changeset 2274:90f56da08d76

small cleaning
author Ritor1
date Fri, 14 Mar 2014 09:32:25 +0600
parents 8878fba164fd
children 8193a64c7461
files DecorationList.cpp LightmapBuilder.cpp Overlays.cpp Render.cpp
diffstat 4 files changed, 101 insertions(+), 121 deletions(-) [+]
line wrap: on
line diff
--- a/DecorationList.cpp	Thu Feb 27 00:36:31 2014 +0100
+++ b/DecorationList.cpp	Fri Mar 14 09:32:25 2014 +0600
@@ -47,13 +47,13 @@
   FILE *v6; // ST18_4@12
   char *i; // eax@12
   unsigned __int16 v8; // ax@16
-  const char *v9; // ST20_4@16
-  const char *v10; // ST18_4@16
-  __int16 v11; // ax@16
-  const char *v12; // ST14_4@16
-  unsigned __int16 v13; // ax@16
+  //const char *v9; // ST20_4@16
+  //const char *v10; // ST18_4@16
+  //__int16 v11; // ax@16
+  //const char *v12; // ST14_4@16
+  //unsigned __int16 v13; // ax@16
   const char *v14; // ST10_4@16
-  __int16 v15; // ax@16
+  //__int16 v15; // ax@16
   const char *v16; // ST0C_4@16
   unsigned __int8 v17; // al@16
   const char *v18; // ST08_4@16
@@ -120,30 +120,30 @@
     {
       strcpy(v2->pDecorations[v2->uNumDecorations].pName, v42.pProperties[1]);
       v8 = pSpriteFrameTable->FastFindSprite(v2->pDecorations[v2->uNumDecorations].pName);
-      v9 = v42.pProperties[2];
+      //v9 = v42.pProperties[2];
       v2->pDecorations[v2->uNumDecorations].uSpriteID = v8;
-      strcpy(v2->pDecorations[v2->uNumDecorations].field_20, v9);
-      v10 = v42.pProperties[3];
+      strcpy(v2->pDecorations[v2->uNumDecorations].field_20, v42.pProperties[2]);
+      //v10 = v42.pProperties[3];
       v2->pDecorations[v2->uNumDecorations].uType = 0;
-      v11 = atoi(v10);
-      v12 = v42.pProperties[4];
-      v2->pDecorations[v2->uNumDecorations].uRadius = v11;
-      v13 = atoi(v12);
-      v14 = v42.pProperties[5];
-      v2->pDecorations[v2->uNumDecorations].uDecorationHeight = v13;
-      v15 = atoi(v14);
-      v16 = v42.pProperties[6];
-      v2->pDecorations[v2->uNumDecorations].uLightRadius = v15;
-      v17 = atoi(v16);
-      v18 = v42.pProperties[7];
-      v2->pDecorations[v2->uNumDecorations].uColoredLightRed = v17;
-      v19 = atoi(v18);
-      v20 = v42.pProperties[8];
-      v2->pDecorations[v2->uNumDecorations].uColoredLightGreen = v19;
-      v21 = atoi(v20);
-      v22 = v42.pProperties[9];
-      v2->pDecorations[v2->uNumDecorations].uColoredLightBlue = v21;
-      v2->pDecorations[v2->uNumDecorations].uSoundID = atoi(v22);
+      //v11 = atoi(v42.pProperties[3]);
+      //v12 = v42.pProperties[4];
+      v2->pDecorations[v2->uNumDecorations].uRadius = atoi(v42.pProperties[3]);
+      //v13 = atoi(v42.pProperties[4]);
+      //v14 = v42.pProperties[5];
+      v2->pDecorations[v2->uNumDecorations].uDecorationHeight = atoi(v42.pProperties[4]);
+      //v15 = atoi(v42.pProperties[5]);
+      //v16 = v42.pProperties[6];
+      v2->pDecorations[v2->uNumDecorations].uLightRadius = atoi(v42.pProperties[5]);
+      //v17 = atoi(v42.pProperties[6]);
+      //v18 = v42.pProperties[7];
+      v2->pDecorations[v2->uNumDecorations].uColoredLightRed = atoi(v42.pProperties[6]);
+      //v19 = atoi(v42.pProperties[7]);
+      //v20 = v42.pProperties[8];
+      v2->pDecorations[v2->uNumDecorations].uColoredLightGreen = atoi(v42.pProperties[7]);
+      //v21 = atoi(v42.pProperties[8]);
+      //v22 = v42.pProperties[9];
+      v2->pDecorations[v2->uNumDecorations].uColoredLightBlue = atoi(v42.pProperties[8]);
+      v2->pDecorations[v2->uNumDecorations].uSoundID = atoi(v42.pProperties[9]);
       v25 = __OFSUB__(v42.uPropCount, 10);
       v23 = v42.uPropCount == 10;
       v24 = v42.uPropCount - 10 < 0;
--- a/LightmapBuilder.cpp	Thu Feb 27 00:36:31 2014 +0100
+++ b/LightmapBuilder.cpp	Fri Mar 14 09:32:25 2014 +0600
@@ -856,7 +856,7 @@
   {
