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esp when alive


  
 
 
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kp_uparrow
Penalized Member
Join Date: Jun 2006
Location: 192.168.0.1
Old 06-11-2006 , 15:38   esp when alive
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#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?...=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_...

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.3"
#define AUTHOR "KoST"

enum {
ESP_ON=0,
ESP_LINE,
ESP_BOX,
ESP_NAME,
ESP_HEALTH_ARMOR,
ESP_WEAPON,
ESP_CLIP_AMMO,
ESP_DISTANCE,
ESP_TEAM_MATES,
ESP_AIM_VEC,
}

new bool:admin[33] // is/is not admin
new bool:first_person[33] //is/is not in first person view
new spec[33] // spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}}
new esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,25 5},{128,128,128}}
new bool:ducking[33] //is/is not player ducked
new damage_done_to[33] //damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33] // attackers victim
new bool:admin_options[33][10] // individual esp options
new bool:is_in_menu[33] // has esp menu open

// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
"MAC-10","AUG","Smoke","Elite","Fiveseven",
"UMP45","SIG550","Galil","Famas","USP",
"Glock","AWP","MP5","M249","M3","M4A1",
"TMP","G3SG1","Flash","Deagle","SG552",
"AK47","Knife","P90"}

public plugin_precache(){
laser=precache_model("sprites/laserbeam.spr")
}

public plugin_init(){
register_plugin(PLUGIN,VERSION,AUTHOR)
server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)

// cvars
register_cvar("esp","1")
register_cvar("esp_timer","0.3")
register_cvar("esp_allow_all","0")
register_cvar("esp_disable_default_keys","0")
register_cvar("aesp_version",VERSION,FCVAR_SE RVER|FCVAR_UNLOGGED|FCVAR_SPONLY)

// client commands
register_clcmd("esp_menu","cmd_esp_menu",REQU IRED_ADMIN_LEVEL,"Shows ESP Menu")
register_clcmd("esp_toggle","cmd_esp_toggle", REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL ,"Shows ESP Menu")
register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_L EVEL,"Toggle ESP on/off")
register_clcmd("esp_settings","cmd_esp_settin gs",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")


// events
register_event("StatusValue","spec_target","b d","1=2")
register_event("SpecHealth2","spec_target","b d")
register_event("TextMsg","spec_mode","b","2&# Spec_Mode")
register_event("Damage", "event_Damage", "b", "2!0", "3=0", "4!0")
register_event("ResetHUD", "reset_hud_alive", "be")


// menu
new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KE Y_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY _7|MENU_KEY_8|MENU_KEY_9
register_menucmd(register_menuid("Admin Specator ESP"),keys,"menu_esp")

max_players=get_maxplayers()

// start esp_timer for the first time
set_task(1.0,"esp_timer")
}

public reset_hud_alive(id){
spec[id]=0
return PLUGIN_CONTINUE
}

public cmd_esp_settings(id){
if (admin[id]){
new out[11]
read_argv(1,out,10)
new len=strlen(out)
for (new i=0;i<len;i++){
if (out[i]=='1'){
admin_options[id][i]=true
}else{
admin_options[id][i]=false
}
}
}
}

public cmd_esp_menu(id){
if (admin[id] && get_cvar_num("esp")==1){
show_esp_menu(id)
}
}

public cmd_esp_toggle(id){
if (admin[id] && get_cvar_num("esp")==1){
change_esp_status(id,!admin_options[id][0])
}
}

public show_esp_menu(id){
is_in_menu[id]=true
new menu[301]
new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KE Y_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY _7|MENU_KEY_8|MENU_KEY_9
new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
new text_index=get_cvar_num("esp_disable_default_ keys")
if (text_index!=1) text_index=0
format(menu, 300, "Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
onoff[admin_options[id][ESP_ON]],
text[text_index],
onoff[admin_options[id][ESP_LINE]],
onoff[admin_options[id][ESP_BOX]],
onoff[admin_options[id][ESP_NAME]],
onoff[admin_options[id][ESP_HEALTH_ARMOR]],
onoff[admin_options[id][ESP_WEAPON]],
onoff[admin_options[id][ESP_CLIP_AMMO]],
onoff[admin_options[id][ESP_DISTANCE]],
onoff[admin_options[id][ESP_TEAM_MATES]],
onoff[admin_options[id][ESP_AIM_VEC]])
show_menu(id,keys,menu)

