Raised This Month: $1950 Target: $400
 487% 

[INC] Message Stocks


Post New Thread Reply   
 
Thread Tools Display Modes
Celena Luna
Senior Member
Join Date: Aug 2013
Location: Okinawa, Japan
Old 07-03-2020 , 03:16   Re: [INC] Message Stocks
Reply With Quote #41

Quote:
Originally Posted by condoriano90 View Post
What about other glow fx like glowshell for example?
impossible with original client
__________________
My plugin:
Celena Luna is offline
cpt.nemo
Junior Member
Join Date: Jul 2020
Old 08-06-2020 , 13:21   Re: [INC] Message Stocks
Reply With Quote #42

Quote:
Originally Posted by OciXCrom View Post
Sure.

PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <cromchat>
#include <fakemeta>
#include <fun>
#include <msgstocks>

#if AMXX_VERSION_NUM < 183
    #include <dhudmessage>
#endif

#define rnd random(256)
#pragma unused lightning

new pos1[3] = {3582048, -53}, ent1
new pos2[3] = {3902527, -82}, ent2
new beamrecmenupageunusedexplosionsmoke 
new lightningballflameglowbubbles

public plugin_precache()
{
    
beam precache_model("sprites/laserbeam.spr")
    
explosion precache_model("sprites/zerogxplode.spr")
    
smoke precache_model("sprites/steam1.spr")
    
lightning precache_model("sprites/lgtning.spr")
    
ball precache_model("models/xtcs/ball.mdl")
    
flame precache_model("sprites/flame.spr")
    
glow precache_model("sprites/glow01.spr")
    
bubbles precache_model("sprites/bubble.spr")
}

public 
act(id)
{
    
menu_display(idmenuclamp(page, .max menu_pages(menu) - 1))
    return 
PLUGIN_HANDLED
}

public 
plugin_init()
{
    
register_plugin("TE_TESTING""1.0""OciXCrom")
    
register_concmd("act""act")
    
register_concmd("set""set")
    
register_clcmd("set1""set1")
    
register_clcmd("set2""set2")
    
register_clcmd("switch""switchit")

    
menu menu_create("Temporary entity effects list""menuhandler")
    
menu_additem(menu"te_create_beam_between_points")
    
menu_additem(menu"te_create_beam_from_entity")
    
menu_additem(menu"te_create_gunshot")
    
menu_additem(menu"te_create_explosion")
    
menu_additem(menu"te_create_tar_explosion")
    
menu_additem(menu"te_create_smoke")
    
menu_additem(menu"te_create_tracer")
    
menu_additem(menu"te_create_beam_between_entities")
    
menu_additem(menu"te_create_sparks")
    
menu_additem(menu"te_create_lava_splash")
    
menu_additem(menu"te_create_teleport_splash")
    
menu_additem(menu"te_create_colored_explosion")
    
menu_additem(menu"te_place_decal_from_bsp_file")
    
menu_additem(menu"te_create_implosion")
    
menu_additem(menu"te_create_model_trail")
    
menu_additem(menu"te_display_additive_sprite")
    
menu_additem(menu"te_create_beam_sprite")
    
menu_additem(menu"te_create_beam_ring")
    
menu_additem(menu"te_create_beam_disk")
    
menu_additem(menu"te_create_beam_cylinder")
    
menu_additem(menu"te_create_following_beam")
    
menu_additem(menu"te_display_glow_sprite")
    
menu_additem(menu"te_create_beam_ring_between_entities")
    
menu_additem(menu"te_create_tracer_shower")
    
menu_additem(menu"te_create_dynamic_light")
    
menu_additem(menu"te_create_entity_light")
    
menu_additem(menu"te_draw_line")
    
menu_additem(menu"te_create_box")
    
menu_additem(menu"te_remove_all_beams_from_entity")
    
menu_additem(menu"te_create_large_funnel")
    
menu_additem(menu"te_create_bloodstream")
    
menu_additem(menu"te_draw_blood_line")
    
menu_additem(menu"te_spray_blood")
    
menu_additem(menu"te_place_brush_decal")
    
menu_additem(menu"te_create_bouncing_model")
    
menu_additem(menu"te_create_explode_model")
    
menu_additem(menu"te_create_break_model")
    
menu_additem(menu"te_place_gunshot_decal")
    
