summaryrefslogblamecommitdiffstats
path: root/src/render/Shadows.cpp
blob: d7eccbfd1feff05c51bb1ddf6dd22e4c06e23143 (plain) (tree)
1
2
3
4
5
6
7
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
                   
 



                     
                      







                         


                   

                        

                    
                

                          
      
 
                                    
 














                                 
 





                                                                   
 





































































































































































                                                                                                                 
                                                                                                    







































































































































































































                                                                                                                                                 
                        







































                                                                                                                         
                                                                                          


































































                                                                                                                                                        

                                                                                                                      










                                                                                                                                             
                                                                                                                    
























































                                                                                                                                 

                                                           
                                                                                                                                   

                                             
                                                                                          






































                                                                                                                

                                                                                  
 
                                                                                                                    

                                                                                     








































































                                                                                                                                   



                                                                                                            






































































                                                                                                                               

                        




















































                                                                                                                                                                  
                           

















                                                                                                                             



                                                                            






































                                                                                               

    



                                                                                                                         
 










































                                                                                                                                         
 
















































                                                                                                                     

                                                                                       
 

                                                                                       








                                                                        


                                                   




































































































































































































































































































































































































































































































                                                                                                                                                     
                                                                                               


                                                                                              
                                                                                                                                                                     
 
                                                                                         















                                                                                                   
                                                                                         








































                                                                                  
                                                                                         

                                                                                                       
 





                                       
 

                                   
 
                                                                          

                                             

                           
 

                                          
 

                                          





                       



                              




                                        



                                     

























                                                                                                                       
                                                                                                                            
                                                            
                                                                                                                                           





                                                                                       
                                                                                                                               

                                                                                     


                                                                                                                                  


                                                                                              

                                                                                      


                                                                                                                            
                                                                                         
                                                                                       































































































                                                                                                                                           
                                                                                           


                                         
#include "common.h"

#include "main.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Camera.h"
#include "Timecycle.h"
#include "CutsceneMgr.h"
#include "Automobile.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "World.h"
#include "Weather.h"
#include "ModelIndices.h"
#include "RenderBuffer.h"
#ifdef FIX_BUGS
#include "Replay.h"
#endif
#include "PointLights.h"
#include "SpecialFX.h"
#include "Shadows.h"

#ifdef DEBUGMENU
//SETTWEAKPATH("Shadows");
//TWEAKBOOL(gbPrintShite);
#endif

RwImVertexIndex ShadowIndexList[24];

RwTexture *gpShadowCarTex;
RwTexture *gpShadowPedTex;
RwTexture *gpShadowHeliTex;
RwTexture *gpShadowExplosionTex;
RwTexture *gpShadowHeadLightsTex;
RwTexture *gpOutline1Tex;
RwTexture *gpOutline2Tex;
RwTexture *gpOutline3Tex;
RwTexture *gpBloodPoolTex;
RwTexture *gpReflectionTex;
RwTexture *gpGoalMarkerTex;
RwTexture *gpWalkDontTex;
RwTexture *gpCrackedGlassTex;
RwTexture *gpPostShadowTex;
RwTexture *gpGoalTex;

int16            CShadows::ShadowsStoredToBeRendered;
CStoredShadow    CShadows::asShadowsStored  [MAX_STOREDSHADOWS];
CPolyBunch       CShadows::aPolyBunches     [MAX_POLYBUNCHES];
CStaticShadow    CShadows::aStaticShadows   [MAX_STATICSHADOWS];
CPolyBunch      *CShadows::pEmptyBunchList;
CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS];


void
CShadows::Init(void)
{
	CTxdStore::PushCurrentTxd();

	int32 slut = CTxdStore::FindTxdSlot("particle");
	CTxdStore::SetCurrentTxd(slut);

	gpShadowCarTex        = RwTextureRead("shad_car",     NULL);
	gpShadowPedTex        = RwTextureRead("shad_ped",     NULL);
	gpShadowHeliTex       = RwTextureRead("shad_heli",    NULL);
	gpShadowExplosionTex  = RwTextureRead("shad_exp",     NULL);
	gpShadowHeadLightsTex = RwTextureRead("headlight",    NULL);
	gpOutline1Tex         = RwTextureRead("outline_64",   NULL);
	gpOutline2Tex         = RwTextureRead("outline2_64",  NULL);
	gpOutline3Tex         = RwTextureRead("outline3_64",  NULL);
	gpBloodPoolTex        = RwTextureRead("bloodpool_64", NULL);
	gpReflectionTex       = RwTextureRead("reflection01", NULL);
	gpGoalMarkerTex       = RwTextureRead("goal",         NULL);
	gpWalkDontTex         = RwTextureRead("walk_dont",    NULL);
	gpCrackedGlassTex     = RwTextureRead("wincrack_32",  NULL);
	gpPostShadowTex       = RwTextureRead("lamp_shad_64", NULL);

	CTxdStore::PopCurrentTxd();

	ASSERT(gpShadowCarTex != NULL);
	ASSERT(gpShadowPedTex != NULL);
	ASSERT(gpShadowHeliTex != NULL);
	ASSERT(gpShadowExplosionTex != NULL);
	ASSERT(gpShadowHeadLightsTex != NULL);
	ASSERT(gpOutline1Tex != NULL);
	ASSERT(gpOutline2Tex != NULL);
	ASSERT(gpOutline3Tex != NULL);
	ASSERT(gpBloodPoolTex != NULL);
	ASSERT(gpReflectionTex != NULL);
	ASSERT(gpGoalMarkerTex != NULL);
	ASSERT(gpWalkDontTex != NULL);
	ASSERT(gpCrackedGlassTex != NULL);
	ASSERT(gpPostShadowTex != NULL);


	ShadowIndexList[0] = 0;
	ShadowIndexList[1] = 2;
	ShadowIndexList[2] = 1;

	ShadowIndexList[3] = 0;
	ShadowIndexList[4] = 3;
	ShadowIndexList[5] = 2;

	ShadowIndexList[6] = 0;
	ShadowIndexList[7] = 4;
	ShadowIndexList[8] = 3;

	ShadowIndexList[9] = 0;
	ShadowIndexList[10] = 5;
	ShadowIndexList[11] = 4;

	ShadowIndexList[12] = 0;
	ShadowIndexList[13] = 6;
	ShadowIndexList[14] = 5;

	ShadowIndexList[15] = 0;
	ShadowIndexList[16] = 7;
	ShadowIndexList[17] = 6;

	ShadowIndexList[18] = 0;
	ShadowIndexList[19] = 8;
	ShadowIndexList[20] = 7;