return PLUGIN_HANDLED
}

public menu_esp(id,key){
if (key==9){ // exit
is_in_menu[id]=false
return PLUGIN_HANDLED
}
// toggle esp options
if (admin_options[id][key+1]){
admin_options[id][key+1]=false
}else{
admin_options[id][key+1]=true
}
show_esp_menu(id)
return PLUGIN_HANDLED
}

public event_Damage(id){
if (id>0) {
new attacker=get_user_attacker(id)
if (attacker>0 && attacker<=max_players){
if (view_target[attacker]==id){
damage_done_to[attacker]=id
}
}
}
return PLUGIN_CONTINUE
}

public spec_mode(id){
// discover if in first_person_view
new specMode[12]
read_data(2,specMode,11)

if(equal(specMode,"#Spec_Mode4")){
first_person[id]=true
}else{
first_person[id]=false
}
return PLUGIN_CONTINUE
}

public spec_target(id){
if (id>0){
new target=read_data(2)
if (target!=0){
spec[id]=target
}
}
return PLUGIN_CONTINUE
}

public client_putinserver(id){
first_person[id]=false
if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
admin[id]=true
init_admin_options(id)

}else{
admin[id]=false
}
}

public init_admin_options(id){

for (new i=0;i<10;i++){
admin_options[id][i]=true
}
admin_options[id][ESP_TEAM_MATES]=false
load_vault_data(id)
}

public save2vault(id){
if (admin[id]){
new authid[35]
get_user_authid (id,authid,34)
new tmp[11]

for (new s=0;s<10;s++){

if (admin_options[id][s]){
tmp[s]='1';
}else{
tmp[s]='0';
}
}
tmp[10]=0

//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
new key[41]
format(key,40,"AESP_%s",authid)

set_vaultdata(key,tmp)
}
}

public load_vault_data(id){
if (admin[id]){
new data[11]
new authid[35]
get_user_authid (id,authid,34)
new key[41]
format(key,40,"AESP_%s",authid)
get_vaultdata(key,data,10)
if (strlen(data)>0){
for (new s=0;s<10;s++){
if (data[s]=='1'){
admin_options[id][s]=true
}else{
admin_options[id][s]=false
}
}
}
}

}

public client_disconnect(id){
save2vault(id)
admin[id]=false
spec[id]=0
}

public change_esp_status(id,booln){
if (on){
admin_options[id][0]=true
if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
if (is_in_menu[id]) show_esp_menu(id)
}else{
admin_options[id][0]=false
if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
if (is_in_menu[id]) show_esp_menu(id)
}
}

public client_PreThink(id){
if (!is_user_connected(id)) return PLUGIN_CONTINUE

new button=get_user_button(id)
if (button==0) return PLUGIN_CONTINUE // saves a lot of cpu

new oldbutton=get_user_oldbutton(id)

if (button & IN_DUCK){
ducking[id]=true
}else{
ducking[id]=false
}

if ((get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1) ){
if (admin[id]){
if (first_person[id] && !is_user_alive(id)){
if ((button & IN_RELOAD) && !(oldbutton & IN_RELOAD)){
show_esp_menu(id)
}
if ((button & IN_FORWARD) && !(oldbutton & IN_FORWARD) && !admin_options[id][0]){
change_esp_status(id,true)
}
if ((button & IN_BACK) && !(oldbutton & IN_BACK) && admin_options[id][0]){
change_esp_status(id,false)
}
}
}
}
return PLUGIN_CONTINUE
}