     if ( pSlot >= 20 )
       break;
-    ApplyLight_ODM(pStationaryLightsStack[i].pLights, pFace, (unsigned int *)&pSlot, 0);
+    ApplyLight_ODM(&pStationaryLightsStack->pLights[i], pFace, (unsigned int *)&pSlot, 0);
   }
   result = pSlot;
   stru_F8AD28.uNumLightsApplied = pSlot;
@@ -1088,7 +1088,7 @@
     pLight = (StationaryLight *)LODWORD(a1[1].vWorldPosition.x);
     v12 = a1[2].vWorldPosition.x;
   }
-  uStripType = LODWORD(v12);
+  //uStripType = LODWORD(v12);
   a1 = (RenderVertexSoft *)LODWORD(a1[1].vWorldPosition.y);
   v13 = v11->vWorldPosition.y;
 LABEL_5:
@@ -1096,7 +1096,7 @@
 LABEL_11:
   //v60 = v10;
   v59 = (const char *)v11;
-  v60 = uStripType;
+  v60 = v12;//uStripType;
   minz = pGame->pIndoorCameraD3D->GetPolygonMinZ(v11, uStripType);
   maxz = pGame->pIndoorCameraD3D->GetPolygonMaxZ(v11, uStripType);
   result = v8->vPosition.x;
@@ -1173,13 +1173,13 @@
   stru_F8AD28._blv_lights_xs[*v53] = v8->vPosition.x;
   stru_F8AD28._blv_lights_ys[*v53] = v8->vPosition.y;
   stru_F8AD28._blv_lights_zs[*v53] = v8->vPosition.z;
-  a3 = (float *)v8->uLightColorR;
-  stru_F8AD28._blv_lights_rs[*v53] = (double)(signed int)a3 * 0.003921568859368563;
-  a3 = (float *)v8->uLightColorG;
-  stru_F8AD28._blv_lights_gs[*v53] = (double)(signed int)a3 * 0.003921568859368563;
-  a3 = (float *)v8->uLightColorB;
-  stru_F8AD28._blv_lights_bs[*v53] = (double)(signed int)a3 * 0.003921568859368563;
-  v54 = abs(v60);
+  //a3 = (float *)v8->uLightColorR;
+  stru_F8AD28._blv_lights_rs[*v53] = v8->uLightColorR / 255.0f;
+  //a3 = (float *)v8->uLightColorG;
+  stru_F8AD28._blv_lights_gs[*v53] = v8->uLightColorG / 255.0f;
+  //a3 = (float *)v8->uLightColorB;
+  stru_F8AD28._blv_lights_bs[*v53] = v8->uLightColorB / 255.0f;
+  v54 = abs(v63);
   v55 = pRenderer->bUsingSpecular;
   stru_F8AD28._blv_lights_light_dot_faces[*v53] = v54;
   stru_F8AD28._blv_lights_types[*v53] = v8->uLightType;
@@ -1193,12 +1193,9 @@
   {
     if ( stru_F8AD28._blv_lights_types[*v53] & 4 )
     {
-      *(float *)((char *)stru_F8AD28._blv_lights_rs + result) = *(float *)((char *)stru_F8AD28._blv_lights_rs + result)
-                                                              * 0.3300000131130219;
-      *(float *)((char *)stru_F8AD28._blv_lights_gs + result) = *(float *)((char *)stru_F8AD28._blv_lights_gs + result)
-                                                              * 0.3300000131130219;
-      *(float *)((char *)stru_F8AD28._blv_lights_bs + result) = *(float *)((char *)stru_F8AD28._blv_lights_bs + result)
-                                                              * 0.3300000131130219;
+      stru_F8AD28._blv_lights_rs[result] = stru_F8AD28._blv_lights_rs[result] * 0.3300000131130219;
+      stru_F8AD28._blv_lights_gs[result] = stru_F8AD28._blv_lights_gs[result] * 0.3300000131130219;
+      stru_F8AD28._blv_lights_bs[result] = stru_F8AD28._blv_lights_bs[result] * 0.3300000131130219;
     }
   }
   ++*v53;
--- a/Overlays.cpp	Thu Feb 27 00:36:31 2014 +0100
+++ b/Overlays.cpp	Fri Mar 14 09:32:25 2014 +0600
@@ -43,54 +43,37 @@
 //----- (004418B6) --------------------------------------------------------
 int OtherOverlayList::_4418B6(int uOverlayID, __int16 a3, int a4, int a5, __int16 a6)
 {
-  signed int v6; // edx@1
-  OtherOverlayList *v7; // eax@1
-  //signed int result; // eax@4
   signed int v9; // esi@6
-  __int16 v10; // dx@9
   __int16 v11; // dx@11
 
-  v6 = 0;
-  v7 = this;
-  while ( v7->pOverlays[0].field_6 > 0 )
-  {
-    ++v6;
-    v7 = (OtherOverlayList *)((char *)v7 + 20);
-    if ( v6 >= 50 )
-      return 0;
-  }
-  v7->pOverlays[0].field_0 = 0;
-  v7->pOverlays[0].field_A = 0;
-  v7->pOverlays[0].field_8 = 0;
-  v7->pOverlays[0].field_C = a3;
-  v9 = 0;
-  if ( (signed int)pOverlayList->uNumOverlays <= 0 )
