].uTimeSinceTriggered * pIndoor->pDoors[door_id].uOpenSpeed)
         / 128 << 7) / pIndoor->pDoors[door_id].uCloseSpeed;
      return;
    }
    pIndoor->pDoors[door_id].uTimeSinceTriggered = 15360;
  }
  return;
}


//----- (004088E9) --------------------------------------------------------
int __fastcall sub_4088E9(int x1, int y1, int x2, int y2, int x3, int y3)
{
  signed int result; // eax@1

  result = integer_sqrt(abs(x2 - x1) * abs(x2 - x1) + abs(y2 - y1) * abs(y2 - y1));
  if ( result )
    result = abs(((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / result);
  return result;
}

//----- (00450DA3) --------------------------------------------------------
int  GetAlertStatus()
{
  int result; // eax@2

  if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
    result = pOutdoor->ddm.field_C_alert;
  else
    result = uCurrentlyLoadedLevelType == LEVEL_Outdoor ? pIndoor->dlv.field_C_alert : 0;
  return result;
}


//----- (0045063B) --------------------------------------------------------
int __fastcall _45063B_spawn_some_monster(MapInfo *a1, int a2)
{
  int result; // eax@8
  int v6; // edi@11
  int v7; // ebx@11
  int v8; // edi@11
  int v9; // ebx@12
  int v10; // eax@12
  char v11; // zf@16
  int v12; // edi@20
  int v13; // eax@20
  int v14; // ebx@20
  int v15; // eax@20
  int v16; // eax@20
  int v17; // eax@20
  int v18; // eax@21
  SpawnPointMM7 v19; // [sp+Ch] [bp-38h]@1
  int v22; // [sp+2Ch] [bp-18h]@3
  unsigned int uFaceID; // [sp+38h] [bp-Ch]@10
  int v26; // [sp+3Ch] [bp-8h]@11
  int v27; // [sp+40h] [bp-4h]@11

  if (!uNumActors)
    return 0;

  for ( uint mon_id = 0; mon_id < uNumActors; ++mon_id )
  {
    if ((pActors[mon_id].pMonsterInfo.uID < 121 || pActors[mon_id].pMonsterInfo.uID > 123) && // Dwarf FemaleC A-C
      (pActors[mon_id].pMonsterInfo.uID < 124 || pActors[mon_id].pMonsterInfo.uID > 126) && // Dwarf MaleA A-C
      (pActors[mon_id].pMonsterInfo.uID < 133 || pActors[mon_id].pMonsterInfo.uID > 135) && // Peasant Elf FemaleA A-C
      pActors[mon_id].CanAct())
    {
      if ( uCurrentlyLoadedLevelType == LEVEL_Outdoor )
      {
        v22 = 0;
        uint face_id = 0;
        for ( face_id; face_id < 100; ++face_id )
        {
          v6 = rand() % 1024 + 512;
          v7 = rand() % (signed int)stru_5C6E00->uIntegerDoublePi;
          v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(stru_5C6E00->Cos(v7), v6);
          v8 = 0;
          v19.uIndex = a2;
          v19.vPosition.y = fixpoint_mul(stru_5C6E00->Sin(v7), v6) + pParty->vPosition.y;
          v19.vPosition.z = pParty->vPosition.z;
          v26 = 0;
          v27 = 0;
          v19.vPosition.z = ODM_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z, 0, &v26, &v27, 0);
          for( int i = 0; i < pOutdoor->uNumBModels; i++ )
          {
            v9 = abs(v19.vPosition.y - pOutdoor->pBModels[i].vBoundingCenter.y);
            v10 = abs(v19.vPosition.x - pOutdoor->pBModels[i].vBoundingCenter.x);
            if ( int_get_vector_length(v10, v9, 0) < pOutdoor->pBModels[i].sBoundingRadius + 256 )
            {
              v22 = 1;
              break;
            }
          }
          if ( v22 )
          {
            v11 = face_id == 100;
            break;
          }
        }
        v11 = face_id == 100;
      }
      else if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
      {
        v22 = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
        for ( uint i = 0; i < 100; ++i )
        {
          v12 = rand() % 512 + 256;
          v13 = rand();
          v14 = v13 % (signed int)stru_5C6E00->uIntegerDoublePi;
          v15 = stru_5C6E00->Cos(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
          v19.vPosition.x = pParty->vPosition.x + fixpoint_mul(v15, v12);
          v16 = stru_5C6E00->Sin(v13 % (signed int)stru_5C6E00->uIntegerDoublePi);
          v19.vPosition.y = fixpoint_mul(v16, v12) + pParty->vPosition.y;
          v19.vPosition.z = pParty->vPosition.z;
          v19.uIndex = a2;
          v17 = pIndoor->GetSector(v19.vPosition.x, v19.vPosition.y, pParty->vPosition.z);
          if ( v17 == v22 )
          {
            v18 = BLV_GetFloorLevel(v19.vPosition.x, v19.vPosition.y, v19.vPosition.z, v17, &uFaceID);
            v19.vPosition.z = v18;
            if ( v18 != -30000 )
            {
              if ( abs(v18 - pParty->vPosition.z) <= 1024 )
                break;
            }
          }
        }
        v11 = v26 == 100;
      }
      if ( v11 )
        result = 0;
      else
      {
        SpawnEncounter(a1, &v19, 0, 0, 1);
        result = a2;
      }
    }