public draw_aim_vector(i,s,len){
new Float:endpoint[3]
new tmp[3]
new Float:vec1[3]
get_user_origin(s, tmp, 1)
IVecFVec(tmp,vec1)
vec1[2]-=6.0
VelocityByAim(s,len,endpoint) // get aim vector
addVec(endpoint,vec1) // add origin to get absolute coordinates
make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255 )
return PLUGIN_CONTINUE
}

public esp_timer(){

if (get_cvar_num("esp")!=1) { // if esp is not 1, it is off
set_task(1.0,"esp_timer") // check for reactivation in 1 sec intervals
return PLUGIN_CONTINUE
}

for (new i=1;i<=max_players;i++){ // loop through players

if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])){ //

new spec_id=spec[i]
new Float:my_origin[3]
entity_get_vector(i,EV_VEC_origin,my_origin) // get origin of spectating admin
new my_team
my_team=get_team(spec_id) // get team of spectated

new Float:smallest_angle=180.0
new smallest_id=0
new Floatp=2.0,Float:yp=2.0 // x,y of hudmessage
new Float:dist

for (new s=1;s<=max_players;s++){ // loop through the targets
if (is_user_alive(s)){ // target must be alive
new target_team=get_team(s) // get team of target
if (!(target_team==3)){ //if not spectator
if (spec_id!=s){ // do not target myself
// if the target is in the other team and not spectator

if (((my_team!=target_team && (target_team==1 || target_team==2)) || admin_options[i][ESP_TEAM_MATES])){

new Float:target_origin[3]
// get origin of target
entity_get_vector(s,EV_VEC_origin,target_orig in)


// get distance from me to target
new Float:distance=vector_distance(my_origin,targ et_origin)

if (admin_options[i][ESP_LINE]){

new width
if (distance<2040.0){
// calculate width according to distance
width=(255-floatround(distance/8.0))/3
}else{
width=1
}
// create temp_ent
make_TE_BEAMENTPOINT(i,target_origin,width,ta rget_team)
}


// get vector from me to target
new Float:v_middle[3]
subVec(target_origin,my_origin,v_middle)

// trace from me to target, getting hitpoint
new Float:v_hitpoint[3]
trace_line (-1,my_origin,target_origin,v_hitpoint)

// get distance from me to hitpoint (nearest wall)
new Float:distance_to_hitpoint=vector_distance(my _origin,v_hitpoint)

// scale
new Float:scaled_bone_len
if (ducking[spec_id]){
scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
}else{
scaled_bone_len=distance_to_hitpoint/distance*50.0
}
scaled_bone_len=distance_to_hitpoint/distance*50.0

new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0

new Float:v_bone_start[3],Float:v_bone_end[3]
new Floatffset_vector[3]
// get the point 10.0 units away from wall
normalize(v_middle,offset_vector,distance_to_ hitpoint-10.0) // offset from wall

// set to eye level
new Float:eye_level[3]
copyVec(my_origin,eye_level)

if (ducking[spec_id]){
eye_level[2]+=12.3
}else{
eye_level[2]+=17.5
}


addVec(offset_vector,eye_level)

// start and end of green box
copyVec(offset_vector,v_bone_start)
copyVec(offset_vector,v_bone_end)
v_bone_end[2]-=scaled_bone_len

new Float:distance_target_hitpoint=distance-distance_to_hitpoint

new actual_bright=255

if (admin_options[i][ESP_BOX]){
// this is to make green box darker if distance is larger
if (distance_target_hitpoint<2040.0){
actual_bright=(255-floatround(distance_target_hitpoint/12.0))

}else{
actual_bright=85
}
new color
if (distance_to_hitpoint!=distance){ // if no line of sight
color=0
}else{ // if line of sight
color=target_team
}

if (damage_done_to[spec_id]==s) {
color=3
damage_done_to[spec_id]=0
}
make_TE_BEAMPOINTS(i,color,v_bone_start,v_bon e_end,floatround(scaled_bone_width),target_te am,actual_bright)
}


if (admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){


new Float:ret[2]
new Float_angle=get_screen_pos(spec_id,v_middle ,ret)