	ShadowIndexList[21] = 0;
	ShadowIndexList[22] = 9;
	ShadowIndexList[23] = 8;


	for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
	{
		aStaticShadows[i].m_nId = 0;
		aStaticShadows[i].m_pPolyBunch = NULL;
	}

	pEmptyBunchList = &aPolyBunches[0];

	for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
	{
		if ( i == MAX_POLYBUNCHES - 1 )
			aPolyBunches[i].m_pNext = NULL;
		else
			aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
	}

	for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
	{
		aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
	}
}

void
CShadows::Shutdown(void)
{
	ASSERT(gpShadowCarTex != NULL);
	ASSERT(gpShadowPedTex != NULL);
	ASSERT(gpShadowHeliTex != NULL);
	ASSERT(gpShadowExplosionTex != NULL);
	ASSERT(gpShadowHeadLightsTex != NULL);
	ASSERT(gpOutline1Tex != NULL);
	ASSERT(gpOutline2Tex != NULL);
	ASSERT(gpOutline3Tex != NULL);
	ASSERT(gpBloodPoolTex != NULL);
	ASSERT(gpReflectionTex != NULL);
	ASSERT(gpGoalMarkerTex != NULL);
	ASSERT(gpWalkDontTex != NULL);
	ASSERT(gpCrackedGlassTex != NULL);
	ASSERT(gpPostShadowTex != NULL);

	RwTextureDestroy(gpShadowCarTex);
	RwTextureDestroy(gpShadowPedTex);
	RwTextureDestroy(gpShadowHeliTex);
	RwTextureDestroy(gpShadowExplosionTex);
	RwTextureDestroy(gpShadowHeadLightsTex);
	RwTextureDestroy(gpOutline1Tex);
	RwTextureDestroy(gpOutline2Tex);
	RwTextureDestroy(gpOutline3Tex);
	RwTextureDestroy(gpBloodPoolTex);
	RwTextureDestroy(gpReflectionTex);
	RwTextureDestroy(gpGoalMarkerTex);
	RwTextureDestroy(gpWalkDontTex);
	RwTextureDestroy(gpCrackedGlassTex);
	RwTextureDestroy(gpPostShadowTex);
}

void
CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
							float fFrontX, float fFrontY, float fSideX, float fSideY,
							int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
							float fZDistance, uint32 nTime, float fScale)
{
	ASSERT(pTexture != NULL);
	ASSERT(pPosn != NULL);


	// find free slot
	int32 nSlot = 0;
	while ( nSlot < MAX_PERMAMENTSHADOWS && aPermanentShadows[nSlot].m_nType != SHADOWTYPE_NONE )
		nSlot++;

	if ( nSlot < MAX_PERMAMENTSHADOWS )
	{
		aPermanentShadows[nSlot].m_nType        = ShadowType;
		aPermanentShadows[nSlot].m_pTexture     = pTexture;
		aPermanentShadows[nSlot].m_vecPos       = *pPosn;
		aPermanentShadows[nSlot].m_vecFront.x   = fFrontX;
		aPermanentShadows[nSlot].m_vecFront.y   = fFrontY;
		aPermanentShadows[nSlot].m_vecSide.x    = fSideX;
		aPermanentShadows[nSlot].m_vecSide.y    = fSideY;
		aPermanentShadows[nSlot].m_nIntensity   = nIntensity;
		aPermanentShadows[nSlot].m_nRed         = nRed;
		aPermanentShadows[nSlot].m_nGreen       = nGreen;
		aPermanentShadows[nSlot].m_nBlue        = nBlue;
		aPermanentShadows[nSlot].m_fZDistance   = fZDistance;
		aPermanentShadows[nSlot].m_nLifeTime    = nTime;
		aPermanentShadows[nSlot].m_nTimeCreated = CTimer::GetTimeInMilliseconds();
	}
}

void
CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn,
							float fFrontX, float fFrontY, float fSideX, float fSideY,
							int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
							float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
{
	ASSERT(pPosn != NULL);

	float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();

	if ( SQR(fDrawDistance) > fDistToCamSqr)
	{
		float fDistToCam = Sqrt(fDistToCamSqr);

		if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
		{
			//fDistToCam == 0             -> 4
			//fDistToCam == fDrawDistance -> 0
			float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))));

			nIntensity = (int32)(nIntensity * fMult);
			nRed       = (int32)(nRed       * fMult);
			nGreen     = (int32)(nGreen     * fMult);
			nBlue      = (int32)(nBlue      * fMult);
		}

		int32 nSlot;

		nSlot = 0;
		while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
			nSlot++;

		if ( nSlot < MAX_STATICSHADOWS )
		{
			if (   Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < fUpDistance
				&& Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < fUpDistance )
			{
				aStaticShadows[nSlot].m_bJustCreated     = true;
				aStaticShadows[nSlot].m_nType            = ShadowType;
				aStaticShadows[nSlot].m_pTexture         = pTexture;
				aStaticShadows[nSlot].m_nIntensity       = nIntensity;
				aStaticShadows[nSlot].m_nRed             = nRed;
				aStaticShadows[nSlot].m_nGreen           = nGreen;
				aStaticShadows[nSlot].m_nBlue            = nBlue;
				aStaticShadows[nSlot].m_fZDistance       = fZDistance;
				aStaticShadows[nSlot].m_fScale           = fScale;
				aStaticShadows[nSlot].m_bTemp            = bTempShadow;
				aStaticShadows[nSlot].m_nTimeCreated     = CTimer::GetTimeInMilliseconds();
			}
            else if (  Abs(pPosn->x - aStaticShadows[nSlot].m_vecPosn.x) < 0.05f
					&& Abs(pPosn->y - aStaticShadows[nSlot].m_vecPosn.y) < 0.05f
					&& Abs(pPosn->z - aStaticShadows[nSlot].m_vecPosn.z) < 2.0f

					&& fFrontX == aStaticShadows[nSlot].m_vecFront.x
					&& fFrontY == aStaticShadows[nSlot].m_vecFront.y
					&& fSideX  == aStaticShadows[nSlot].m_vecSide.x
					&& fSideY  == aStaticShadows[nSlot].m_vecSide.y )
			{
				aStaticShadows[nSlot].m_bJustCreated     = true;
				aStaticShadows[nSlot].m_nType            = ShadowType;
				aStaticShadows[nSlot].m_pTexture         = pTexture;
				aStaticShadows[nSlot].m_nIntensity       = nIntensity;
				aStaticShadows[nSlot].m_nRed             = nRed;
				aStaticShadows[nSlot].m_nGreen           = nGreen;
				aStaticShadows[nSlot].m_nBlue            = nBlue;
				aStaticShadows[nSlot].m_fZDistance       = fZDistance;
				aStaticShadows[nSlot].m_fScale           = fScale;
				aStaticShadows[nSlot].m_bTemp            = bTempShadow;
				aStaticShadows[nSlot].m_nTimeCreated     = CTimer::GetTimeInMilliseconds();
			}
			else
			{
				aStaticShadows[nSlot].Free();

				aStaticShadows[nSlot].m_nId              = nID;
				aStaticShadows[nSlot].m_nType            = ShadowType;
				aStaticShadows[nSlot].m_pTexture         = pTexture;
				aStaticShadows[nSlot].m_nIntensity       = nIntensity;
				aStaticShadows[nSlot].m_nRed             = nRed;
				aStaticShadows[nSlot].m_nGreen           = nGreen;
				aStaticShadows[nSlot].m_nBlue            = nBlue;
				aStaticShadows[nSlot].m_fZDistance       = fZDistance;
				aStaticShadows[nSlot].m_fScale           = fScale;
				aStaticShadows[nSlot].m_vecPosn          = *pPosn;
				aStaticShadows[nSlot].m_vecFront.x       = fFrontX;
				aStaticShadows[nSlot].m_vecFront.y       = fFrontY;
				aStaticShadows[nSlot].m_vecSide.x        = fSideX;
				aStaticShadows[nSlot].m_vecSide.y        = fSideY;
				aStaticShadows[nSlot].m_bJustCreated     = true;
				aStaticShadows[nSlot].m_bTemp            = bTempShadow;
				aStaticShadows[nSlot].m_nTimeCreated     = CTimer::GetTimeInMilliseconds();