    //break;
    //v22 = v3->pMonsterInfo.uID - 1;
    //v4 = (signed __int64)((double)v22 * 0.3333333333333333);
    //if ( (int)v4 != 40 )
    //{
    //  if ( (int)v4 != 41 && (int)v4 != 44 && v3->CanAct() )
    //    break;
    //}
    //++v2;
    //++v3;
    //if ( v2 >= (signed int)uNumActors )
    //  goto LABEL_8;
  }
  return result;
}

//----- (00450521) --------------------------------------------------------
int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6)
{
  int v6; // edi@1
  int v7; // esi@1
  signed int v8; // edi@1
  unsigned __int16 v9; // cx@1
  //  char *v10; // edx@2
  unsigned __int16 v11; // ax@5
  SpriteObject a1; // [sp+8h] [bp-70h]@1

  v6 = ecx0;
  v7 = a2;
  pItemsTable->GenerateItem(v6, v7, &a1.stru_24);
  v8 = 0;
  v9 = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
  a1.uType = pItemsTable->pItems[a1.stru_24.uItemID].uSpriteID;
  v11 = 0;
  for( int i = 0; i < pObjectList->uNumObjects; i++ )
  {
    if( v9 == pObjectList->pObjects[i].uObjectID )
    {
      v11 = i;
      break;
    }
  }
  a1.uObjectDescID = v11;
  a1.vPosition.y = a4;
  a1.vPosition.x = a3;
  a1.vPosition.z = a5;
  a1.uFacing = a6;
  a1.uAttributes = 0;
  a1.uSectorID = pIndoor->GetSector(a3, a4, a5);
  a1.uSpriteFrameID = 0;
  return a1.Create(0, 0, 0, 0);
}

//----- (004075DB) --------------------------------------------------------
bool __fastcall sub_4075DB(int x, int y, int z, BLVFace *face)
{
	int v8; // edi@2
	signed int v25; // eax@22
	bool result; // eax@25
	signed int a3a; // [sp+24h] [bp+8h]@14
	int a4a; // [sp+28h] [bp+Ch]@2

	std::array<int, 52> dword_4F5CC8_ys; // idb
	std::array<int, 52> dword_4F5D98_xs; // idb

	//__debugbreak();

	if (face->uAttributes & FACE_XY_PLANE)
	{
		a4a = x;
		v8 = y;
		for (int i = 0; i < face->uNumVertices; i++)
		{
			dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x;
			dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].y;
		}
	}
	else
	{
		v8 = z;
		if (face->uAttributes & FACE_XZ_PLANE)
		{
			a4a = x;
			for (int i = 0; i < face->uNumVertices; i++)
			{
				dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].x;
				dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z;
			}
		}
		else
		{
			a4a = y;
			for (int i = 0; i < face->uNumVertices; i++)
			{
				dword_4F5D98_xs[i] = pIndoor->pVertices[face->pVertexIDs[i]].y;
				dword_4F5CC8_ys[i] = pIndoor->pVertices[face->pVertexIDs[i]].z;
			}
		}
	}
	a3a = 0;
	dword_4F5D98_xs[face->uNumVertices] = dword_4F5D98_xs[0];
	dword_4F5CC8_ys[face->uNumVertices] = dword_4F5CC8_ys[0];
	for (int i = 0; i < face->uNumVertices && a3a < 2; i++)
	{
		if (dword_4F5CC8_ys[i] >= v8 ^ (dword_4F5CC8_ys[i + 1] >= v8))
		{
			//if( dword_4F5D98_xs[i + 1] >= a4a || dword_4F5D98_xs[i] >= a4a)
			if (!(dword_4F5D98_xs[i + 1] >= a4a && dword_4F5D98_xs[i] < a4a))
			{
				if ((dword_4F5D98_xs[i + 1] < a4a && dword_4F5D98_xs[i] >= a4a))
					++a3a;
				//|| (v25 = dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i],LODWORD(v26) = v25 << 16, HIDWORD(v26) = v25 >> 16, 
				//dword_4F5D98_xs[i] + ((signed int)(((unsigned __int64)(v26 / (dword_4F5CC4_ys[i + 2] - dword_4F5CC4_ys[i + 1])* ((v8 - dword_4F5CC4_ys[i + 1]) << 16)) >> 16)
				//                + 32768) >> 16) >= a4a) )
				else
				{
					v25 = fixpoint_div(dword_4F5D98_xs[i + 1] - dword_4F5D98_xs[i], dword_4F5CC8_ys[i + 1] - dword_4F5CC8_ys[i]);
					if (dword_4F5D98_xs[i] + (fixpoint_mul(v25, (v8 - dword_4F5CC8_ys[i]) << 16) + 0x8000 >> 16) >= a4a)
						++a3a;
				}
			}
		}
	}
	result = 1;
	if (a3a != 1)
		result = 0;
	return result;
}

