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[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)


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gubka
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Join Date: Jan 2012
Location: Russia
Old 02-01-2017 , 18:39   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #91

weapon_revolver is acctually weapon_deage, Valve dont add weapons , they just make skins for them

I will start making new update, where i will try improve code and optimised it more apply my new skills

I add showed health to attacker and also fix infinite loop. Sobody know other problems of mod? or bugs
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Last edited by gubka; 02-01-2017 at 19:23.
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gubka
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Join Date: Jan 2012
Location: Russia
Old 02-01-2017 , 18:53   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #92

Quote:
Originally Posted by Me1 View Post
I don't know if its bug in your opinion,
but it would be nice if plugin handled correctly no reward for damage, now it results in infinite loop
damage.cpp:406
Code:
void DamageOnClientBonus(CBasePlayer* cBaseAttacker, float damageAmount)
{
    // Increment total damage
    cBaseAttacker->m_nDamageFilter += RoundFloat(damageAmount);

    // Counting bonuses
    int nBonus = cBaseAttacker->m_bZombie ? GetConVarInt(gCvarList[CVAR_ZOMBIE_DAMAGE_REWARD]) : cBaseAttacker->m_bSurvivor ? GetConVarInt(gCvarList[CVAR_SURVIVOR_DAMAGE_REWARD]) : GetConVarInt(gCvarList[CVAR_HUMAN_DAMAGE_REWARD]);
    
    // Reward ammo packs for the applied damage

    if(!nBonus) 
        return;

    new ammopacks = cBaseAttacker->m_nDamageFilter / nBonus;
    cBaseAttacker->m_nAmmoPacks += ammopacks;
    cBaseAttacker->m_nDamageFilter -= ammopacks*nBonus;

}
BTW: I really enjoyed viewing code written by you , first class ;)
Thank you, i will try to remove bugged functions, which was ported from zp 4.3 (CS 1.6)
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gubka
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Location: Russia
Old 02-01-2017 , 19:13   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #93

Quote:
Originally Posted by emialcaraz View Post
Hello!
Which code i need modify to make an extra menu option?
How can i make a weapon for zombies with one shoot? I give the weapon for them but they drop it.
Thanks a lot!
Read the topic ,about extra items

Also attached other mod, in the second message in that topic*
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Last edited by gubka; 02-01-2017 at 20:16.
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gubka
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Old 02-02-2017 , 12:40   Re: [CS:GO] Release: Zombie Plague 6.7
Reply With Quote #94

Small update, dont forget update translation files
Quote:
- Version: 6.7 (February 01, 2017)
* Added the damage info for humans
* Optimized bonus function without loop
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Last edited by gubka; 02-02-2017 at 12:40.
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emialcaraz
Member
Join Date: Oct 2016
Location: Argentina
Old 02-02-2017 , 15:38   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #95

Quote:
Originally Posted by gubka View Post
Small update, dont forget update translation files
in weapons.ini, revolver settings

"Revolver"
{
"weaponentity" "weapon_revolver"
"weaponcost" "3"
"weaponslot" "0"
"weaponlvl" "1"
"weapononline" "1"
"weapondamage" "1.0"
"weaponknock" "1.0"
}

this settings don't change.

Another bug: Tank zombie has a bug with textures.
I use this:
http://gamebanana.com/skins/151190



http://images.akamai.steamuserconten...0501E6C856D10/
PHP Code:
/**
 * ============================================================================
 *
 *  Zombie Plague Mod #3 Generation
 *
 *
 *  Copyright (C) 2015 Nikita Ushakov (Ireland, Dublin)
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * ============================================================================
 **/

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <zombieplague>

#pragma newdecls required

/**
 * Record plugin info.
 **/
public Plugin ZombieClassTank =
{
    
name            "[ZP] Zombie Class: Tank",
    
author          "qubka (Nikita Ushakov)",
    
description     "Addon of zombie classses",
    
version         "3.0",
    
url             "https://forums.alliedmods.net/showthread.php?t=290657"
}

/**
 * @section Information about zombie class.
 **/
#define ZOMBIE_CLASS_NAME                "Tanque" // If string has @, phrase will be taken from translation file    
#define ZOMBIE_CLASS_MODEL                "models/player/custom_player/kodua/bloat_albinov2/bloat.mdl"
#define ZOMBIE_CLASS_CLAW                "models/zombie/normal_f/hand/hand_zombie_normal_f.mdl"
#define ZOMBIE_CLASS_HEALTH                9000
#define ZOMBIE_CLASS_SPEED                0.8
#define ZOMBIE_CLASS_GRAVITY            1.0
#define ZOMBIE_CLASS_KNOCKBACK            0.5
#define ZOMBIE_CLASS_FEMALE                NO
#define ZOMBIE_CLASS_VIP                NO
#define ZOMBIE_CLASS_DURATION            5    
#define ZOMBIE_CLASS_COUNTDOWN            40
#define ZOMBIE_CLASS_REGEN_HEALTH        200
#define ZOMBIE_CLASS_REGEN_INTERVAL        2.0
/**
 * @endsection
 **/