				GeneratePolysForStaticShadow(nSlot);
			}
		}
		else
		{
			nSlot = 0;
			while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
				nSlot++;

			if ( nSlot != MAX_STATICSHADOWS )
			{
				aStaticShadows[nSlot].m_nId              = nID;
				aStaticShadows[nSlot].m_nType            = ShadowType;
				aStaticShadows[nSlot].m_pTexture         = pTexture;
				aStaticShadows[nSlot].m_nIntensity       = nIntensity;
				aStaticShadows[nSlot].m_nRed             = nRed;
				aStaticShadows[nSlot].m_nGreen           = nGreen;
				aStaticShadows[nSlot].m_nBlue            = nBlue;
				aStaticShadows[nSlot].m_fZDistance       = fZDistance;
				aStaticShadows[nSlot].m_fScale           = fScale;
				aStaticShadows[nSlot].m_vecPosn          = *pPosn;
				aStaticShadows[nSlot].m_vecFront.x       = fFrontX;
				aStaticShadows[nSlot].m_vecFront.y       = fFrontY;
				aStaticShadows[nSlot].m_vecSide.x        = fSideX;
				aStaticShadows[nSlot].m_vecSide.y        = fSideY;
				aStaticShadows[nSlot].m_bJustCreated     = true;
				aStaticShadows[nSlot].m_bTemp            = bTempShadow;
				aStaticShadows[nSlot].m_nTimeCreated     = CTimer::GetTimeInMilliseconds();

				GeneratePolysForStaticShadow(nSlot);
			}
		}
	}
}

void
CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
								float fFrontX, float fFrontY, float fSideX, float fSideY,
								int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
{
	ASSERT(pPosn != NULL);

	switch ( ShadowTexture )
	{
		case SHADOWTEX_NONE:
		{
			break;
		}

		case SHADOWTEX_CAR:
		{
			StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}

		case SHADOWTEX_PED:
		{
			StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}

		case SHADOWTEX_EXPLOSION:
		{
			StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}

		case SHADOWTEX_HELI:
		{
			StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}

		case SHADOWTEX_HEADLIGHTS:
		{
			StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}

		case SHADOWTEX_BLOOD:
		{
			StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
					fFrontX, fFrontY, fSideX, fSideY,
					nIntensity, nRed, nGreen, nBlue,
					15.0f, false, 1.0f);

			break;
		}
	}

	//ASSERT(false);
}

void
CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
								float fFrontX, float fFrontY, float fSideX, float fSideY,
								int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
								float fZDistance, bool bDrawOnWater, float fScale)
{
	ASSERT(pTexture != NULL);
	ASSERT(pPosn != NULL);

	if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
	{
		asShadowsStored[ShadowsStoredToBeRendered].m_ShadowType          = ShadowType;
		asShadowsStored[ShadowsStoredToBeRendered].m_pTexture            = pTexture;
		asShadowsStored[ShadowsStoredToBeRendered].m_vecPos              = *pPosn;
		asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.x          = fFrontX;
		asShadowsStored[ShadowsStoredToBeRendered].m_vecFront.y          = fFrontY;
		asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.x           = fSideX;
		asShadowsStored[ShadowsStoredToBeRendered].m_vecSide.y           = fSideY;
		asShadowsStored[ShadowsStoredToBeRendered].m_nIntensity          = nIntensity;
		asShadowsStored[ShadowsStoredToBeRendered].m_nRed                = nRed;
		asShadowsStored[ShadowsStoredToBeRendered].m_nGreen              = nGreen;
		asShadowsStored[ShadowsStoredToBeRendered].m_nBlue               = nBlue;
		asShadowsStored[ShadowsStoredToBeRendered].m_fZDistance          = fZDistance;
		asShadowsStored[ShadowsStoredToBeRendered].m_nFlags.bDrawOnWater = bDrawOnWater;
		asShadowsStored[ShadowsStoredToBeRendered].m_fScale              = fScale;

		ShadowsStoredToBeRendered++;
	}
}

void
CShadows::StoreShadowForCar(CAutomobile *pCar)
{
	ASSERT(pCar != NULL);

	if ( CTimeCycle::GetShadowStrength() != 0 )
	{
		CVector CarPos = pCar->GetPosition();
		float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();

		if ( CCutsceneMgr::IsRunning() )
			fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;

		float fDrawDistance = 18.0f;

		if ( fDistToCamSqr < SQR(fDrawDistance) )
		{
			float fDistToCam = Sqrt(fDistToCamSqr);
			
			//fDistToCam == 0             -> 4
			//fDistToCam == fDrawDistance -> 0
			float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );

			int32 nColorStrength;

			if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
				nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
			else
				nColorStrength = CTimeCycle::GetShadowStrength();

			float fVehicleHeight  = pCar->GetColModel()->boundingBox.GetSize().y;
			float fVehicleWidth   = pCar->GetColModel()->boundingBox.GetSize().x;

			if ( pCar->GetModelIndex() == MI_DODO )
			{
				fVehicleHeight *= 0.9f;
				fVehicleWidth  *= 0.4f;
			}

			CarPos.x -= pCar->GetForward().x * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);
			CarPos.y -= pCar->GetForward().y * ((fVehicleHeight / 2) - pCar->GetColModel()->boundingBox.max.y);

			if ( pCar->GetUp().z > 0.0f )
			{
				StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
					pCar->GetForward().x * (fVehicleHeight / 2),
					pCar->GetForward().y * (fVehicleHeight / 2),
					pCar->GetRight().x   * (fVehicleWidth  / 2),
					pCar->GetRight().y   * (fVehicleWidth  / 2),
					nColorStrength, nColorStrength, nColorStrength, nColorStrength,
					4.5f, false, 1.0f);
			}
			else
			{
				StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &CarPos,
					pCar->GetForward().x * (fVehicleHeight / 2),
					pCar->GetForward().y * (fVehicleHeight / 2),
					-pCar->GetRight().x  * (fVehicleWidth  / 2),
					-pCar->GetRight().y  * (fVehicleWidth  / 2),
					nColorStrength, nColorStrength, nColorStrength, nColorStrength,
					4.5f, false, 1.0f);
			}
		}
	}
}

void
CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
							float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
							float fMaxViewAngle)
{
	ASSERT(pCar != NULL);
	ASSERT(pPosn != NULL);

	float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();

	bool bSpecialCam =     TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
						|| TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
						|| CCutsceneMgr::IsRunning();

	float fDrawDistance = 27.0f;

	if ( fDistToCamSqr < SQR(fDrawDistance) || bSpecialCam )
	{
		if ( bSpecialCam || DotProduct2D(CVector2D(TheCamera.CamFrontXNorm, TheCamera.CamFrontYNorm),
											*pPosn - TheCamera.GetPosition() ) > -fMaxViewAngle )
		{
			float fDistToCam = Sqrt(fDistToCamSqr);

			if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
			{
				//fDistToCam == 0             -> 3
				//fDistToCam == fDrawDistance -> 0
				float fMult = 1.0f - (3.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/3.0f))) );

				nRed   = (int32)(nRed   * fMult);
				nGreen = (int32)(nGreen * fMult);
				nBlue  = (int32)(nBlue  * fMult);
			}

			StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, pTexture, pPosn,
					fFrontX, fFrontY,
					fSideX, fSideY,
					128, nRed, nGreen, nBlue,
					6.0f, false, 1.0f);

		}
	}
}

void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
							float fFrontX, float fFrontY, float fSideX, float fSideY)
{
	ASSERT(pPed != NULL);

	if ( pPed->bIsVisible )
	{
		if ( !(pPed->bInVehicle && pPed->m_nPedState != PED_DRAG_FROM_CAR && pPed->m_nPedState != PED_EXIT_CAR) )
		{
			if ( CTimeCycle::GetShadowStrength() != 0 )
				StoreShadowForPedObject(pPed,
					fDisplacementX, fDisplacementY,
					fFrontX, fFrontY,
					fSideX, fSideY);
		}
	}
}

void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
								float fFrontX, float fFrontY, float fSideX, float fSideY)
{
	ASSERT(pPedObject != NULL);

	CVector PedPos = pPedObject->GetPosition();

	float fDistToCamSqr = (PedPos - TheCamera.GetPosition()).MagnitudeSqr2D();

	float fDrawDistance = 26.0f;

	if ( fDistToCamSqr < SQR(fDrawDistance*0.5f)/*?*/ )
	{
		if ( pPedObject == FindPlayerPed() || TheCamera.IsSphereVisible(PedPos, 2.0f) != false )
		{
			float fDistToCam = Sqrt(fDistToCamSqr);

			//fDistToCam == 0             ->  2
			//fDistToCam == fDrawDistance -> -2
			float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
			int32 nColorStrength;

			if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
				nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
			else
				nColorStrength = CTimeCycle::GetShadowStrength();

			PedPos.x += fDisplacementX;
			PedPos.y += fDisplacementY;

			StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &PedPos,
					fFrontX, fFrontY,
					fSideX, fSideY,
					nColorStrength, nColorStrength, nColorStrength, nColorStrength,
					4.0f, false, 1.0f);
		}
	}
}

void
CShadows::StoreShadowForTree(CEntity *pTree)
{
	ASSERT(pTree != NULL);
}

void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
								float fPoleHeight, float fPoleWidth, uint32 nID)
{
	ASSERT(pPole != NULL);

	if ( CTimeCycle::GetShadowStrength() != 0 )
	{
		if ( pPole->GetUp().z < 0.5f )
			return;

		CVector PolePos = pPole->GetPosition();

		PolePos.x += fOffsetX * pPole->GetRight().x + fOffsetY * pPole->GetForward().x;
		PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y;
		PolePos.z += fOffsetZ;

		PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2);
		PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2);

		StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
				-CTimeCycle::GetSunDirection().x * (fPoleHeight / 2),
				-CTimeCycle::GetSunDirection().y * (fPoleHeight / 2),
				CTimeCycle::GetShadowSideX()    * fPoleWidth,
				CTimeCycle::GetShadowSideY()    * fPoleWidth,
				2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3,
				0, 0, 0,
				15.0f, 1.0f, 40.0f, false, 0.0f);
	}
}

void
CShadows::SetRenderModeForShadowType(uint8 ShadowType)
{
	switch ( ShadowType )
	{
		case SHADOWTYPE_DARK:
		{
			RwRenderStateSet(rwRENDERSTATESRCBLEND,  (void *)rwBLENDSRCALPHA);
			RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
			break;
		}

		case SHADOWTYPE_ADDITIVE:
		{
			RwRenderStateSet(rwRENDERSTATESRCBLEND,  (void *)rwBLENDONE);
			RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
			break;
		}

		case SHADOWTYPE_INVCOLOR:
		{
			RwRenderStateSet(rwRENDERSTATESRCBLEND,  (void *)rwBLENDZERO);
			RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCCOLOR);
			break;
		}
	}
}

void
CShadows::RenderStoredShadows(void)
{
	RenderBuffer::ClearRenderBuffer();

	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE,      (void *)FALSE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE,       (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);

	for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
		asShadowsStored[i].m_nFlags.bRendered = false;

	for ( int32 i = 0; i < ShadowsStoredToBeRendered; i++ )
	{
		if ( !asShadowsStored[i].m_nFlags.bRendered )
		{
			SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);

			ASSERT(asShadowsStored[i].m_pTexture != NULL);

			RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));

			for ( int32 j = i; j < ShadowsStoredToBeRendered; j++ )
			{
				if ( asShadowsStored[i].m_ShadowType   == asShadowsStored[j].m_ShadowType
					&& asShadowsStored[i].m_pTexture == asShadowsStored[j].m_pTexture )
				{
					float fWidth  = Abs(asShadowsStored[j].m_vecFront.x) + Abs(asShadowsStored[j].m_vecSide.x);
					float fHeight = Abs(asShadowsStored[j].m_vecFront.y) + Abs(asShadowsStored[j].m_vecSide.y);

					CVector shadowPos = asShadowsStored[j].m_vecPos;

					float fStartX = shadowPos.x - fWidth;
					float fEndX   = shadowPos.x + fWidth;
					float fStartY = shadowPos.y - fHeight;
					float fEndY   = shadowPos.y + fHeight;

					int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
					int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
					int32 nEndX   = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
					int32 nEndY   = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);

					CWorld::AdvanceCurrentScanCode();

					for ( int32 y = nStartY; y <= nEndY; y++ )
					{
						for ( int32 x = nStartX; x <= nEndX; x++ )
						{
							CSector *pCurSector = CWorld::GetSector(x, y);

							ASSERT(pCurSector != NULL);

							CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
									fStartX, fStartY,
									fEndX, fEndY,
									&shadowPos,
									asShadowsStored[j].m_vecFront.x,
									asShadowsStored[j].m_vecFront.y,
									asShadowsStored[j].m_vecSide.x,
									asShadowsStored[j].m_vecSide.y,
									asShadowsStored[j].m_nIntensity,
									asShadowsStored[j].m_nRed,
									asShadowsStored[j].m_nGreen,
									asShadowsStored[j].m_nBlue,
									asShadowsStored[j].m_fZDistance,
									asShadowsStored[j].m_fScale,
									NULL);

							CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
									fStartX, fStartY,
									fEndX, fEndY,
									&shadowPos,
									asShadowsStored[j].m_vecFront.x,
									asShadowsStored[j].m_vecFront.y,
									asShadowsStored[j].m_vecSide.x,
									asShadowsStored[j].m_vecSide.y,
									asShadowsStored[j].m_nIntensity,
									asShadowsStored[j].m_nRed,
									asShadowsStored[j].m_nGreen,
									asShadowsStored[j].m_nBlue,
									asShadowsStored[j].m_fZDistance,
									asShadowsStored[j].m_fScale,
									NULL);
						}
					}

					asShadowsStored[j].m_nFlags.bRendered = true;
				}
			}

			RenderBuffer::RenderStuffInBuffer();
		}

	}

	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE,      (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE,       (void *)TRUE);

	ShadowsStoredToBeRendered = 0;
}

void
CShadows::RenderStaticShadows(void)
{
	RenderBuffer::ClearRenderBuffer();

	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE,      (void *)FALSE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE,       (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEFOGENABLE,         (void *)FALSE);

	SetAlphaTest(0);

	for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
		aStaticShadows[i].m_bRendered = false;

	for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
	{
		if ( aStaticShadows[i].m_pPolyBunch && !aStaticShadows[i].m_bRendered )
		{
			SetRenderModeForShadowType(aStaticShadows[i].m_nType);
			RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aStaticShadows[i].m_pTexture));

			// optimization trick, render all shadows with same renderstate and texture
			for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
			{
				if ( aStaticShadows[j].m_pPolyBunch != NULL
						&& aStaticShadows[i].m_nType    == aStaticShadows[j].m_nType
						&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
				{
					for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
					{
						RwImVertexIndex *pIndexes;
						RwIm3DVertex *pVerts;

						RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);

						ASSERT(pIndexes != NULL);
						ASSERT(pVerts != NULL);

						for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
						{
							RwIm3DVertexSetRGBA(&pVerts[k],
									aStaticShadows[j].m_nRed,
									aStaticShadows[j].m_nGreen,
									aStaticShadows[j].m_nBlue,
									(int32)(aStaticShadows[j].m_nIntensity * (1.0f - CWeather::Foggyness * 0.5f)));

							RwIm3DVertexSetU  (&pVerts[k], bunch->m_aU[k] / 200.0f);
							RwIm3DVertexSetV  (&pVerts[k], bunch->m_aV[k] / 200.0f);
							RwIm3DVertexSetPos(&pVerts[k], bunch->m_aVerts[k].x, bunch->m_aVerts[k].y,  bunch->m_aVerts[k].z + 0.03f);
						}

						for ( int32 k = 0; k < 3 * (bunch->m_nNumVerts - 2); k++ )
							pIndexes[k] = ShadowIndexList[k];

						RenderBuffer::StopStoring();
					}

					aStaticShadows[j].m_bRendered = true;
				}
			}

			RenderBuffer::RenderStuffInBuffer();
		}
	}
	RestoreAlphaTest();

	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE,      (void *)TRUE);
}

void
CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
	float fWidth  = Abs(aStaticShadows[nStaticShadowID].m_vecFront.x) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.x);
	float fHeight = Abs(aStaticShadows[nStaticShadowID].m_vecFront.y) + Abs(aStaticShadows[nStaticShadowID].m_vecSide.y);

	CVector shadowPos = aStaticShadows[nStaticShadowID].m_vecPosn;

	float fStartX = shadowPos.x - fWidth;
	float fEndX   = shadowPos.x + fWidth;
	float fStartY = shadowPos.y - fHeight;
	float fEndY   = shadowPos.y + fHeight;

	int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
	int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
	int32 nEndX   = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
	int32 nEndY   = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);

	CWorld::AdvanceCurrentScanCode();

	for ( int32 y = nStartY; y <= nEndY; y++ )
	{
		for ( int32 x = nStartX; x <= nEndX; x++ )
		{
			CSector *pCurSector = CWorld::GetSector(x, y);

			ASSERT(pCurSector != NULL);

			CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
					fStartX, fStartY,
					fEndX, fEndY,
					&shadowPos,
					aStaticShadows[nStaticShadowID].m_vecFront.x,
					aStaticShadows[nStaticShadowID].m_vecFront.y,
					aStaticShadows[nStaticShadowID].m_vecSide.x,
					aStaticShadows[nStaticShadowID].m_vecSide.y,
					0, 0, 0, 0,
					aStaticShadows[nStaticShadowID].m_fZDistance,
					aStaticShadows[nStaticShadowID].m_fScale,
					&aStaticShadows[nStaticShadowID].m_pPolyBunch);

			CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
					fStartX, fStartY,
					fEndX, fEndY,
					&shadowPos,
					aStaticShadows[nStaticShadowID].m_vecFront.x,
					aStaticShadows[nStaticShadowID].m_vecFront.y,
					aStaticShadows[nStaticShadowID].m_vecSide.x,
					aStaticShadows[nStaticShadowID].m_vecSide.y,
					0, 0, 0, 0,
					aStaticShadows[nStaticShadowID].m_fZDistance,
					aStaticShadows[nStaticShadowID].m_fScale,
					&aStaticShadows[nStaticShadowID].m_pPolyBunch);
		}
	}
}

void
CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
								float fFrontX, float fFrontY, float fSideX, float fSideY,
								int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
								float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
	ASSERT(pPosn != NULL);

	CPtrNode *pNode = PtrList.first;

	CRect Bound;

	while ( pNode != NULL )
	{
		CEntity *pEntity = (CEntity *)pNode->item;
		uint16 nScanCode = pEntity->m_scanCode;
		pNode = pNode->next;

		ASSERT( pEntity != NULL );

		if ( nScanCode != CWorld::GetCurrentScanCode() )
		{
			if ( pEntity->bUsesCollision && pEntity->IsBuilding() )
			{
				pEntity->m_scanCode = CWorld::GetCurrentScanCode();

				Bound = pEntity->GetBoundRect();

				if ( fStartX < Bound.right
					&& fEndX > Bound.left
					&& fStartY < Bound.bottom
					&& fEndY > Bound.top )
				{
					if ( pPosn->z - fZDistance < pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.max.z
						&& pEntity->GetPosition().z + pEntity->GetColModel()->boundingBox.min.z < pPosn->z )
					{
						CastShadowEntity(pEntity,
							fStartX, fStartY,
							fEndX, fEndY,
							pPosn,
							fFrontX, fFrontY,
							fSideX, fSideY,
							nIntensity, nRed, nGreen, nBlue,
							fZDistance, fScale, ppPolyBunch);
					}
				}
			}
		}
	}
}

void
CShadows::CastShadowEntity(CEntity *pEntity,  float fStartX, float fStartY, float fEndX, float fEndY, CVector *pPosn,
							float fFrontX, float fFrontY, float fSideX, float fSideY,
							int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
							float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{	
	ASSERT(pEntity != NULL);
	ASSERT(pPosn != NULL);

	static CVector List   [20];
	static CVector Texture[20];
	static CVector Points [4];

	CColModel *pCol = pEntity->GetColModel();
	ASSERT(pCol != NULL);

#ifndef MASTER
	if ( gbPrintShite )
		printf("MI:%d Triangles:%d Coors:%f %f BBoxXY:%f %f\n",
			pEntity->GetModelIndex(),
			pCol->numTriangles,
			pEntity->GetPosition().x,
			pEntity->GetPosition().y,
			pCol->boundingBox.GetSize().x,
			pCol->boundingBox.GetSize().y);
#endif
	