//----- (004077F1) --------------------------------------------------------
bool __fastcall sub_4077F1(int a1, int a2, int a3, ODMFace *face, BSPVertexBuffer *a5)
{
	int a4a; // [sp+28h] [bp+Ch]@2
	signed int a5a; // [sp+2Ch] [bp+10h]@14

	std::array<int, 52> dword_4F5B24_ys; // idb
	std::array<int, 52> dword_4F5BF4_xs; // idb

	//__debugbreak();	//срабатывает при нападении стрекозавров с огнём

	if (face->uAttributes & FACE_XY_PLANE)
	{
		a4a = a1;
		a3 = a2;
		for (int i = 0; i < face->uNumVertices; i++)
		{
			dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x;
			dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].y;
		}
	}
	else
	{
		if (face->uAttributes & FACE_XY_PLANE)
		{
			a4a = a1;
			for (int i = 0; i < face->uNumVertices; i++)
			{
				dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].x;
				dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z;
			}
		}
		else
		{
			a4a = a2;
			for (int i = 0; i < face->uNumVertices; i++)
			{
				dword_4F5BF4_xs[i + 1] = a5->pVertices[face->pVertexIDs[i]].y;
				dword_4F5B24_ys[i + 1] = a5->pVertices[face->pVertexIDs[i]].z;
			}
		}
	}
	a5a = 0;
	dword_4F5BF4_xs[face->uNumVertices + 1] = dword_4F5BF4_xs[1];
	dword_4F5B24_ys[face->uNumVertices + 1] = dword_4F5B24_ys[1];
	for (int i = 0; i < face->uNumVertices; i++)
	{
		if (a5a >= 2)
			break;
		if (dword_4F5B24_ys[i + 1] >= a3 ^ (dword_4F5B24_ys[i + 2] >= a3))
		{
			if (dword_4F5BF4_xs[i + 2] >= a4a || dword_4F5BF4_xs[i] >= a4a)
			{
				if (dword_4F5BF4_xs[i + 2] >= a4a && dword_4F5BF4_xs[i + 1] >= a4a)
					++a5a;
				else
				{
					//v23 = (__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16;
					__int64 _a = dword_4F5B24_ys[i + 2] - dword_4F5B24_ys[i + 1];
					__int64 _b = (__int64)(a3 - dword_4F5B24_ys[i + 1]) << 16;

					if (dword_4F5BF4_xs[i + 1] + ((((((__int64)(dword_4F5BF4_xs[i + 2] - dword_4F5BF4_xs[i + 1]) << 16) / _a * _b) >> 16) + 0x8000) >> 16) >= a4a)
						++a5a;
				}
			}
		}
	}

	if (a5a != 1)
		return false;
	return true;

}

//----- (0049B04D) --------------------------------------------------------
void stru154::GetFacePlaneAndClassify(ODMFace *a2, BSPVertexBuffer *a3)
{
	Vec3_float_ v; // [sp+4h] [bp-Ch]@1
	float v7;

	v.x = 0.0;
	v.y = 0.0;
	v.z = 0.0;
	GetFacePlane(a2, a3, &v, &v7);

	if (fabsf(a2->pFacePlane.vNormal.z) < 1e-6f)
		polygonType = POLYGON_VerticalWall;
	else if (fabsf(a2->pFacePlane.vNormal.x) < 1e-6f &&
		fabsf(a2->pFacePlane.vNormal.y) < 1e-6f)
		polygonType = POLYGON_Floor;
	else
		polygonType = POLYGON_InBetweenFloorAndWall;

	face_plane.vNormal.x = v.x;
	face_plane.vNormal.y = v.y;
	face_plane.vNormal.z = v.z;
	face_plane.dist = v7;
}