menu_additem(menu"te_create_sprite_spray")
    
menu_additem(menu"te_create_armor_ricochet")
    
menu_additem(menu"te_place_player_spray")
    
menu_additem(menu"te_create_bubble_box")
    
menu_additem(menu"te_create_bubble_line")
    
menu_additem(menu"te_display_falling_sprite")
    
menu_additem(menu"te_place_world_decal")
    
menu_additem(menu"te_create_projectile")
    
menu_additem(menu"te_create_sprite_shower")
    
menu_additem(menu"te_emit_sprite_from_player")
    
menu_additem(menu"te_create_particle_burst")
    
menu_additem(menu"te_create_fire_field")
    
menu_additem(menu"te_attach_model_to_player")
    
menu_additem(menu"te_remove_all_player_attachments")
    
menu_additem(menu"te_create_multi_gunshot")
    
menu_additem(menu"te_create_user_tracer")
    
menu_additem(menu"draw_ammo_pickup_icon")
    
menu_additem(menu"draw_weapon_pickup_icon")
    
menu_additem(menu"draw_status_icon")
    
menu_additem(menu"draw_train_controls")
    
menu_additem(menu"send_geiger_signal")
    
menu_additem(menu"hide_hud_elements")
    
menu_additem(menu"fade_user_screen")
    
menu_additem(menu"shake_user_screen")
    
menu_additem(menu"set_user_fov")
    
menu_additem(menu"cs_draw_progress_bar")
    
menu_additem(menu"cs_play_reload_sound")
    
menu_additem(menu"cs_set_hud_icon")
    
menu_additem(menu"cs_set_user_shadow")
}

public 
menuhandler(idmenuitem)
{
    if(!
is_user_connected(id))
        return

    new 
upos[3], vpos[3]
    
get_user_origin(idupos)
    
get_user_origin(idvpos3)
    
player_menu_info(idunusedunusedpage)

    switch(
item)
    {
        case 
0te_create_beam_between_points(pos1pos2beam, .rnd, .rnd, .rnd)
        case 
1te_create_beam_from_entity(ent1vposbeam, .rnd, .rnd, .rnd)
        case 
2te_create_gunshot(vpos)
        case 
3te_create_explosion(vposexplosion)
        case 
4te_create_tar_explosion(vpos)
        case 
5te_create_smoke(vpossmoke)
        case 
6te_create_tracer(uposvpos)
        case 
7te_create_beam_between_entities(ent1ent2beam, .rnd, .rnd, .rnd)
        case 
8te_create_sparks(vpos)
        case 
9te_create_lava_splash(vpos)
        case 
10te_create_teleport_splash(vpos)
        case 
11te_create_colored_explosion(vpos00)
        case 
12te_place_decal_from_bsp_file(vposrec)
        case 
13te_create_implosion(vpos)
        case 
14te_create_model_trail(uposvposball)
        case 
15te_display_additive_sprite(vposflame)
        case 
16te_create_beam_sprite(uposvposbeamflame)
        case 
17te_create_beam_ring(vposbeam, .rnd, .rnd, .rnd)
        case 
18te_create_beam_disk(vposbeam, .rnd, .rnd, .rnd)
        case 
19te_create_beam_cylinder(vposbeam, .rnd, .rnd, .rnd)
        case 
20te_create_following_beam(idbeam, .rnd, .rnd, .rnd)
        case 
21te_display_glow_sprite(vposglow)
        case 
22te_create_beam_ring_between_entities(ent1ent2beam, .rnd, .rnd, .rnd)
        case 
23te_create_tracer_shower(vpos_rnd16)
        case 
24te_create_dynamic_light(vpos, .rnd, .rnd, .rnd)
        case 
25te_create_entity_light(ent1, .rnd, .rnd, .rnd)
        case 
26te_draw_line(uposvpos, .rnd, .rnd, .rnd)
        case 
27te_create_box(uposvpos, .rnd, .rnd, .rnd)
        case 
28te_remove_all_beams_from_entity(id)
        case 
29te_create_large_funnel(vposglow)
        case 
30te_create_bloodstream(vpos, .color rnd)
        case 
31te_draw_blood_line(uposvpos)
        case 
32te_spray_blood(vpos)
        case 
33te_place_brush_decal(vposent1rec)
        case 
34te_create_bouncing_model(vposball, .bouncesound BounceSound_ShotShell)
        case 
35te_create_explode_model(vposball)
        case 
36te_create_break_model(vposball, .flags BreakModel_Flesh)
        case 
37te_place_gunshot_decal(vpos)
        case 
38te_create_sprite_spray(vposbeam)
        case 
39te_create_armor_ricochet(vpos)
        case 
40te_place_player_spray(vposid)
        case 
41te_create_bubble_box(vposvposbubbles)
        case 
42te_create_bubble_line(pos1pos2bubbles)
        case 
43te_display_falling_sprite(vposballballrndrec)
        case 
44te_place_world_decal(vposrec)
        case 
45te_create_projectile(vpos, {50,50,50}, ball)
        case 
46te_create_sprite_shower(vposflame)
        case 
47te_emit_sprite_from_player(ent1ball)
        case 
48te_create_particle_burst(vpos)
        case 
49te_create_fire_field(vposflame, .flags TEFIRE_FLAG_ALPHA)
        case 
50te_attach_model_to_player(ent1ball)
        case 
51te_remove_all_player_attachments(ent1)
        case 
52te_create_multi_gunshot(uposvpos)
        case 
53te_create_user_tracer(uposvpos2025)
        case 
54draw_ammo_pickup_icon(idrec69)
        case 
55draw_weapon_pickup_icon(idrec)
        case 
56draw_status_icon(id"d_ump45"StatusIcon_Showrndrndrnd)
        case 
57draw_train_controls(idTrainControls_Medium)
        case 
58send_geiger_signal(idrec)
        case 
59hide_hud_elements(recHideElement_Moneytrue)
        case 
60fade_user_screen(id, .rnd, .rnd, .rnd)
        case 
61shake_user_screen(id)
        case 
62set_user_fov(idrec)
        case 
63cs_draw_progress_bar(idrec)
        case 
64cs_play_reload_sound(id)
        case 
65cs_set_hud_icon(id1"d_ump45"rec42)
        case 
66cs_set_user_shadow(idrec)
    }

