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compile problem on plugin_gore


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><)))*>
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Old 03-16-2004 , 17:05   compile problem on plugin_gore
Reply With Quote #1

if i start the compile.bat to compile the plugin_gore
than there are standing:
Code:
Assertion failed: sym!=NULL, file sc6.c, line 228
ABNORMAL TERMINATION
compiled\plugin_gore.sma
the amx-file iss 720 bytes and it gives a bad load :-(

help me plz


sry about my bad english (i am german)
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[RED-Designs]
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Old 03-16-2004 , 17:41   Re: compile problem on plugin_gore
Reply With Quote #2

Quote:
Originally Posted by ><)))*>
if i start the compile.bat to compile the plugin_gore
than there are standing:
Code:
Assertion failed: sym!=NULL, file sc6.c, line 228
ABNORMAL TERMINATION
compiled\plugin_gore.sma
the amx-file iss 720 bytes and it gives a bad load :-(

help me plz


sry about my bad english (i am german)
Plugin gore is broken on STEAM anyways. It causes console lag and problems within the engine. It hasnt been updated in a long time.

I will compile the plugin for you if you want anyways.
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Old 03-16-2004 , 19:34  
Reply With Quote #3

i use cs 1.5 and WON.. in the past on amx 0.9.6 and before, it runs perfectly!
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BigBaller
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Old 03-16-2004 , 19:44  
Reply With Quote #4

gore plugin worked for me on STEAM 0.9.8
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[RED-Designs]
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Old 03-16-2004 , 19:54  
Reply With Quote #5

Quote:
Originally Posted by BigBaller
gore plugin worked for me on STEAM 0.9.8
It works but if you have developer to 1 you'll see what I mean while playing with it. Its a problem that overflows your console.
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MagicShot
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Old 03-16-2004 , 22:29   Really
Reply With Quote #6

Red, Is this a problem with only steam or is it both.. because it didn't really cause problems in 0.96j..?
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DoubleTap
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Old 03-16-2004 , 23:40   Re: compile problem on plugin_gore
Reply With Quote #7

Quote:
Originally Posted by [RED-Designs
]
Plugin gore is broken on STEAM anyways. It causes console lag and problems within the engine. It hasnt been updated in a long time.

I will compile the plugin for you if you want anyways.
Gore runs fine on Steam Linux... Now, like you there are things I cannot run that others can on similar configs... but I run a fun server with all the zany shit, one of them being Gore with no problems at all... And I have for a long time...

Vic/DT

Red, where is your server ?
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Old 03-17-2004 , 13:47   Re: compile problem on plugin_gore
Reply With Quote #8

Quote:
Originally Posted by ><)))*>
if i start the compile.bat to compile the plugin_gore
than there are standing:
Code:
Assertion failed: sym!=NULL, file sc6.c, line 228
ABNORMAL TERMINATION
compiled\plugin_gore.sma
the amx-file iss 720 bytes and it gives a bad load :-(

help me plz


sry about my bad english (i am german)
are there somebody, who could help me (plz)

i run a linux cs 1.5 server with glibc 2.2
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MagicShot
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Old 03-17-2004 , 14:07   post
Reply With Quote #9

Please post the source for the version u have...
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Old 03-17-2004 , 15:45  
Reply With Quote #10