//----- (0049B0C9) --------------------------------------------------------
void stru154::ClassifyPolygon(Vec3_float_ *pNormal, float dist)
{
	if (fabsf(pNormal->z) < 1e-6f)
		polygonType = POLYGON_VerticalWall;
	else if (fabsf(pNormal->x) < 1e-6f &&
		fabsf(pNormal->y) < 1e-6f)
		polygonType = POLYGON_Floor;
	else
		polygonType = POLYGON_InBetweenFloorAndWall;

	face_plane.vNormal.x = pNormal->x;
	face_plane.dist = dist;
	face_plane.vNormal.y = pNormal->y;
	face_plane.vNormal.z = pNormal->z;
}

//----- (0049B13D) --------------------------------------------------------
void stru154::GetFacePlane(ODMFace *pFace, BSPVertexBuffer *pVertices, Vec3_float_ *pOutNormal, float *pOutDist)
{
	Vec3_float_ *v19; // eax@3
	Vec3_float_ v2; // [sp+4h] [bp-64h]@3
	float v26; // [sp+1Ch] [bp-4Ch]@3
	float v27; // [sp+20h] [bp-48h]@3
	float v28; // [sp+24h] [bp-44h]@3
	Vec3_float_ v1; // [sp+40h] [bp-28h]@1
	Vec3_float_ v38; // [sp+58h] [bp-10h]@3

	v1.x = 0.0;
	v1.y = 0.0;
	v1.z = 0.0;

	if (pFace->uNumVertices >= 2)
	{
		for (int i = 0; i < pFace->uNumVertices - 2; i++)
		{
			v1.x = pVertices->pVertices[pFace->pVertexIDs[i + 1]].x - pVertices->pVertices[pFace->pVertexIDs[i]].x;
			v1.y = pVertices->pVertices[pFace->pVertexIDs[i + 1]].y - pVertices->pVertices[pFace->pVertexIDs[i]].y;
			v1.z = pVertices->pVertices[pFace->pVertexIDs[i + 1]].z - pVertices->pVertices[pFace->pVertexIDs[i]].z;

			v26 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].x - pVertices->pVertices[pFace->pVertexIDs[i + 1]].x;
			v27 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].y - pVertices->pVertices[pFace->pVertexIDs[i + 1]].y;
			v28 = pVertices->pVertices[pFace->pVertexIDs[i + 2]].z - pVertices->pVertices[pFace->pVertexIDs[i + 1]].z;

			v19 = Vec3_float_::Cross(&v1, &v2, v26, v27, v28);
			v38.x = v19->x;
			v38.y = v19->y;
			v38.z = v19->z;
			if (v38.x != 0.0 || v38.y != 0.0 || v38.z != 0.0)
			{
				v38.Normalize();

				pOutNormal->x = v38.x;
				pOutNormal->y = v38.y;
				pOutNormal->z = v38.z;

				*pOutDist = -(pVertices->pVertices[pFace->pVertexIDs[i]].x * v38.x
					+ pVertices->pVertices[pFace->pVertexIDs[i]].y * v38.y
					+ pVertices->pVertices[pFace->pVertexIDs[i]].z * v38.z);
				return;
			}
		}
	}

	pOutNormal->x = (double)(pFace->pFacePlane.vNormal.x & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.x >> 16);
	pOutNormal->y = (double)(pFace->pFacePlane.vNormal.y & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.y >> 16);
	pOutNormal->z = (double)(pFace->pFacePlane.vNormal.z & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.vNormal.z >> 16);
	*pOutDist = (double)(pFace->pFacePlane.dist & 0xFFFF) / 65535.0f + (double)(pFace->pFacePlane.dist >> 16);
}

//----- (0043F515) --------------------------------------------------------
void FindBillboardsLightLevels_BLV()
{
	for (uint i = 0; i < uNumBillboardsToDraw; ++i)
	{
		if (pBillboardRenderList[i].field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !pBillboardRenderList[i].uIndoorSectorID)
			pBillboardRenderList[i].dimming_level = 0;
		else
			pBillboardRenderList[i].dimming_level = _43F55F_get_billboard_light_level(&pBillboardRenderList[i], -1);
	}
}

//----- (0047272C) --------------------------------------------------------
int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID)
{
	int result; // eax@1