-  {
-LABEL_9:
-    v10 = 0;
-  }
-  else
+  for ( uint i = 0; i < 50; ++i )
   {
-    while ( uOverlayID != pOverlayList->pOverlays[v9].uOverlayID )
+    if ( this->pOverlays[i].field_6 <= 0 )
     {
-      ++v9;
-      if ( v9 >= (signed int)pOverlayList->uNumOverlays )
-        goto LABEL_9;
+      this->pOverlays[i].field_0 = 0;
+      this->pOverlays[i].field_A = 0;
+      this->pOverlays[i].field_8 = 0;
+      this->pOverlays[i].field_C = a3;
+      v9 = 0;
+      for ( v9; v9 < (signed int)pOverlayList->uNumOverlays; ++v9 )
+      {
+        if ( uOverlayID == pOverlayList->pOverlays[v9].uOverlayID )
+          break;
+      }
+      this->pOverlays[i].field_2 = v9;
+      this->pOverlays[i].field_4 = 0;
+      if ( a4 )
+        v11 = a4;
+      else
+        v11 = 8 * pSpriteFrameTable->pSpriteSFrames[pOverlayList->pOverlays[v9].uSpriteFramesetID].uAnimLength;
+      this->pOverlays[i].field_6 = v11;
+      this->pOverlays[i].field_10 = a5;
+      this->pOverlays[i].field_E = a6;
+      bRedraw = true;
+      return true;
     }
-    v10 = v9;
   }
-  v7->pOverlays[0].field_2 = v10;
-  v7->pOverlays[0].field_4 = 0;
-  if ( a4 )
-    v11 = a4;
-  else
-    v11 = 8 * pSpriteFrameTable->pSpriteSFrames[pOverlayList->pOverlays[v10].uSpriteFramesetID].uAnimLength;
-  v7->pOverlays[0].field_6 = v11;
-  v7->pOverlays[0].field_10 = a5;
-  v7->pOverlays[0].field_E = a6;
-
-  bRedraw = true;
-  return true;
+  return 0;
 }
 
 //----- (00441964) --------------------------------------------------------
@@ -176,7 +159,7 @@
   FILE *v4; // eax@1
   unsigned int v5; // esi@3
   void *v7; // eax@9
-  FILE *v8; // ST0C_4@11
+  //FILE *v8; // ST0C_4@11
   char *i; // eax@11
   char Buf; // [sp+10h] [bp-2F0h]@3
   FrameTableTxtLine v18; // [sp+204h] [bp-FCh]@4
@@ -215,9 +198,9 @@
     Error("OverlayDescriptionList::load - Out of Memory!");
 
   memset(v7, v3, 8 * this->uNumOverlays);
-  v8 = File;
+  //v8 = File;
   this->uNumOverlays = v3;
-  fseek(v8, v3, v3);
+  fseek(File, v3, v3);
   for ( i = fgets(&Buf, 490, File); i; i = fgets(&Buf, 490, File) )
   {
     *strchr(&Buf, 10) = 0;
@@ -234,8 +217,7 @@
       }
       else
         this->pOverlays[this->uNumOverlays].uOverlayType = 0;
-      this->pOverlays[this->uNumOverlays++].uSpriteFramesetID = pSpriteFrameTable->FastFindSprite(
-                                                              (char *)v19.pProperties[2]);
+      this->pOverlays[this->uNumOverlays++].uSpriteFramesetID = pSpriteFrameTable->FastFindSprite((char *)v19.pProperties[2]);
     }
   }
   fclose(File);
--- a/Render.cpp	Thu Feb 27 00:36:31 2014 +0100
+++ b/Render.cpp	Fri Mar 14 09:32:25 2014 +0600
@@ -322,11 +322,11 @@
                   (norm->y * (float)pOutdoor->vSunlight.y / 65536.0) -
                   (norm->z * (float)pOutdoor->vSunlight.z / 65536.0));
       pTilePolygon->dimming_level = 20.0 - floorf(20.0 * _f + 0.5f);
-      //if ( norm_idx < 0 || norm_idx > uNumTerrainNormals - 1 )
-        //norm = 0;
-      //else
-        //norm = &pTerrainNormals[norm_idx];
-      //pGame->pLightmapBuilder->StackLights_TerrainFace(norm, &a3a, array_50AC10, 4, 1);
+      if ( norm_idx < 0 || norm_idx > uNumTerrainNormals - 1 )
+        norm = 0;
+      else
+        norm = &pTerrainNormals[norm_idx];
+      //pGame->pLightmapBuilder->StackLights_TerrainFace(norm, &a3a, array_50AC10, 4, 1);//Ritor1: slows
       //pDecalBuilder->_49BE8A(pTilePolygon, norm, &a3a, array_50AC10, 4, 1);
 //-----------------------------------------------------------------------------------------------
 
@@ -871,16 +871,17 @@
 
   for (int i = 0; i < uNumLevelDecorations; ++i)
   {
-    LevelDecoration* decor = &pLevelDecorations[i];