    new 
iname[64], unusedszunused[2]
    
menu_item_getinfo(menuitemunusedszunusedunusedinamecharsmax(iname), unused)

    
set_dhudmessage(rndrndrnd, -1.00.8500.21.00.10.1)
    
show_dhudmessage(idiname)

    if(
item != MENU_EXIT)
        
act(id)
}

public 
set(id)
{
    new 
szPlayer[32]
    
read_argv(1szPlayercharsmax(szPlayer))
    
rec str_to_num(szPlayer)
    
CromChat(id"Receiver set to &x04%i"rec)
    return 
PLUGIN_HANDLED
}

public 
set1(id)
{
    
get_user_aiming(ident1unused)

    if(
pev_valid(ent1))
        
CromChat(id"&x06Primary entity set to &x04%i"ent1)
    else
    {
        
get_user_origin(idpos13)
        
CromChat(id"&x06Primary position set at &x04%i %i %i"pos1[0], pos1[1], pos1[2])
    }

    return 
PLUGIN_HANDLED
}

public 
set2(id)
{
    
get_user_aiming(ident2unused)

    if(
pev_valid(ent2))
        
CromChat(id"&x07Secondary entity set to &x04%i"ent2)
    else
    {
        
get_user_origin(idpos23)
        
CromChat(id"&x07Secondary position set at &x04%i %i %i"pos2[0], pos2[1], pos2[2])
    }