	*pSectorID = pIndoor->GetSector(x - 2, y, z + 40);
	result = collide_against_floor(x - 2, y, z + 40, pSectorID, pFaceID);
	if (result == -30000 || !*pSectorID)
	{
		*pSectorID = pIndoor->GetSector(x + 2, y, z + 40);
		result = collide_against_floor(x + 2, y, z + 40, pSectorID, pFaceID);
		if (result == -30000 || !*pSectorID)
		{
			*pSectorID = pIndoor->GetSector(x, y - 2, z + 40);
			result = collide_against_floor(x, y - 2, z + 40, pSectorID, pFaceID);
			if (result == -30000 || !*pSectorID)
			{
				*pSectorID = pIndoor->GetSector(x, y + 2, z + 40);
				result = collide_against_floor(x, y + 2, z + 40, pSectorID, pFaceID);
				if (result == -30000 || !*pSectorID)
				{
					*pSectorID = pIndoor->GetSector(x, y, z + 140);
					result = collide_against_floor(x, y, z + 140, pSectorID, pFaceID);
				}
			}
		}
	}
	return result;
}

//----- (0047050A) --------------------------------------------------------
int stru141_actor_collision_object::_47050A(int dt)
{
	int v7; // eax@1
	signed int result; // eax@4
	int v17; // eax@5
	int v18; // eax@7
	int v21; // eax@9
	int v22; // eax@11

	int speed = 1 | integer_sqrt(this->velocity.z * this->velocity.z + this->velocity.y * this->velocity.y + this->velocity.x * this->velocity.x);

	this->direction.x = 65536 / speed * this->velocity.x;
	this->direction.y = 65536 / speed * this->velocity.y;
	this->direction.z = 65536 / speed * this->velocity.z;

	this->speed = speed;
	this->inv_speed = 65536 / speed;

	if (dt)
		v7 = dt;
	else
		v7 = pEventTimer->dt_in_some_format;

	//v8 = fixpoint_mul(v7, speed) - this->field_70; // speed * dt - something
	this->field_6C = fixpoint_mul(v7, speed) - this->field_70;
	if (this->field_6C > 0)
	{
		//v10 = fixpoint_mul(v8, this->direction.x) + this->normal.x;
		this->field_4C = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x;
		this->normal2.x = fixpoint_mul(this->field_6C, this->direction.x) + this->normal.x;
		//v11 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
		this->field_50 = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
		this->normal2.y = fixpoint_mul(this->field_6C, this->direction.y) + this->normal.y;
		this->normal2.z = fixpoint_mul(this->field_6C, this->direction.z) + this->normal.z;
		//v12 = this->position.z;
		//v13 = this->normal.x;
		//v14 = this->normal2.x;
		//v15 = this->prolly_normal_d;
		//v16 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
		//v28 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
		this->field_54 = this->position.z + fixpoint_mul(this->field_6C, this->direction.z);
		v17 = this->normal.x;
		if (v17 >= this->normal2.x)
			v17 = this->normal2.x;
		this->sMaxX = v17 - this->prolly_normal_d;
		v18 = this->prolly_normal_d + this->normal.x;
		if (this->normal.x <= this->normal2.x)
			v18 = this->prolly_normal_d + this->normal2.x;
		//v19 = this->normal.y;
		//v20 = this->normal2.y;
		this->sMinX = v18;
		v21 = this->normal.y;
		if (v21 >= this->normal2.y)
			v21 = this->normal2.y;
		this->sMaxY = v21 - this->prolly_normal_d;
		v22 = this->prolly_normal_d + this->normal.y;
		if (this->normal.y <= this->normal2.y)
			v22 = this->normal2.y + this->prolly_normal_d;
		//v23 = this->normal2.z;
		this->sMinY = v22;
		//v24 = this->normal.z;
		if (this->normal.z >= this->normal2.z)
			this->sMaxZ = this->normal2.z - this->prolly_normal_d;
		else
			this->sMaxZ = this->normal.z - this->prolly_normal_d;
		//this->sMaxZ = v25;
		//v26 = this->field_8_radius;
		if (this->position.z <= this->position.z + fixpoint_mul(this->field_6C, this->direction.z))
			this->sMinZ = (this->position.z + fixpoint_mul(this->field_6C, this->direction.z)) + this->field_8_radius;
		else
			this->sMinZ = this->position.z + this->field_8_radius;
		this->uFaceID = 0;
		this->field_80 = -1;
		this->field_88 = -1;
		//this->sMinZ = v27;
		this->field_7C = 0xFFFFFFu;
		result = 0;
	}
	else
		result = 1;
	return result;
}