	CCollision::CalculateTrianglePlanes(pCol);

	float fFrontRight    = DotProduct2D(CVector2D(fFrontX, fFrontY),     pEntity->GetRight());
	float fFrontForward  = DotProduct2D(CVector2D(fFrontX, fFrontY),     pEntity->GetForward());
	float fSideRight     = DotProduct2D(CVector2D(fSideX, fSideY),       pEntity->GetRight());
	float fSideForward   = DotProduct2D(CVector2D(fSideX, fSideY),       pEntity->GetForward());
	float fLengthRight   = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetRight());
	float fLengthForward = DotProduct2D(*pPosn - pEntity->GetPosition(), pEntity->GetForward());

	Points[0].x = (fLengthRight   + fFrontRight  )  - fSideRight;
	Points[0].y = (fLengthForward + fFrontForward)  - fSideForward;

	Points[1].x = fSideRight      + (fLengthRight   + fFrontRight);
	Points[1].y = fSideForward    + (fLengthForward + fFrontForward);
                                  
	Points[2].x = fSideRight      + (fLengthRight   - fFrontRight);
	Points[2].y = fSideForward    + (fLengthForward - fFrontForward);

	Points[3].x = (fLengthRight   - fFrontRight)    - fSideRight;
	Points[3].y = (fLengthForward - fFrontForward)  - fSideForward;

	float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
	float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));

	float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
	float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));

	float MaxZ = pPosn->z - pEntity->GetPosition().z;
	float MinZ = MaxZ - fZDistance;

	for ( int32 i = 0; i < pCol->numTriangles; i++ )
	{
		CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
		ASSERT(pColTriPlanes != NULL);

		CVector normal;
		pColTriPlanes[i].GetNormal(normal);
		if ( Abs(normal.z) > 0.1f )
		{
			CColTriangle *pColTri = pCol->triangles;
			ASSERT(pColTri != NULL);

			CVector PointA, PointB, PointC;

			pCol->GetTrianglePoint(PointA, pColTri[i].a);
			pCol->GetTrianglePoint(PointB, pColTri[i].b);
			pCol->GetTrianglePoint(PointC, pColTri[i].c);

			if (   (PointA.x > MinX || PointB.x > MinX || PointC.x > MinX)
				&& (PointA.x < MaxX || PointB.x < MaxX || PointC.x < MaxX)
				&& (PointA.y > MinY || PointB.y > MinY || PointC.y > MinY)
				&& (PointA.y < MaxY || PointB.y < MaxY || PointC.y < MaxY)
				&& (PointA.z < MaxZ || PointB.z < MaxZ || PointC.z < MaxZ)
				&& (PointA.z > MinZ || PointB.z > MinZ || PointC.z > MinZ) )

			{
				List[0].x = Points[0].x;
				List[0].y = Points[0].y;

				List[1].x = Points[1].x;
				List[1].y = Points[1].y;

				List[2].x = Points[2].x;
				List[2].y = Points[2].y;

				List[3].x = Points[3].x;
				List[3].y = Points[3].y;

				Texture[0].x = 0.0f;
				Texture[0].y = 0.0f;

				Texture[1].x = 1.0f;
				Texture[1].y = 0.0f;

				Texture[2].x = 1.0f;
				Texture[2].y = 1.0f;

				Texture[3].x = 0.0f;
				Texture[3].y = 1.0f;


				CVector2D start;
				CVector2D dist;

				int32 numVerts1 = 0;
				int16 vertType1 = 0;
				{						
					for ( int32 j = 0; j < 4; j++ )
					{
						start = PointA;
						dist  = PointB - PointA;
						
						int32 in = j;
						
						float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);

						if ( cp > 0.0f )
						{
							switch ( vertType1 )
							{
								case 0:
								{
									int32 out = numVerts1++ + 10;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;

									break;
								}

								case 1:
								{
									int32 out = numVerts1++ + 10;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;

									break;
								}

								case 2:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out1 = numVerts1++ + 10;
									int32 out2 = numVerts1++ + 10;

									Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out1].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out1].y    = Compl*List[in-1].y    + Scale*List[in].y;

									Texture[out2].x = Texture[in].x;
									Texture[out2].y = Texture[in].y;
									List[out2].x    = List[in].x;
									List[out2].y    = List[in].y;

									break;
								}
							}

							vertType1 = 1;
						}
						else
						{
							switch ( vertType1 )
							{
								case 1:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out = numVerts1++ + 10;

									Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out].y    = Compl*List[in-1].y    + Scale*List[in].y;
									
									break;
								}
							}

							vertType1 = 2;
						}
					}

					float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
					if ( cp1 > 0.0f && vertType1 == 2 || cp1 <= 0.0f && vertType1 == 1 )
					{
						float cp2 = CrossProduct2D(CVector2D(List[3]) - start, dist);

						float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
						float Compl = 1.0f - Scale;

						int32 out = numVerts1++ + 10;

						Texture[out].x = Compl*Texture[3].x + Scale*Texture[0].x;
						Texture[out].y = Compl*Texture[3].y + Scale*Texture[0].y;
						List[out].x    = Compl*List[3].x    + Scale*List[0].x;
						List[out].y    = Compl*List[3].y    + Scale*List[0].y;
					}
				}

				int32 numVerts2 = 0;
				int16 vertType2 = 0;
				{						
					for ( int32 j = 0; j < numVerts1; j++ )
					{
						start = PointB;
						dist  = PointC - PointB;
					
						int32 in = j + 10;
						float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);

						if ( cp > 0.0f )
						{
							switch ( vertType2 )
							{
								case 0:
								{
									int32 out = numVerts2++;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;
									
									break;
								}

								case 1:
								{
									int32 out = numVerts2++;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;
									
									break;
								}

								case 2:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out1 = numVerts2++;
									int32 out2 = numVerts2++;

									Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out1].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out1].y    = Compl*List[in-1].y    + Scale*List[in].y;

									Texture[out2].x = Texture[in].x;
									Texture[out2].y = Texture[in].y;
									List[out2].x    = List[in].x;
									List[out2].y    = List[in].y;
									
									break;
								}
							}

							vertType2 = 1;
						}
						else
						{
							switch ( vertType2 )
							{
								case 1:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out = numVerts2++;

									Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out].y    = Compl*List[in-1].y    + Scale*List[in].y;
									
									break;
								}
							}

							vertType2 = 2;
						}
					}

					float cp1 = CrossProduct2D(CVector2D(List[10]) - start, dist);
					if ( cp1 > 0.0f && vertType2 == 2 || cp1 <= 0.0f && vertType2 == 1 )
					{
						int32 in = numVerts1 + 10;

						float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

						float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
						float Compl = 1.0f - Scale;

						int32 out = numVerts2++;

						Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[10].x;
						Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[10].y;
						List[out].x    = Compl*List[in-1].x    + Scale*List[10].x;
						List[out].y    = Compl*List[in-1].y    + Scale*List[10].y;
					}
				}

				int32 numVerts3 = 0;
				int16 vertType3 = 0;
				{					
					for ( int32 j = 0; j < numVerts2; j++ )
					{
						start = PointC;
						dist  = PointA - PointC;
					
						int32 in = j;
						float cp = CrossProduct2D(CVector2D(List[in]) - start, dist);

						if ( cp > 0.0f )
						{
							switch ( vertType3 )
							{
								case 0:
								{
									int32 out = numVerts3++ + 10;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;
									
									break;
								}

								case 1:
								{
									int32 out = numVerts3++ + 10;

									Texture[out].x = Texture[in].x;
									Texture[out].y = Texture[in].y;
									List[out].x    = List[in].x;
									List[out].y    = List[in].y;
									
									break;
								}

								case 2:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out1 = numVerts3++ + 10;
									int32 out2 = numVerts3++ + 10;

									Texture[out1].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out1].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out1].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out1].y    = Compl*List[in-1].y    + Scale*List[in].y;

									Texture[out2].x = Texture[in].x;
									Texture[out2].y = Texture[in].y;
									List[out2].x    = List[in].x;
									List[out2].y    = List[in].y;
									
									break;
								}
							}

							vertType3 = 1;
						}
						else
						{
							switch ( vertType3 )
							{
								case 1:
								{
									float prevcp = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

									float Scale = Abs(prevcp) / (Abs(prevcp) + Abs(cp));
									float Compl = 1.0f - Scale;

									int32 out = numVerts3++ + 10;

									Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[in].x;
									Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[in].y;
									List[out].x    = Compl*List[in-1].x    + Scale*List[in].x;
									List[out].y    = Compl*List[in-1].y    + Scale*List[in].y;
									
									break;
								}
							}

							vertType3 = 2;
						}
					}

					float cp1 = CrossProduct2D(CVector2D(List[0]) - start, dist);
					if ( cp1 > 0.0f && vertType3 == 2 || cp1 <= 0.0f && vertType3 == 1 )
					{
						int32 in = numVerts2;

						float cp2 = CrossProduct2D(CVector2D(List[in-1]) - start, dist);

						float Scale = Abs(cp2) / (Abs(cp2) + Abs(cp1));
						float Compl = 1.0f - Scale;

						int32 out = numVerts3++ + 10;

						Texture[out].x = Compl*Texture[in-1].x + Scale*Texture[0].x;
						Texture[out].y = Compl*Texture[in-1].y + Scale*Texture[0].y;
						List[out].x    = Compl*List[in-1].x    + Scale*List[0].x;
						List[out].y    = Compl*List[in-1].y    + Scale*List[0].y;
					}
				}
					
				if ( numVerts3 >= 3 )
				{
					CVector norm;

					pColTriPlanes[i].GetNormal(norm);

					float dot = DotProduct(norm, PointA);

					for ( int32 j = 0; j < numVerts3; j++ )
					{
						int32 idx = j + 10;

						List[idx].z = -(DotProduct2D(norm, List[idx]) - dot) / norm.z;
					}

					for ( int32 j = 0; j < numVerts3; j++ )
					{
						int32 idx = j + 10;

						CVector p = List[idx];
						
						List[idx].x = p.y * pEntity->GetForward().x + p.x * pEntity->GetRight().x + pEntity->GetPosition().x;
						List[idx].y = p.y * pEntity->GetForward().y + p.x * pEntity->GetRight().y + pEntity->GetPosition().y;
						List[idx].z = p.z + pEntity->GetPosition().z;
					}

					
					if ( ppPolyBunch != NULL )
					{
						if ( pEmptyBunchList != NULL )
						{
							CPolyBunch *pBunch = pEmptyBunchList;
							ASSERT(pBunch != NULL);
							pEmptyBunchList = pEmptyBunchList->m_pNext;
							pBunch->m_pNext = *ppPolyBunch;
							*ppPolyBunch = pBunch;
	
							pBunch->m_nNumVerts = numVerts3;
	
							for ( int32 j = 0; j < numVerts3; j++ )
							{
								int32 in = j + 10;
	
								pBunch->m_aVerts[j] = List[in];
	
								pBunch->m_aU[j] = (int32)(Texture[in].x * 200.0f);
								pBunch->m_aV[j] = (int32)(Texture[in].y * 200.0f);
							}
						}
					}
					else
					{
						RwImVertexIndex *pIndexes;
						RwIm3DVertex *pVerts;

						RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);

						ASSERT(pIndexes != NULL);
						ASSERT(pVerts != NULL);


						for ( int32 j = 0; j < numVerts3; j++ )
						{
							int32 in = j + 10;

							RwIm3DVertexSetRGBA(&pVerts[j], nRed, nGreen, nBlue, nIntensity);
							RwIm3DVertexSetU   (&pVerts[j], Texture[in].x*fScale);
							RwIm3DVertexSetV   (&pVerts[j], Texture[in].y*fScale);
							RwIm3DVertexSetPos (&pVerts[j], List[in].x, List[in].y, List[in].z + 0.03f);
						}

						for ( int32 j = 0; j < 3*(numVerts3 - 2); j++ )
							pIndexes[j] = ShadowIndexList[j];

						RenderBuffer::StopStoring();
					}
				}
			}
		}
	}
}

void
CShadows::UpdateStaticShadows(void)
{
	for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
	{
		if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
			&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
		{
			aStaticShadows[i].Free();
		}

		aStaticShadows[i].m_bJustCreated = false;
	}
}

void
CShadows::UpdatePermanentShadows(void)
{
	for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
	{
		if ( aPermanentShadows[i].m_nType != SHADOWTYPE_NONE )
		{
			uint32 timePassed = CTimer::GetTimeInMilliseconds() - aPermanentShadows[i].m_nTimeCreated;

			if ( timePassed >= aPermanentShadows[i].m_nLifeTime )
				aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
			else
			{
				if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) )
				{
					// timePassed == 0                                -> 4
					// timePassed == aPermanentShadows[i].m_nLifeTime -> 0
					float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);

					StoreStaticShadow((uintptr)&aPermanentShadows[i],
						aPermanentShadows[i].m_nType,
						aPermanentShadows[i].m_pTexture,
						&aPermanentShadows[i].m_vecPos,
						aPermanentShadows[i].m_vecFront.x,
						aPermanentShadows[i].m_vecFront.y,
						aPermanentShadows[i].m_vecSide.x,
						aPermanentShadows[i].m_vecSide.y,
						(int32)(aPermanentShadows[i].m_nIntensity * fMult),
						(int32)(aPermanentShadows[i].m_nRed       * fMult),
						(int32)(aPermanentShadows[i].m_nGreen     * fMult),
						(int32)(aPermanentShadows[i].m_nBlue      * fMult),
						aPermanentShadows[i].m_fZDistance,
						1.0f, 40.0f, false, 0.0f);
				}
				else
				{
					StoreStaticShadow((uintptr)&aPermanentShadows[i],
						aPermanentShadows[i].m_nType,
						aPermanentShadows[i].m_pTexture,
						&aPermanentShadows[i].m_vecPos,
						aPermanentShadows[i].m_vecFront.x,
						aPermanentShadows[i].m_vecFront.y,
						aPermanentShadows[i].m_vecSide.x,
						aPermanentShadows[i].m_vecSide.y,
						aPermanentShadows[i].m_nIntensity,
						aPermanentShadows[i].m_nRed,
						aPermanentShadows[i].m_nGreen,
						aPermanentShadows[i].m_nBlue,
						aPermanentShadows[i].m_fZDistance,
						1.0f, 40.0f, false, 0.0f);
				}
			}
		}
	}
}

void
CStaticShadow::Free(void)
{
	if ( m_pPolyBunch != NULL )
	{
		CPolyBunch *pFree = CShadows::pEmptyBunchList;
		CShadows::pEmptyBunchList = m_pPolyBunch;