-    if ((!(decor->uFlags & LEVEL_DECORATION_OBELISK_CHEST) || decor->IsObeliskChestActive()) && !(decor->uFlags & LEVEL_DECORATION_INVISIBLE))
-    {
-      DecorationDesc* decor_desc = pDecorationList->pDecorations + decor->uDecorationDescID;
+    //LevelDecoration* decor = &pLevelDecorations[i];
+    if ((!(pLevelDecorations[i].uFlags & LEVEL_DECORATION_OBELISK_CHEST)
+        || pLevelDecorations[i].IsObeliskChestActive()) && !(pLevelDecorations[i].uFlags & LEVEL_DECORATION_INVISIBLE))
+    {
+      DecorationDesc* decor_desc = &pDecorationList->pDecorations[pLevelDecorations[i].uDecorationDescID];
       if ( (char)decor_desc->uFlags >= 0 )
       {
         if ( !(decor_desc->uFlags & 0x22) )
         {
           v6 = pMiscTimer->uTotalGameTimeElapsed;
-          v7 = abs(decor->vPosition.x + decor->vPosition.y);
+          v7 = abs(pLevelDecorations[i].vPosition.x + pLevelDecorations[i].vPosition.y);
 
           #pragma region "New: seasons change"
           extern bool change_seasons;
@@ -949,10 +950,10 @@
           #pragma endregion
           //v8 = pSpriteFrameTable->GetFrame(decor_desc->uSpriteID, v6 + v7);
 
-          v10 = (unsigned __int16 *)stru_5C6E00->Atan2(decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
-                                                       decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
+          v10 = (unsigned __int16 *)stru_5C6E00->Atan2(pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x,
+                                                       pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y);
           v38 = 0;
-          v13 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + decor->field_10_y_rot - (signed int)v10) >> 8) & 7;
+          v13 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + pLevelDecorations[i].field_10_y_rot - (signed int)v10) >> 8) & 7;
           v37 = (unsigned __int16 *)v13;
           if ( v8->uFlags & 2 )
             v38 = 2;
@@ -976,21 +977,21 @@
               v14 = 255;
               v15 = 255;
             }
-            pStationaryLightsStack->AddLight(decor->vPosition.x, decor->vPosition.y, decor->vPosition.z + decor_desc->uDecorationHeight / 2,
+            pStationaryLightsStack->AddLight(pLevelDecorations[i].vPosition.x, pLevelDecorations[i].vPosition.y, pLevelDecorations[i].vPosition.z + decor_desc->uDecorationHeight / 2,
               v8->uGlowRadius, v14, v15, v16, _4E94D0_light_type);
           }
-          v17 = (decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
+          v17 = (pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
           if (pGame->pIndoorCameraD3D->sRotationX)
           {
-            v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
+            v40 = (pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
             v18 = fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_cosine_y) + fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_sine_y);
-            v41 = fixpoint_mul((decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
+            v41 = fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
             v19 = fixpoint_mul(v18, pGame->pIndoorCameraD3D->int_cosine_x);
-            v20 = v19 + fixpoint_mul((decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
+            v20 = v19 + fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_sine_x);
             if ( v20 >= 0x40000 && v20 <= pODMRenderParams->shading_dist_mist << 16 )
             {
               v21 = fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_cosine_y) - fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_sine_y);
-              v22 = fixpoint_mul((decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(v18, pGame->pIndoorCameraD3D->int_sine_x);