// find target with the smallest distance to crosshair (on x-axis)
if (smallest_angle>floatabs(x_angle)){
if (floatabs(x_angle)!=0.0){
smallest_angle=floatabs(x_angle)
view_target[spec_id]=s
smallest_id=s // store nearest target id..
xp=ret[0] // and x,y coordinates of hudmessage
yp=ret[1]
dist=distance
}
}
}
}
}
}
}
} // inner player loop end
if (!is_user_alive(smallest_id)) {
smallest_id=0
xp=-1.0
}
if (smallest_id>0 && admin_options[i][ESP_AIM_VEC]){
draw_aim_vector(i,smallest_id,2000)
}
if (xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
// show the player info
set_hudmessage(255, 255, 0, floatabs(xp), floatabs(yp), 0, 0.0, get_cvar_float("esp_timer"), 0.0, 0.0, 2)

new name[37]=""
new tmp[33]
get_user_name(smallest_id,tmp,32)
if (admin_options[i][ESP_NAME]){
format(name,36,"[%s]^n",tmp)
}


new health[25]=""
if (admin_options[i][ESP_HEALTH_ARMOR]){
new hp=get_user_health(smallest_id)
new armor=get_user_armor(smallest_id)
format(health,24,"health: %d armor: %d^n",hp,armor)
}


new clip_ammo[22]=""
new clip,ammo
new weapon_id=get_user_weapon(smallest_id,clip,am mo)
if (admin_options[i][ESP_CLIP_AMMO]){
format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
}

new weapon_name[21]=""
if (admin_options[i][ESP_WEAPON]){
if ((weapon_id-1)<0 || (weapon_id-1)>29) weapon_id=1
format(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
//copy(weapon_name,9,weapons[weapon_id-1])
}

new str_dist[19]
if (admin_options[i][ESP_DISTANCE]){
format(str_dist,18,"distance: %d^n",floatround(dist))
}

show_hudmessage(i, "%s%s%s%s%s",name,health,weapon_name,clip_amm o,str_dist)
}
}
}
set_task(get_cvar_float("esp_timer"),"esp_tim er") // keep it going
return PLUGIN_CONTINUE
}

public Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
new Float:v_aim[3]
VelocityByAim(id,1,v_aim) // get aim vector
new Float:aim[3]
copyVec(v_aim,aim) // make backup copy of v_aim
v_aim[2]=0.0 // project aim vector vertically to x,y plane
new Float:v_target[3]
copyVec(v_me_to_target,v_target)
v_target[2]=0.0 // project target vector vertically to x,y plane
// both v_aim and v_target are in the x,y plane, so angle can be calculated..
new Float_angle
new Float_pos=get_screen_pos_x(v_target,v_aim,x _angle) // get the x coordinate of hudmessage..
new Float:y_pos=get_screen_pos_y(v_me_to_target,a im) // get the y coordinate of hudmessage..
Ret[0]=x_pos
Ret[1]=y_pos
return x_angle
}

public Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Floatangle){
new Float_angle=floatacos(vectorProduct(aim,tar get)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors
new Float_pos
//this part is a bit tricky..
//the problem is that the 'angle between vectors' formula returns always positive values
//how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
//the solution:
//the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
//
//i used the aim and target vectors as the first two input parameters
//and the third one is a vector pointing straight upwards [0,0,1]
//if now the target is on the left side of spectator origin the created parallelepipeds volume is negative
//and on the right side positive
//now we can turn x_angle into a signed value..
if (scalar_triple_product(aim,target)<0.0) x_angle*=-1 // make signed
if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
xangle=x_angle
return x_pos
}
xangle=0.0
return -2.0
}

public Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
new Float:target[3]

// rotate vector about z-axis directly over the direction vector (to get height angle)
rotateVectorZ(v_target,aim,target)

// get angle between aim vector and target vector
new Float:y_angle=floatacos(vectorProduct(aim,tar get)/(getVecLen(aim)*getVecLen(target)),1) // get angle between vectors

new Float:y_pos
new Float:norm_target[3],Float:norm_aim[3]