// Initialize zombie class index
int gZombieTank
#pragma unused gZombieTank

/**
 * Plugin is loading.
 **/
public void OnPluginStart(/*void*/)
{
    
// Initilizate zombie class
    
gZombieTank ZP_RegisterZombieClass(ZOMBIE_CLASS_NAME
    
ZOMBIE_CLASS_MODEL
    
ZOMBIE_CLASS_CLAW
    
ZOMBIE_CLASS_HEALTH
    
ZOMBIE_CLASS_SPEED
    
ZOMBIE_CLASS_GRAVITY
    
ZOMBIE_CLASS_KNOCKBACK
    
ZOMBIE_CLASS_FEMALE
    
ZOMBIE_CLASS_VIP
    
ZOMBIE_CLASS_DURATION
    
ZOMBIE_CLASS_COUNTDOWN
    
ZOMBIE_CLASS_REGEN_HEALTH
    
ZOMBIE_CLASS_REGEN_INTERVAL);
}

/**
 * The map is starting.
 **/
public void OnMapStart(/*void*/)
{
    
// Sounds
    
FakePrecacheSound("zbm3/antidamage.mp3");
}

/**
 * Called once a client is authorized and fully in-game, and 
 * after all post-connection authorizations have been performed.  
 *
 * This callback is gauranteed to occur on all clients, and always 
 * after each OnClientPutInServer() call.
 * 
 * @param clientIndex        The client index. 
 **/
public void OnClientPostAdminCheck(int clientIndex)
{
    
#pragma unused clientIndex
    
    
SDKHook(clientIndexSDKHook_TraceAttackDamageTraceAttack);
}

/**
 * Called when a client use a zombie skill.
 * 
 * @param clientIndex        The client index.
 *
 * @return                    Plugin_Handled to block using skill. Anything else
 *                              (like Plugin_Continue) to allow use.
 **/
public Action ZP_OnSkillUsed(int clientIndex)
{
    
#pragma unused clientIndex
    
    // Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return 
Plugin_Handled;
    }
    
    
// Validate the zombie class index
    
if(ZP_GetClientZombieClass(clientIndex) == gZombieTank)
    {
        
// Set color
        
SetEntityRenderMode(clientIndexRENDER_TRANSCOLOR);  
        
SetEntityRenderColor(clientIndex000255);
        
        
// Emit sound
        
EmitSoundToAll("*/zbm3/antidamage.mp3"clientIndexSNDCHAN_STATICSNDLEVEL_NORMAL);
    }
    
    
// Allow usage
    
return Plugin_Continue;
}

/**
 * Called when a zombie skill duration is over.
 * 
 * @param clientIndex        The client index.
 **/
public void ZP_OnSkillOver(int clientIndex)
{
    
#pragma unused clientIndex
    
    // Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return;
    }

    
// Validate the zombie class index
    
if(ZP_GetClientZombieClass(clientIndex) == gZombieTank)
    {
        
// Remove color
        
SetEntityRenderMode(clientIndexRENDER_TRANSCOLOR);  
        
SetEntityRenderColor(clientIndex255255255255); 
    }
}

/**
 * Hook: OnTraceAttack
 * Called right before the bullet enters a client.
 * 
 * @param victimIndex        The victim index.
 * @param attackerIndex        The attacker index.
 * @param inflicterIndex    The inflictor index.
 * @param damageAmount        The amount of damage inflicted.
 * @param damageBits        The type of damage inflicted.
 * @param ammoType            The ammo type of the attacker's weapon.
 * @param hitroupBox        The hitbox index.  
 * @param hitgroupIndex        The hitgroup index.  
 **/
public Action DamageTraceAttack(int victimIndexint &attackerIndexint &inflicterIndexfloat &damageAmountint &damageBitsint &ammoTypeint hitroupBoxint hitgroupIndex)
{
    