+              v22 = fixpoint_mul((pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16, pGame->pIndoorCameraD3D->int_cosine_x) - fixpoint_mul(v18, pGame->pIndoorCameraD3D->int_sine_x);
               if ( 2 * abs(v20) >= abs(v21) )
               {
                 LODWORD(v24) = 0;
@@ -1014,9 +1015,9 @@
                   HIBYTE(v29) |= 2;
                   pBillboardRenderList[::uNumBillboardsToDraw].uPalette = v8->uPaletteIndex;
                   pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v29;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_x = decor->vPosition.x;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_y = decor->vPosition.y;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_z = decor->vPosition.z;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_x = pLevelDecorations[i].vPosition.x;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_y = pLevelDecorations[i].vPosition.y;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_z = pLevelDecorations[i].vPosition.z;
                   pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = v40;
                   HIWORD(v30) = HIWORD(v20);
                   v31 = PID(OBJECT_Decoration,i);
@@ -1035,13 +1036,13 @@
           }
           else
           {
-            v42 = (decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
-            v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
+            v42 = (pLevelDecorations[i].vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16;
+            v40 = (pLevelDecorations[i].vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16;
             v20 = fixpoint_mul(v17, pGame->pIndoorCameraD3D->int_cosine_y) + fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_sine_y);
             if ( v20 >= 0x40000 && v20 <= pODMRenderParams->shading_dist_mist << 16 )
             {
               v21 = fixpoint_mul(v40, pGame->pIndoorCameraD3D->int_cosine_y) - fixpoint_mul(v42, pGame->pIndoorCameraD3D->int_sine_y);
-              v22 = (decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
+              v22 = (pLevelDecorations[i].vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16;
               v42 = v22;
               if ( 2 * abs(v20) >= abs(v21) )
               {
@@ -1066,9 +1067,9 @@
                   HIBYTE(v29) |= 2;
                   pBillboardRenderList[::uNumBillboardsToDraw].uPalette = v8->uPaletteIndex;
                   pBillboardRenderList[::uNumBillboardsToDraw].field_1E = v29;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_x = decor->vPosition.x;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_y = decor->vPosition.y;
-                  pBillboardRenderList[::uNumBillboardsToDraw].world_z = decor->vPosition.z;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_x = pLevelDecorations[i].vPosition.x;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_y = pLevelDecorations[i].vPosition.y;
+                  pBillboardRenderList[::uNumBillboardsToDraw].world_z = pLevelDecorations[i].vPosition.z;
                   pBillboardRenderList[::uNumBillboardsToDraw].uScreenSpaceY = v40;
                   HIWORD(v30) = HIWORD(v20);
                   v31 = PID(OBJECT_Decoration,i);
@@ -1092,9 +1093,9 @@
         memset(&local_0, 0, 0x68);
         local_0.type = ParticleType_Bitmap | ParticleType_Rotating | ParticleType_8;
         local_0.uDiffuse = 0xFF3C1E;
-        local_0.x = (double)decor->vPosition.x;
-        local_0.y = (double)decor->vPosition.y;
-        local_0.z = (double)decor->vPosition.z;
+        local_0.x = (double)pLevelDecorations[i].vPosition.x;
+        local_0.y = (double)pLevelDecorations[i].vPosition.y;
+        local_0.z = (double)pLevelDecorations[i].vPosition.z;
         local_0.r = 0.0;
         local_0.g = 0.0;
         local_0.b = 0.0;