    return 
PLUGIN_HANDLED
}

public 
switchit(id)
{
    new 
oldbeam beam
    
new oldball ball

    beam 
oldball
    ball 
oldbeam

    CromChat
(id"Switch successfull!")
    return 
PLUGIN_HANDLED

Code:
Ignore the bad coding style. The command that opens the menu is "act". Use "set1" and "set2" to change the position/entity.
Code:
// C:\Users\USER\Desktop\ReHLDS Clear Server\cstrike\addons\amxmodx\scripting\beam.sma(151) : error 017: undefined symbol "te_create_beam_ring_between_entities"
// C:\Users\USER\Desktop\ReHLDS Clear Server\cstrike\addons\amxmodx\scripting\beam.sma(151) : warning 215: expression has no effect
// C:\Users\USER\Desktop\ReHLDS Clear Server\cstrike\addons\amxmodx\scripting\beam.sma(151) : error 029: invalid expression, assumed zero
// C:\Users\USER\Desktop\ReHLDS Clear Server\cstrike\addons\amxmodx\scripting\beam.sma(151) : error 017: undefined symbol "g"
// C:\Users\USER\Desktop\ReHLDS Clear Server\cstrike\addons\amxmodx\scripting\beam.sma(151) : fatal error 107: too many error messages on one line
//
amxmodx 1.9.0
cpt.nemo is offline
OciXCrom
Veteran Member
Join Date: Oct 2013
Location: Macedonia
Old 08-06-2020 , 16:17   Re: [INC] Message Stocks
Reply With Quote #43

Some of the function names have been changed in order to be shorter.

Code:
#include <amxmodx>
#include <amxmisc>
#include <cromchat>
#include <fakemeta>
#include <fun>
#include <msgstocks>

#if AMXX_VERSION_NUM < 183
    #include <dhudmessage>
#endif

#define rnd random(256)
#pragma unused lightning

new pos1[3] = {358, 2048, -53}, ent1
new pos2[3] = {390, 2527, -82}, ent2
new beam, rec, menu, page, unused, explosion, smoke 
new lightning, ball, flame, glow, bubbles

public plugin_precache()
{
    beam = precache_model("sprites/laserbeam.spr")
    explosion = precache_model("sprites/zerogxplode.spr")
    smoke = precache_model("sprites/steam1.spr")
    lightning = precache_model("sprites/lgtning.spr")
    ball = precache_model("models/xtcs/ball.mdl")
    flame = precache_model("sprites/flame.spr")
    glow = precache_model("sprites/glow01.spr")
    bubbles = precache_model("sprites/bubble.spr")
}

public act(id)
{
    menu_display(id, menu, clamp(page, .max = menu_pages(menu) - 1))
    return PLUGIN_HANDLED
}

public plugin_init()
{
    register_plugin("TE_TESTING", "1.0", "OciXCrom")
    register_concmd("act", "act")
    register_concmd("set", "set")
    register_clcmd("set1", "set1")
    register_clcmd("set2", "set2")
    register_clcmd("switch", "switchit")

    menu = menu_create("Temporary entity effects list", "menuhandler")
    menu_additem(menu, "te_create_beam_between_points")
    menu_additem(menu, "te_create_beam_from_entity")
    menu_additem(menu, "te_create_gunshot")
    menu_additem(menu, "te_create_explosion")
    menu_additem(menu, "te_create_tar_explosion")
    menu_additem(menu, "te_create_smoke")
    menu_additem(menu, "te_create_tracer")
    menu_additem(menu, "te_create_beam_between_entities")
    menu_additem(menu, "te_create_sparks")
    menu_additem(menu, "te_create_lava_splash")
    menu_additem(menu, "te_create_teleport_splash")
    menu_additem(menu, "te_create_colored_explosion")
    menu_additem(menu, "te_place_decal_from_bsp_file")
    menu_additem(menu, "te_create_implosion")
    menu_additem(menu, "te_create_model_trail")
    menu_additem(menu, "te_display_additive_sprite")
    menu_additem(menu, "te_create_beam_sprite")
    menu_additem(menu, "te_create_beam_ring")
    menu_additem(menu, "te_create_beam_disk")
    menu_additem(menu, "te_create_beam_cylinder")
    menu_additem(menu, "te_create_following_beam")
    menu_additem(menu, "te_display_glow_sprite")
    menu_additem(menu, "te_create_beam_ring_between_ent")
    menu_additem(menu, "te_create_tracer_shower")
    menu_additem(menu, "te_create_dynamic_light")
    menu_additem(menu, "te_create_entity_light")
    menu_additem(menu, "te_draw_line")
    menu_additem(menu, "te_create_box")
    menu_additem(menu, "te_remove_all_beams_from_entity")
    menu_additem(menu, "te_create_large_funnel")
    menu_additem(menu, "te_create_bloodstream")
    menu_additem(menu, "te_draw_blood_line")
    menu_additem(menu, "te_spray_blood")
    menu_additem(menu, "te_place_brush_decal")
    menu_additem(menu, "te_create_bouncing_model")
    menu_additem(menu, "te_create_explode_model")
    menu_additem(menu, "te_create_break_model")
    menu_additem(menu, "te_place_gunshot_decal")
    menu_additem(menu, "te_create_sprite_spray")
    menu_additem(menu, "te_create_armor_ricochet")
    menu_additem(menu, "te_place_player_spray")
    menu_additem(menu, "te_create_bubble_box")
    menu_additem(menu, "te_create_bubble_line")
    menu_additem(menu, "te_display_falling_sprite")
    menu_additem(menu, "te_place_world_decal")
    menu_additem(menu, "te_create_projectile")
    menu_additem(menu, "te_create_sprite_shower")
    menu_additem(menu, "te_emit_sprite_from_player")
    menu_additem(menu, "te_create_particle_burst")
    menu_additem(menu, "te_create_fire_field")
    menu_additem(menu, "te_attach_model_to_player")
    menu_additem(menu, "te_remove_player_attachments")
    menu_additem(menu, "te_create_multi_gunshot")
    menu_additem(menu, "te_create_user_tracer")
    menu_additem(menu, "draw_ammo_pickup_icon")
    menu_additem(menu, "draw_weapon_pickup_icon")
    menu_additem(menu, "draw_status_icon")
    menu_additem(menu, "draw_train_controls")
    menu_additem(menu, "send_geiger_signal")
    menu_additem(menu, "hide_hud_elements")
    menu_additem(menu, "fade_user_screen")
    menu_additem(menu, "shake_user_screen")
    menu_additem(menu, "set_user_fov")
    menu_additem(menu, "cs_draw_progress_bar")
    menu_additem(menu, "cs_play_reload_sound")
    menu_additem(menu, "cs_set_hud_icon")
    menu_additem(menu, "cs_set_user_shadow")
}