this is the one in german from www.ksk-amx.de.vu :
Code:
#include <amxmod> #define MAX_NAME_LENGTH 32 #define MAX_VAR_LENGTH 64 #define MAX_PLAYERS 32 #define MAX_TEXT_LENGTH 512 #define GORE_HEADSHOT     (1<<0) // "a" #define GORE_BLOOD      (1<<1) // "b" #define GORE_BLEEDING      (1<<2) // "c" #define GORE_GIB            (1<<3) // "d" #define TE_BLOODSPRITE    115 #define TE_BLOODSTREAM      101 #define TE_MODEL            106 #define TE_WORLDDECAL      116 /************************************************************ * MAIN ************************************************************/ new gHealthIndex[MAX_PLAYERS+1] new mdl_gib_flesh new mdl_gib_head new mdl_gib_legbone new mdl_gib_lung new mdl_gib_meat new mdl_gib_spine new spr_blood_drop new spr_blood_spray public event_damage() {     new iFlags = get_gore_flags()     new iVictim = read_data(0)     gHealthIndex[iVictim] = get_user_health(iVictim)         if (iFlags&GORE_BLOOD) {         new iOrigin[3]         get_user_origin(iVictim,iOrigin)         fx_blood(iOrigin)         fx_blood_small(iOrigin,10)     }     return PLUGIN_CONTINUE } public event_death() {     new iFlags = get_gore_flags()     new iOrigin[3]     new sWeapon[MAX_NAME_LENGTH]     new iVictim = read_data(2)     new iHeadshot = read_data(3)         read_data(4,sWeapon,MAX_NAME_LENGTH)         if (iFlags&GORE_HEADSHOT && iHeadshot) {         get_user_origin(iVictim,iOrigin)         fx_headshot(iOrigin)     }     else if (iFlags&GORE_GIB && (equal(sWeapon,"knife") || equal(sWeapon,"grenade") || (gHealthIndex[iVictim] - get_user_health(iVictim)) > 100)) {         get_user_origin(iVictim,iOrigin)         // Effects         fx_trans(iVictim,0)         fx_gib_explode(iOrigin,5)         fx_blood_large(iOrigin,3)         fx_blood_small(iOrigin,20)         // Hide body         iOrigin[2] = iOrigin[2]-20         set_user_origin(iVictim,iOrigin)     } } public event_blood() {     new iFlags = get_gore_flags()     if (iFlags&GORE_BLEEDING) {         new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3]         get_players(iPlayers,iNumPlayers,"a")         for (new i = 0; i < iNumPlayers; i++) {             iPlayer = iPlayers[i]             if (get_user_health(iPlayer) < 20) {                 get_user_origin(iPlayer,iOrigin)                 fx_bleed(iOrigin)                 fx_blood_small(iOrigin,5)             }         }     } } public event_respawn(id) {     gHealthIndex[id] = get_user_health(id)     return PLUGIN_CONTINUE } public get_gore_flags() {     new sFlags[24]     get_cvar_string("amx_gore",sFlags,24)     return read_flags(sFlags) } /************************************************************ * FX FUNCTIONS ************************************************************/ static fx_trans(player,amount) {     set_user_rendering(player,kRenderFxNone,0,0,0,kRenderTransAlpha,amount)     return PLUGIN_CONTINUE } public fx_blood(origin[3]) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_BLOODSPRITE)         write_coord(origin[0]+random_num(-20,20))         write_coord(origin[1]+random_num(-20,20))         write_coord(origin[2]+random_num(-20,20))         write_short(spr_blood_spray)         write_short(spr_blood_drop)         write_byte(248) // color index         write_byte(10) // size         message_end() } public fx_bleed(origin[3]) {     // Blood spray     message_begin(MSG_BROADCAST,SVC_TEMPENTITY)     write_byte(TE_BLOODSTREAM)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2]+10)     write_coord(random_num(-100,100)) // x     write_coord(random_num(-100,100)) // y     write_coord(random_num(-10,10)) // z     write_byte(70) // color     write_byte(random_num(50,100)) // speed     message_end() } static fx_blood_small(origin[3],num) {     // Blood decals     static const blood_small[7] = {190,191,192,193,194,195,197}         // Small splash     for (new j = 0; j < num; j++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_WORLDDECAL)         write_coord(origin[0]+random_num(-100,100))         write_coord(origin[1]+random_num(-100,100))         write_coord(origin[2]-36)         write_byte(blood_small[random_num(0,6)]) // index         message_end()     } } static fx_blood_large(origin[3],num) {     // Blood decals     static const blood_large[2] = {204,205}     // Large splash     for (new i = 0; i < num; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_WORLDDECAL)         write_coord(origin[0]+random_num(-50,50))         write_coord(origin[1]+random_num(-50,50))         write_coord(origin[2]-36)         write_byte(blood_large[random_num(0,1)]) // index         message_end()     } } static fx_gib_explode(origin[3],num) {     new flesh[3], x, y, z     flesh[0] = mdl_gib_flesh     flesh[1] = mdl_gib_meat     flesh[2] = mdl_gib_legbone     // Gib explosion     // Head /*  message_begin(MSG_BROADCAST,SVC_TEMPENTITY) *   write_byte(TE_MODEL) *   write_coord(origin[0]) *   write_coord(origin[1]) *   write_coord(origin[2]) *   write_coord(random_num(-100,100)) *   write_coord(random_num(-100,100)) *   write_coord(random_num(100,200)) *   write_angle(random_num(0,360)) *   write_short(mdl_gib_head) *   write_byte(0) // bounce *   write_byte(500) // life *   message_end() */      // Spine     message_begin(MSG_BROADCAST,SVC_TEMPENTITY)     write_byte(TE_MODEL)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2])     write_coord(random_num(-100,100))     write_coord(random_num(-100,100))     write_coord(random_num(100,200))     write_angle(random_num(0,360))     write_short(mdl_gib_spine)     write_byte(0) // bounce     write_byte(500) // life     message_end()         // Lung     for(new i = 0; i < random_num(1,2); i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_MODEL)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2])         write_coord(random_num(-100,100))         write_coord(random_num(-100,100))         write_coord(random_num(100,200))         write_angle(random_num(0,360))         write_short(mdl_gib_lung)         write_byte(0) // bounce         write_byte(500) // life         message_end()     }         // Parts, 5 times     for(new i = 0; i < 5; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_MODEL)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2])         write_coord(random_num(-100,100))         write_coord(random_num(-100,100))         write_coord(random_num(100,200))         write_angle(random_num(0,360))         write_short(flesh[random_num(0,2)])         write_byte(0) // bounce         write_byte(500) // life         message_end()     }         // Blood     for(new i = 0; i < num; i++) {         x = random_num(-100,100)         y = random_num(-100,100)         z = random_num(0,100)         for(new j = 0; j < 5; j++) {             message_begin(MSG_BROADCAST,SVC_TEMPENTITY)             write_byte(TE_BLOODSPRITE)             write_coord(origin[0]+(x*j))             write_coord(origin[1]+(y*j))             write_coord(origin[2]+(z*j))             write_short(spr_blood_spray)             write_short(spr_blood_drop)             write_byte(248) // color index             write_byte(15) // size             message_end()         }     } } public fx_headshot(origin[3]) {     // Blood spray, 5 times     for (new i = 0; i < 5; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(101)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2]+30)         write_coord(random_num(-20,20)) // x         write_coord(random_num(-20,20)) // y         write_coord(random_num(50,300)) // z         write_byte(70) // color         write_byte(random_num(100,200)) // speed         message_end()     } } /************************************************************ * PLUGIN FUNCTIONS ************************************************************/ public plugin_precache() {     spr_blood_drop = precache_model("sprites/blood.spr")     spr_blood_spray = precache_model("sprites/bloodspray.spr")     mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")     mdl_gib_head = precache_model("models/GIB_Skull.mdl")     mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")     mdl_gib_lung = precache_model("models/GIB_Lung.mdl")     mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")     mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl") } public plugin_init() {     register_plugin("Plugin Gore","1.0","mike_cao")     register_event("DeathMsg","event_death","a")     register_event("Damage","event_damage","b","2!0","3=0","4!0")     register_event("ResetHUD","event_respawn","be","1=1")     register_cvar("amx_gore","abcd")     set_task(1.0,"event_blood",0,"",0,"b")     return PLUGIN_CONTINUE }
and the other i've tested is the original:
Code:
#include <amxmod> #define MAX_NAME_LENGTH 32 #define MAX_VAR_LENGTH 64 #define MAX_PLAYERS 32 #define MAX_TEXT_LENGTH 512 #define GORE_HEADSHOT     (1<<0) // "a" #define GORE_BLOOD      (1<<1) // "b" #define GORE_BLEEDING      (1<<2) // "c" #define GORE_GIB            (1<<3) // "d" #define TE_BLOODSPRITE    115 #define TE_BLOODSTREAM      101 #define TE_MODEL            106 #define TE_WORLDDECAL      116 /************************************************************ * MAIN ************************************************************/ new gHealthIndex[MAX_PLAYERS+1] new mdl_gib_flesh new mdl_gib_head new mdl_gib_legbone new mdl_gib_lung new mdl_gib_meat new mdl_gib_spine new spr_blood_drop new spr_blood_spray public event_damage() {     new iFlags = get_gore_flags()     new iVictim = read_data(0)     gHealthIndex[iVictim] = get_user_health(iVictim)         if (iFlags&GORE_BLOOD) {         new iOrigin[3]         get_user_origin(iVictim,iOrigin)         fx_blood(iOrigin)         fx_blood_small(iOrigin,10)     }     return PLUGIN_CONTINUE } public event_death() {     new iFlags = get_gore_flags()     new iOrigin[3]     new sWeapon[MAX_NAME_LENGTH]     new iVictim = read_data(2)     new iHeadshot = read_data(3)         read_data(4,sWeapon,MAX_NAME_LENGTH)         if (iFlags&GORE_HEADSHOT && iHeadshot) {         get_user_origin(iVictim,iOrigin)         fx_headshot(iOrigin)     }     else if (iFlags&GORE_GIB && (equal(sWeapon,"knife") || equal(sWeapon,"grenade") || (gHealthIndex[iVictim] - get_user_health(iVictim)) > 100)) {         get_user_origin(iVictim,iOrigin)         // Effects         fx_trans(iVictim,0)         fx_gib_explode(iOrigin,5)         fx_blood_large(iOrigin,3)         fx_blood_small(iOrigin,20)         // Hide body         iOrigin[2] = iOrigin[2]-20         set_user_origin(iVictim,iOrigin)     } } public event_blood() {     new iFlags = get_gore_flags()     if (iFlags&GORE_BLEEDING) {         new iPlayer, iPlayers[MAX_PLAYERS], iNumPlayers, iOrigin[3]         get_players(iPlayers,iNumPlayers,"a")         for (new i = 0; i < iNumPlayers; i++) {             iPlayer = iPlayers[i]             if (get_user_health(iPlayer) < 20) {                 get_user_origin(iPlayer,iOrigin)                 fx_bleed(iOrigin)                 fx_blood_small(iOrigin,5)             }         }     } } public event_respawn(id) {     gHealthIndex[id] = get_user_health(id)     return PLUGIN_CONTINUE } public get_gore_flags() {     new sFlags[24]     get_cvar_string("amx_gore",sFlags,24)     return read_flags(sFlags) } /************************************************************ * FX FUNCTIONS ************************************************************/ static fx_trans(player,amount) {     set_user_rendering(player,kRenderFxNone,0,0,0,kRenderTransAlpha,amount)     return PLUGIN_CONTINUE } public fx_blood(origin[3]) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_BLOODSPRITE)         write_coord(origin[0]+random_num(-20,20))         write_coord(origin[1]+random_num(-20,20))         write_coord(origin[2]+random_num(-20,20))         write_short(spr_blood_spray)         write_short(spr_blood_drop)         write_byte(248) // color index         write_byte(10) // size         message_end() } public fx_bleed(origin[3]) {     // Blood spray     message_begin(MSG_BROADCAST,SVC_TEMPENTITY)     write_byte(TE_BLOODSTREAM)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2]+10)     write_coord(random_num(-100,100)) // x     write_coord(random_num(-100,100)) // y     write_coord(random_num(-10,10)) // z     write_byte(70) // color     write_byte(random_num(50,100)) // speed     message_end() } static fx_blood_small(origin[3],num) {     // Blood decals     static const blood_small[7] = {190,191,192,193,194,195,197}         // Small splash     for (new j = 0; j < num; j++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_WORLDDECAL)         write_coord(origin[0]+random_num(-100,100))         write_coord(origin[1]+random_num(-100,100))         write_coord(origin[2]-36)         write_byte(blood_small[random_num(0,6)]) // index         message_end()     } } static fx_blood_large(origin[3],num) {     // Blood decals     static const blood_large[2] = {204,205}     // Large splash     for (new i = 0; i < num; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_WORLDDECAL)         write_coord(origin[0]+random_num(-50,50))         write_coord(origin[1]+random_num(-50,50))         write_coord(origin[2]-36)         write_byte(blood_large[random_num(0,1)]) // index         message_end()     } } static fx_gib_explode(origin[3],num) {     new flesh[3], x, y, z     flesh[0] = mdl_gib_flesh     flesh[1] = mdl_gib_meat     flesh[2] = mdl_gib_legbone     // Gib explosion     // Head     message_begin(MSG_BROADCAST,SVC_TEMPENTITY)     write_byte(TE_MODEL)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2])     write_coord(random_num(-100,100))     write_coord(random_num(-100,100))     write_coord(random_num(100,200))     write_angle(random_num(0,360))     write_short(mdl_gib_head)     write_byte(0) // bounce     write_byte(500) // life     message_end()         // Spine     message_begin(MSG_BROADCAST,SVC_TEMPENTITY)     write_byte(TE_MODEL)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2])     write_coord(random_num(-100,100))     write_coord(random_num(-100,100))     write_coord(random_num(100,200))     write_angle(random_num(0,360))     write_short(mdl_gib_spine)     write_byte(0) // bounce     write_byte(500) // life     message_end()         // Lung     for(new i = 0; i < random_num(1,2); i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_MODEL)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2])         write_coord(random_num(-100,100))         write_coord(random_num(-100,100))         write_coord(random_num(100,200))         write_angle(random_num(0,360))         write_short(mdl_gib_lung)         write_byte(0) // bounce         write_byte(500) // life         message_end()     }         // Parts, 5 times     for(new i = 0; i < 5; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(TE_MODEL)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2])         write_coord(random_num(-100,100))         write_coord(random_num(-100,100))         write_coord(random_num(100,200))         write_angle(random_num(0,360))         write_short(flesh[random_num(0,2)])         write_byte(0) // bounce         write_byte(500) // life         message_end()     }         // Blood     for(new i = 0; i < num; i++) {         x = random_num(-100,100)         y = random_num(-100,100)         z = random_num(0,100)         for(new j = 0; j < 5; j++) {             message_begin(MSG_BROADCAST,SVC_TEMPENTITY)             write_byte(TE_BLOODSPRITE)             write_coord(origin[0]+(x*j))             write_coord(origin[1]+(y*j))             write_coord(origin[2]+(z*j))             write_short(spr_blood_spray)             write_short(spr_blood_drop)             write_byte(248) // color index             write_byte(15) // size             message_end()         }     } } public fx_headshot(origin[3]) {     // Blood spray, 5 times     for (new i = 0; i < 5; i++) {         message_begin(MSG_BROADCAST,SVC_TEMPENTITY)         write_byte(101)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2]+30)         write_coord(random_num(-20,20)) // x         write_coord(random_num(-20,20)) // y         write_coord(random_num(50,300)) // z         write_byte(70) // color         write_byte(random_num(100,200)) // speed         message_end()     } } /************************************************************ * PLUGIN FUNCTIONS ************************************************************/ public plugin_precache() {     spr_blood_drop = precache_model("sprites/blood.spr")     spr_blood_spray = precache_model("sprites/bloodspray.spr")     mdl_gib_flesh = precache_model("models/Fleshgibs.mdl")     mdl_gib_head = precache_model("models/GIB_Skull.mdl")     mdl_gib_legbone = precache_model("models/GIB_Legbone.mdl")     mdl_gib_lung = precache_model("models/GIB_Lung.mdl")     mdl_gib_meat = precache_model("models/GIB_B_Gib.mdl")     mdl_gib_spine = precache_model("models/GIB_B_Bone.mdl") } public plugin_init() {     register_plugin("Plugin Gore","1.0","mike_cao")     register_event("DeathMsg","event_death","a")     register_event("Damage","event_damage","b","2!0","3=0","4!0")     register_event("ResetHUD","event_respawn","be","1=1")     register_cvar("amx_gore","abcd")     set_task(1.0,"event_blood",0,"",0,"b")     return PLUGIN_CONTINUE }
thats all
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