#pragma unused victimIndex
    
    // Validate client
    
if(!IsPlayerExist(victimIndex))
    {
        return 
Plugin_Handled;
    }
    
    
// If client used the zombie skill, then stop appling damage
    
if (ZP_IsPlayerZombie(victimIndex))
    {
        
// Validate the zombie class index
        
if(ZP_GetClientZombieClass(victimIndex) == gZombieTank && ZP_IsPlayerUseZombieSkill(victimIndex))
        {
            return 
Plugin_Handled;
        }
    }

    
// Allow trace
    
return Plugin_Continue;

In swarm mode zombies can buy antidot.
Solution in zbm3_extraitem_antidot.sp :¨

PHP Code:
    if(extraitemIndex == iItem)
    {
        
// If you don't allowed to buy, then return ammopacks
        
if(fnGetZombies() <= || ZP_IsPlayerHuman(clientIndex))
        {
            return 
Plugin_Handled;
        }
        
        
// Initialize round type
        
int CMode ZP_GetRoundState(STATE_ROUND_MODE);

        
// Switch game round
        
switch(CMode)
        {
            
// If specific game round modes, then don't allowed to buy and return ammopacks
            
case MODE_NONEMODE_NEMESISMODE_SURVIVORMODE_ARMAGEDDONMODE_SWARM: return Plugin_Handled;
            
            
// Change class to human
            
default : ZP_SwitchClass(TYPE_HUMANclientIndex);
        }
    } 

And check:


Imagenlink

Health: @red7431
Don't show the health in red

Last edited by emialcaraz; 02-02-2017 at 22:04.
emialcaraz is offline
laenss
Member
Join Date: Feb 2017
Old 02-03-2017 , 06:25   Re: [CS:GO] Release: Zombie Plague 6.7
Reply With Quote #96

[STEAM_1:0:117725993] Pure server: file: GAME\materials\models\weapons\caleon1\screwdr iver\yellow.vtf ( 1 912 240 ) file does not match : 6cfb2ca36b79abf7aee3e024ef4b7b7a : 0c0baf469265752647ae8ce91ea23267

Dropped New World from server: Pure server: file [GAME]\materials\models\weapons\caleon1\screwdriver \yellow.vtf does not match the server's file.
Game will not start until both teams have players.
-> Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00)
Server is hibernating


materials/models/weapons/caleon1/screwdriver/

We play the server after driving, and there's this impact on mete, can we know how to solve it?
laenss is offline
emialcaraz
Member
Join Date: Oct 2016
Location: Argentina
Old 02-03-2017 , 10:57   Re: [CS:GO] Release: Zombie Plague 6.7
Reply With Quote #97

Quote:
Originally Posted by laenss View Post
[STEAM_1:0:117725993] Pure server: file: GAME\materials\models\weapons\caleon1\screwdr iver\yellow.vtf ( 1 912 240 ) file does not match : 6cfb2ca36b79abf7aee3e024ef4b7b7a : 0c0baf469265752647ae8ce91ea23267

Dropped New World from server: Pure server: file [GAME]\materials\models\weapons\caleon1\screwdriver \yellow.vtf does not match the server's file.
Game will not start until both teams have players.
-> Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00)
Server is hibernating


materials/models/weapons/caleon1/screwdriver/

We play the server after driving, and there's this impact on mete, can we know how to solve it?
set sv_pure 0 or delete your \materials\models\weapons\caleon1\screwdriver \yellow.vtf in your csgo folder
emialcaraz is offline
gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 02-03-2017 , 15:33   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #98

Quote:
Originally Posted by emialcaraz View Post
in weapons.ini, revolver settings

"Revolver"
{
"weaponentity" "weapon_revolver"
"weaponcost" "3"
"weaponslot" "0"
"weaponlvl" "1"
"weapononline" "1"
"weapondamage" "1.0"
"weaponknock" "1.0"
}

this settings don't change.

Another bug: Tank zombie has a bug with textures.
I use this:
http://gamebanana.com/skins/151190



http://images.akamai.steamuserconten...0501E6C856D10/
PHP Code:
/**
 * ============================================================================
 *
 *  Zombie Plague Mod #3 Generation
 *
 *
 *  Copyright (C) 2015 Nikita Ushakov (Ireland, Dublin)
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * ============================================================================
 **/