public menuhandler(id, menu, item)
{
    if(!is_user_connected(id))
        return

    new upos[3], vpos[3]
    get_user_origin(id, upos)
    get_user_origin(id, vpos, 3)
    player_menu_info(id, unused, unused, page)

    switch(item)
    {
        case 0: te_create_beam_between_points(pos1, pos2, beam, .r = rnd, .g = rnd, .b = rnd)
        case 1: te_create_beam_from_entity(ent1, vpos, beam, .r = rnd, .g = rnd, .b = rnd)
        case 2: te_create_gunshot(vpos)
        case 3: te_create_explosion(vpos, explosion)
        case 4: te_create_tar_explosion(vpos)
        case 5: te_create_smoke(vpos, smoke)
        case 6: te_create_tracer(upos, vpos)
        case 7: te_create_beam_between_entities(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd)
        case 8: te_create_sparks(vpos)
        case 9: te_create_lava_splash(vpos)
        case 10: te_create_teleport_splash(vpos)
        case 11: te_create_colored_explosion(vpos, 0, 0)
        case 12: te_place_decal_from_bsp_file(vpos, rec)
        case 13: te_create_implosion(vpos)
        case 14: te_create_model_trail(upos, vpos, ball)
        case 15: te_display_additive_sprite(vpos, flame)
        case 16: te_create_beam_sprite(upos, vpos, beam, flame)
        case 17: te_create_beam_ring(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
        case 18: te_create_beam_disk(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
        case 19: te_create_beam_cylinder(vpos, beam, .r = rnd, .g = rnd, .b = rnd)
        case 20: te_create_following_beam(id, beam, .r = rnd, .g = rnd, .b = rnd)
        case 21: te_display_glow_sprite(vpos, glow)
        case 22: te_create_beam_ring_between_ent(ent1, ent2, beam, .r = rnd, .g = rnd, .b = rnd)
        case 23: te_create_tracer_shower(vpos, _, rnd, 16)
        case 24: te_create_dynamic_light(vpos, .r = rnd, .g = rnd, .b = rnd)
        case 25: te_create_entity_light(ent1, .r = rnd, .g = rnd, .b = rnd)
        case 26: te_draw_line(upos, vpos, .r = rnd, .g = rnd, .b = rnd)
        case 27: te_create_box(upos, vpos, .r = rnd, .g = rnd, .b = rnd)
        case 28: te_remove_all_beams_from_entity(id)
        case 29: te_create_large_funnel(vpos, glow)
        case 30: te_create_bloodstream(vpos, .color = rnd)
        case 31: te_draw_blood_line(upos, vpos)
        case 32: te_spray_blood(vpos)
        case 33: te_place_brush_decal(vpos, ent1, rec)
        case 34: te_create_bouncing_model(vpos, ball, .bouncesound = BounceSound_ShotShell)
        case 35: te_create_explode_model(vpos, ball)
        case 36: te_create_break_model(vpos, ball, .flags = BreakModel_Flesh)
        case 37: te_place_gunshot_decal(vpos)
        case 38: te_create_sprite_spray(vpos, beam)
        case 39: te_create_armor_ricochet(vpos)
        case 40: te_place_player_spray(vpos, id)
        case 41: te_create_bubble_box(vpos, vpos, bubbles)
        case 42: te_create_bubble_line(pos1, pos2, bubbles)