// get normalized target and aim vectors
normalize(v_target,norm_target,1.0)
normalize(aim,norm_aim,1.0)

//since the 'angle between vectors' formula returns always positive values
if (norm_target[2]<norm_aim[2]) y_angle*=-1 //make signed

if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
if (y_pos>=0.0 && y_pos<=1.0) return y_pos
}
return -2.0
}

public get_team(id){
new team[2]
get_user_team(id,team,1)
switch(team[0]){
case 'T':{
return 1
}
case 'C':{
return 2
}
case 'S':{
return 3
}
default:{}
}
return 0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
new Float:VecNull[3]={0.0,0.0,0.0}
new Float:len=vector_distance(Vec,VecNull)
return len
}

public Float:scalar_triple_product(Float:a[3],Float:b[3]){
new Float:up[3]={0.0,0.0,1.0}
new Float:Ret[3]
Ret[0]=a[1]*b[2]-a[2]*b[1]
Ret[1]=a[2]*b[0]-a[0]*b[2]
Ret[2]=a[0]*b[1]-a[1]*b[0]
return vectorProduct(Ret,up)
}

public normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
new Float:len=getVecLen(Vec)
copyVec(Vec,Ret)
Ret[0]/=len
Ret[1]/=len
Ret[2]/=len
Ret[0]*=multiplier
Ret[1]*=multiplier
Ret[2]*=multiplier
}

public rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
// rotates vector about z-axis
new Float:tmp[3]
copyVec(Vec,tmp)
tmp[2]=0.0
new Float:dest_len=getVecLen(tmp)
copyVec(direction,tmp)
tmp[2]=0.0
new Float:tmp2[3]
normalize(tmp,tmp2,dest_len)
tmp2[2]=Vec[2]
copyVec(tmp2,Ret)
}

public Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
return Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public copyVec(Float:Vec[3],Float:Ret[3]){
Ret[0]=Vec[0]
Ret[1]=Vec[1]
Ret[2]=Vec[2]
}

public subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
Ret[0]=Vec1[0]-Vec2[0]
Ret[1]=Vec1[1]-Vec2[1]
Ret[2]=Vec1[2]-Vec2[2]
}

public addVec(Float:Vec1[3],Float:Vec2[3]){
Vec1[0]+=Vec2[0]
Vec1[1]+=Vec2[1]
Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?s=8...post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
write_byte(0)
write_coord(floatround(Vec1[0])) // start position
write_coord(floatround(Vec1[1]))
write_coord(floatround(Vec1[2]))
write_coord(floatround(Vec2[0])) // end position
write_coord(floatround(Vec2[1]))
write_coord(floatround(Vec2[2]))
write_short(laser) // sprite index
write_byte(3) // starting frame
write_byte(0) // frame rate in 0.1's
write_byte(floatround(get_cvar_float("esp_tim er")*10)) // life in 0.1's
write_byte(width) // line width in 0.1's
write_byte(0) // noise amplitude in 0.01's
write_byte(esp_colors[color][0])
write_byte(esp_colors[color][1])
write_byte(esp_colors[color][2])
write_byte(brightness) // brightness)
write_byte(0) // scroll speed in 0.1's
message_end()
}

public make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTI TY,{0,0,0},id)
write_byte(1)
write_short(id)
write_coord(floatround(target_origin[0]))
write_coord(floatround(target_origin[1]))
write_coord(floatround(target_origin[2]))
write_short(laser)
write_byte(1)
write_byte(1)
write_byte(floatround(get_cvar_float("esp_tim er")*10))
write_byte(width)
write_byte(0)
write_byte(team_colors[target_team][0])
write_byte(team_colors[target_team][1])
write_byte(team_colors[target_team][2])
write_byte(255)
write_byte(0)
message_end()
}



i want this to work when the person is dead or alive also

i have no idea where to change, i tried changing the !is_user_alive(i) but it just made the esp not work
Attached Files
File Type: sma Get Plugin or Get Source (admin_spec_esp2_.sma - 718 views - 23.0 KB)
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