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <zombieplague>

#pragma newdecls required

/**
 * Record plugin info.
 **/
public Plugin ZombieClassTank =
{
    
name            "[ZP] Zombie Class: Tank",
    
author          "qubka (Nikita Ushakov)",
    
description     "Addon of zombie classses",
    
version         "3.0",
    
url             "https://forums.alliedmods.net/showthread.php?t=290657"
}

/**
 * @section Information about zombie class.
 **/
#define ZOMBIE_CLASS_NAME                "Tanque" // If string has @, phrase will be taken from translation file    
#define ZOMBIE_CLASS_MODEL                "models/player/custom_player/kodua/bloat_albinov2/bloat.mdl"
#define ZOMBIE_CLASS_CLAW                "models/zombie/normal_f/hand/hand_zombie_normal_f.mdl"
#define ZOMBIE_CLASS_HEALTH                9000
#define ZOMBIE_CLASS_SPEED                0.8
#define ZOMBIE_CLASS_GRAVITY            1.0
#define ZOMBIE_CLASS_KNOCKBACK            0.5
#define ZOMBIE_CLASS_FEMALE                NO
#define ZOMBIE_CLASS_VIP                NO
#define ZOMBIE_CLASS_DURATION            5    
#define ZOMBIE_CLASS_COUNTDOWN            40
#define ZOMBIE_CLASS_REGEN_HEALTH        200
#define ZOMBIE_CLASS_REGEN_INTERVAL        2.0
/**
 * @endsection
 **/

// Initialize zombie class index
int gZombieTank
#pragma unused gZombieTank

/**
 * Plugin is loading.
 **/
public void OnPluginStart(/*void*/)
{
    
// Initilizate zombie class
    
gZombieTank ZP_RegisterZombieClass(ZOMBIE_CLASS_NAME
    
ZOMBIE_CLASS_MODEL
    
ZOMBIE_CLASS_CLAW
    
ZOMBIE_CLASS_HEALTH
    
ZOMBIE_CLASS_SPEED
    
ZOMBIE_CLASS_GRAVITY
    
ZOMBIE_CLASS_KNOCKBACK
    
ZOMBIE_CLASS_FEMALE
    
ZOMBIE_CLASS_VIP
    
ZOMBIE_CLASS_DURATION
    
ZOMBIE_CLASS_COUNTDOWN
    
ZOMBIE_CLASS_REGEN_HEALTH
    
ZOMBIE_CLASS_REGEN_INTERVAL);
}

/**
 * The map is starting.
 **/
public void OnMapStart(/*void*/)
{
    
// Sounds
    
FakePrecacheSound("zbm3/antidamage.mp3");
}

/**
 * Called once a client is authorized and fully in-game, and 
 * after all post-connection authorizations have been performed.  
 *
 * This callback is gauranteed to occur on all clients, and always 
 * after each OnClientPutInServer() call.
 * 
 * @param clientIndex        The client index. 
 **/
public void OnClientPostAdminCheck(int clientIndex)
{
    
#pragma unused clientIndex
    
    
SDKHook(clientIndexSDKHook_TraceAttackDamageTraceAttack);
}

/**
 * Called when a client use a zombie skill.
 * 
 * @param clientIndex        The client index.
 *
 * @return                    Plugin_Handled to block using skill. Anything else
 *                              (like Plugin_Continue) to allow use.
 **/
public Action ZP_OnSkillUsed(int clientIndex)
{
    
#pragma unused clientIndex
    
    // Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return 
Plugin_Handled;
    }
    
    
// Validate the zombie class index
    
if(ZP_GetClientZombieClass(clientIndex) == gZombieTank)
    {
        
// Set color
        
SetEntityRenderMode(clientIndexRENDER_TRANSCOLOR);  
        
SetEntityRenderColor(clientIndex000255);
        
        
// Emit sound
        
EmitSoundToAll("*/zbm3/antidamage.mp3"clientIndexSNDCHAN_STATICSNDLEVEL_NORMAL);
    }
    
    
// Allow usage
    
return Plugin_Continue;
}

/**
 * Called when a zombie skill duration is over.
 * 
 * @param clientIndex        The client index.
 **/
public void ZP_OnSkillOver(int clientIndex)
{
    
#pragma unused clientIndex
    
    // Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return;
    }

    
// Validate the zombie class index
    
if(ZP_GetClientZombieClass(clientIndex) == gZombieTank)
    {
        
// Remove color
        
SetEntityRenderMode(clientIndexRENDER_TRANSCOLOR);  
        
SetEntityRenderColor(clientIndex255255255255); 
    }
}

/**
 * Hook: OnTraceAttack
 * Called right before the bullet enters a client.
 * 
 * @param victimIndex        The victim index.
 * @param attackerIndex        The attacker index.
 * @param inflicterIndex    The inflictor index.
 * @param damageAmount        The amount of damage inflicted.
 * @param damageBits        The type of damage inflicted.
 * @param ammoType            The ammo type of the attacker's weapon.
 * @param hitroupBox        The hitbox index.  
 * @param hitgroupIndex        The hitgroup index.  
 **/
public Action DamageTraceAttack(int victimIndexint &attackerIndexint &inflicterIndexfloat &damageAmountint &damageBitsint &ammoTypeint hitroupBoxint hitgroupIndex)
{
    