		CPolyBunch *pUsed = m_pPolyBunch;
		while (pUsed->m_pNext != NULL)
			pUsed = pUsed->m_pNext;

			pUsed->m_pNext = pFree;
	}

	m_pPolyBunch = NULL;

	m_nId = 0;
}

void
CShadows::CalcPedShadowValues(CVector vecLightDir,
							float *pfFrontX, float *pfFrontY,
							float *pfSideX, float *pfSideY,
							float *pfDisplacementX, float *pfDisplacementY)
{
	ASSERT(pfFrontX != nil);
	ASSERT(pfFrontY != nil);
	ASSERT(pfSideX != nil);
	ASSERT(pfSideY != nil);
	ASSERT(pfDisplacementX != nil);
	ASSERT(pfDisplacementY != nil);

	*pfFrontX = -vecLightDir.x;
	*pfFrontY = -vecLightDir.y;

	float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
	float fMult = (fDist + 1.0f) / fDist;

	*pfFrontX *= fMult;
	*pfFrontY *= fMult;

	*pfSideX = -vecLightDir.y / fDist;
	*pfSideY =  vecLightDir.x / fDist;

	*pfDisplacementX = -vecLightDir.x;
	*pfDisplacementY = -vecLightDir.y;

	*pfFrontX /= 2;
	*pfFrontY /= 2;

	*pfSideX /= 2;
	*pfSideY /= 2;

	*pfDisplacementX /= 2;
	*pfDisplacementY /= 2;
	
}

void
CShadows::RenderExtraPlayerShadows(void)
{
#ifdef FIX_BUGS
	if (CReplay::IsPlayingBack())
		return;
#endif
	if ( CTimeCycle::GetLightShadowStrength() != 0 )
	{
		CVehicle *pCar = FindPlayerVehicle();

		if ( pCar == NULL )
		{
			for ( int32 i = 0; i < CPointLights::NumLights; i++ )
			{
				if (   0.0f != CPointLights::aLights[i].red
					|| 0.0f != CPointLights::aLights[i].green
					|| 0.0f != CPointLights::aLights[i].blue )
				{
					if ( CPointLights::aLights[i].castExtraShadows )
					{
						CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
						float fLightDist = vecLight.Magnitude();
						float fRadius = CPointLights::aLights[i].radius;

						if ( fLightDist < fRadius )
						{
							// fLightDist == fRadius -> 2.0f
							// fLightDist == 0       -> 0.0f
							float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);

							int32 nColorStrength;
							if ( fLightDist < fRadius*0.5f )
								nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8);
							else
								nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult);

							float fInv = 1.0f / fLightDist;
							vecLight.x *= fInv;
							vecLight.y *= fInv;
							vecLight.z *= fInv;

							float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY;

							CalcPedShadowValues(vecLight,
												&fFrontX, &fFrontY,
												&fSideX, &fSideY,
												&fDisplacementX, &fDisplacementY);

							CVector shadowPos = FindPlayerCoors();

							shadowPos.x += fDisplacementX;
							shadowPos.y += fDisplacementY;


							StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
									fFrontX, fFrontY,
									fSideX, fSideY,
									nColorStrength, 0, 0, 0,
									4.0f, false, 1.0f);
						}
					}
				}
			}
		}
		else
		{
			if ( pCar->GetModelIndex() != MI_RCBANDIT )
			{
				for ( int32 i = 0; i < CPointLights::NumLights; i++ )
				{
					if (  CPointLights::aLights[i].type == CPointLights::LIGHT_POINT
						&& CPointLights::aLights[i].castExtraShadows
						&&(0.0f != CPointLights::aLights[i].red
						|| 0.0f != CPointLights::aLights[i].green
						|| 0.0f != CPointLights::aLights[i].blue) )
					{
						CVector vecLight = CPointLights::aLights[i].coors - FindPlayerCoors();
						float fLightDist = vecLight.Magnitude();
						float fRadius = CPointLights::aLights[i].radius;

						if ( fLightDist < fRadius )
						{
							// fLightDist == 0       -> 2.0f
							// fLightDist == fRadius -> 0.0f
							float fMult = (1.0f - (2.0f * fLightDist - fRadius) / fRadius);

							int32 nColorStrength;
							if ( fLightDist < fRadius*0.5f )
								nColorStrength = (5*CTimeCycle::GetLightShadowStrength()/8);
							else
								nColorStrength = int32((5*CTimeCycle::GetLightShadowStrength()/8) * fMult);

							float fInv = 1.0f / fLightDist;
							vecLight.x *= fInv;
							vecLight.y *= fInv;
							vecLight.z *= fInv;

							CVector shadowPos = pCar->GetPosition();

							shadowPos.x -= vecLight.x * 1.2f;
							shadowPos.y -= vecLight.y * 1.2f;

							float fVehicleWidth   = pCar->GetColModel()->boundingBox.GetSize().x;
							float fVehicleHeight  = pCar->GetColModel()->boundingBox.GetSize().y;

							shadowPos.x -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
											* pCar->GetForward().x;

							shadowPos.y -= ((fVehicleHeight/2) - pCar->GetColModel()->boundingBox.max.y)
											* pCar->GetForward().y;

							if ( pCar->GetUp().z > 0.0f )
							{
								StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
									pCar->GetForward().x * (fVehicleHeight/2),
									pCar->GetForward().y * (fVehicleHeight/2),
									pCar->GetRight().x   * (fVehicleWidth/3),
									pCar->GetRight().y   * (fVehicleWidth/3),
									nColorStrength, 0, 0, 0,
									4.5f, false, 1.0f);
							}
							else
							{
								StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, &shadowPos,
									pCar->GetForward().x * (fVehicleHeight/2),
									pCar->GetForward().y * (fVehicleHeight/2),
									-pCar->GetRight().x  * (fVehicleWidth/2),
									-pCar->GetRight().y  * (fVehicleWidth/2),
									nColorStrength, 0, 0, 0,
									4.5f, false, 1.0f);
							}
						}
					}
				}
			}
		}
	}
}

void
CShadows::TidyUpShadows(void)
{
	for ( int32 i = 0; i < MAX_PERMAMENTSHADOWS; i++ )
		aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
}

void
CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture,  CVector *pPosn,
								float fFrontX, float fFrontY, float fSideX, float fSideY,
								int16 nIntensity)
{
	ASSERT(pPosn != NULL);

	C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
			0, 128, 255, 128,
			2048, 0.2f, 0);
}