        case 43: te_display_falling_sprite(vpos, ball, ball, rnd, rec)
        case 44: te_place_world_decal(vpos, rec)
        case 45: te_create_projectile(vpos, {50,50,50}, ball)
        case 46: te_create_sprite_shower(vpos, flame)
        case 47: te_emit_sprite_from_player(ent1, ball)
        case 48: te_create_particle_burst(vpos)
        case 49: te_create_fire_field(vpos, flame, .flags = TEFIRE_FLAG_ALPHA)
        case 50: te_attach_model_to_player(ent1, ball)
        case 51: te_remove_player_attachments(ent1)
        case 52: te_create_multi_gunshot(upos, vpos)
        case 53: te_create_user_tracer(upos, vpos, 20, 2, 5)
        case 54: draw_ammo_pickup_icon(id, rec, 69)
        case 55: draw_weapon_pickup_icon(id, rec)
        case 56: draw_status_icon(id, "d_ump45", StatusIcon_Show, rnd, rnd, rnd)
        case 57: draw_train_controls(id, TrainControls_Medium)
        case 58: send_geiger_signal(id, rec)
        case 59: hide_hud_elements(rec, HideElement_Money, true)
        case 60: fade_user_screen(id, .r = rnd, .g = rnd, .b = rnd)
        case 61: shake_user_screen(id)
        case 62: set_user_fov(id, rec)
        case 63: cs_draw_progress_bar(id, rec)
        case 64: cs_play_reload_sound(id)
        case 65: cs_set_hud_icon(id, 1, "d_ump45", rec, 4, 2)
        case 66: cs_set_user_shadow(id, rec)
    }

    new iname[64], unused, szunused[2]
    menu_item_getinfo(menu, item, unused, szunused, unused, iname, charsmax(iname), unused)

    set_dhudmessage(rnd, rnd, rnd, -1.0, 0.85, 0, 0.2, 1.0, 0.1, 0.1)
    show_dhudmessage(id, iname)

    if(item != MENU_EXIT)
        act(id)
}

public set(id)
{
    new szPlayer[32]
    read_argv(1, szPlayer, charsmax(szPlayer))
    rec = str_to_num(szPlayer)
    CromChat(id, "Receiver set to &x04%i", rec)
    return PLUGIN_HANDLED
}

public set1(id)
{
    get_user_aiming(id, ent1, unused)

    if(pev_valid(ent1))
        CromChat(id, "&x06Primary entity set to &x04%i", ent1)
    else
    {
        get_user_origin(id, pos1, 3)
        CromChat(id, "&x06Primary position set at &x04%i %i %i", pos1[0], pos1[1], pos1[2])
    }

    return PLUGIN_HANDLED
}

public set2(id)
{
    get_user_aiming(id, ent2, unused)

    if(pev_valid(ent2))
        CromChat(id, "&x07Secondary entity set to &x04%i", ent2)
    else
    {
        get_user_origin(id, pos2, 3)
        CromChat(id, "&x07Secondary position set at &x04%i %i %i", pos2[0], pos2[1], pos2[2])
    }

    return PLUGIN_HANDLED
}

public switchit(id)
{
    new oldbeam = beam
    new oldball = ball

    beam = oldball
    ball = oldbeam

    CromChat(id, "Switch successfull!")
    return PLUGIN_HANDLED
}
__________________
OciXCrom is offline
Send a message via Skype™ to OciXCrom
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:52.


Powered by vBulletin®
Copyright ©2000 - 2020, vBulletin Solutions, Inc.
Theme made by Freecode