#pragma unused victimIndex
    
    // Validate client
    
if(!IsPlayerExist(victimIndex))
    {
        return 
Plugin_Handled;
    }
    
    
// If client used the zombie skill, then stop appling damage
    
if (ZP_IsPlayerZombie(victimIndex))
    {
        
// Validate the zombie class index
        
if(ZP_GetClientZombieClass(victimIndex) == gZombieTank && ZP_IsPlayerUseZombieSkill(victimIndex))
        {
            return 
Plugin_Handled;
        }
    }

    
// Allow trace
    
return Plugin_Continue;

In swarm mode zombies can buy antidot.
Solution in zbm3_extraitem_antidot.sp :¨

PHP Code:
    if(extraitemIndex == iItem)
    {
        
// If you don't allowed to buy, then return ammopacks
        
if(fnGetZombies() <= || ZP_IsPlayerHuman(clientIndex))
        {
            return 
Plugin_Handled;
        }
        
        
// Initialize round type
        
int CMode ZP_GetRoundState(STATE_ROUND_MODE);

        
// Switch game round
        
switch(CMode)
        {
            
// If specific game round modes, then don't allowed to buy and return ammopacks
            
case MODE_NONEMODE_NEMESISMODE_SURVIVORMODE_ARMAGEDDONMODE_SWARM: return Plugin_Handled;
            
            
// Change class to human
            
default : ZP_SwitchClass(TYPE_HUMANclientIndex);
        }
    } 

And check:


Imagenlink

Health: @red7431
Don't show the health in red
1. I already mentioned about revolver, that it actually in converting to alias index return Deage ID, because it accutually deage but with skin , so if you want to validate revolver you need you check itemindex offset, but i remember it restricted to use by valve, so i don't recommend you to do that

PHP Code:
int weaponIndex GetEntProp(weaponProp_Send"m_iItemDefinitionIndex");
if (
weaponIndex == 64
2. I already said that tank had old skelet, but nobody dont want to fix that model for me, so i just hope that users of mod will do that. Problem in the model!

3. It not a bug, it just not mention in the code, cause i think swarm is not special mod, like nemesis and surv

4. And check: i actually dont check update and forget that Hud doesnt support color, just in the hex format, to fix that just open translations and remove @red in the Damage Message. I already did that in the folder

I hope, my answers helped you;) Thanks for reports
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Last edited by gubka; 02-03-2017 at 15:37.
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emialcaraz
Member
Join Date: Oct 2016
Location: Argentina
Old 02-04-2017 , 09:33   Re: [CS:GO] Release: Zombie Plague 6.6
Reply With Quote #99

Quote:
Originally Posted by gubka View Post
1. I already mentioned about revolver, that it actually in converting to alias index return Deage ID, because it accutually deage but with skin , so if you want to validate revolver you need you check itemindex offset, but i remember it restricted to use by valve, so i don't recommend you to do that

PHP Code:
int weaponIndex GetEntProp(weaponProp_Send"m_iItemDefinitionIndex");
if (
weaponIndex == 64
2. I already said that tank had old skelet, but nobody dont want to fix that model for me, so i just hope that users of mod will do that. Problem in the model!

3. It not a bug, it just not mention in the code, cause i think swarm is not special mod, like nemesis and surv

4. And check: i actually dont check update and forget that Hud doesnt support color, just in the hex format, to fix that just open translations and remove @red in the Damage Message. I already did that in the folder

I hope, my answers helped you;) Thanks for reports
1. Ok gubka! i will not modify the revolver, i dont want ban on my account xD
2. I will talk with some friends about that, probably they can do that!
3. Ok! I tell that to you because swarm mode mean Zombies vs Humans, 5 vs 5 or in balanced teams for me.
4. Ok! nice job! that is the solution.

Thanks bro!

Last edited by emialcaraz; 02-04-2017 at 10:15.
emialcaraz is offline
emialcaraz
Member
Join Date: Oct 2016
Location: Argentina
Old 02-13-2017 , 11:47   Re: [CS:GO] Release: Zombie Plague 6.7
Reply With Quote #100

Hello gubka, is possible to make that antidot don't teleport players to spawn?
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