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Opcodes for Bartons Editor (GTA3 + VC)

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Barton Waterduck
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#151

Posted 05 January 2005 - 07:04 AM Edited by Barton Waterduck, 05 January 2005 - 03:04 PM.

Here are two I found while searching for opcodes in GTA SA. They work the same way in VC. I have this feeling these have been found before ? blink.gif
CODE
04FE: deflate_tire <car> <tire>
0496: is_tire_deflated <car> <tire>

Y_Less
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#152

Posted 05 January 2005 - 01:31 PM

On vc-db, 0496 is unknown, but has 2 parameters, so may be that, but hasn't apparently been found (I wish someone would sync all the opcodes places!)

047E is is_player_on_motorbike, has 1 parameter and was found by CyQ, so isn't (or may not be) that.

Barton Waterduck
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#153

Posted 05 January 2005 - 03:05 PM Edited by Barton Waterduck, 05 January 2005 - 03:17 PM.

OOPS, a small typo there, it's supposed to be:
CODE
04FE: deflate_tire <car> <tire>
0496: is_tire_deflated <car> <tire>


Example code in VC. If you use the parked faggio in the chase mission with the bfinjection with the gunner, both the tires of the faggio gets shot out.

CODE
:Label065059
00D6: if  0
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false £Label06508F
00D6: if  0
8119:   NOT   car  6@ wrecked
004D: jump_if_false £Label06508F
04FE: unknown_car  6@ flag  0
04FE: unknown_car  6@ flag  1
0224: set_car  6@ health_to  350


It's easier to see it in SA because it's used with the spike strip / stinger mission "Puncture Wounds".

Y_Less
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#154

Posted 05 January 2005 - 03:13 PM

Are the numbers direct references to tires (e.g. 0 = front left, 1 = front right etc) or are they binary based (e.g. 1 = front left, 2 = front right, 3 = front left AND front RIGHT)?

Based on reading the basic description on VC-DB, I believe it is the former, but could be wrong.

Barton Waterduck
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#155

Posted 05 January 2005 - 03:24 PM

QUOTE (Y_Less @ Jan 5 2005, 16:13)
Are the numbers direct references to tires (e.g. 0 = front left, 1 = front right etc) or are they binary based (e.g. 1 = front left, 2 = front right, 3 = front left AND front RIGHT)?

Based on reading the basic description on VC-DB, I believe it is the former, but could be wrong.

No idea. This is the SA code used with the stinger.
CODE
00D6: if  0
8496:   NOT   unknown_car_check @38  2
004D: jump_if_false £Label1B8939
04FE: unknown_car @38 flag  2

:Label1B8939
00D6: if  0
8496:   NOT   unknown_car_check @38  0
004D: jump_if_false £Label1B8952
04FE: unknown_car @38 flag  0

:Label1B8952
00D6: if  0
8496:   NOT   unknown_car_check @38  1
004D: jump_if_false £Label1B896B
04FE: unknown_car @38 flag  1

:Label1B896B
00D6: if  0
8496:   NOT   unknown_car_check @38  3
004D: jump_if_false £Label1B8984
04FE: unknown_car @38 flag  3

:Label1B8984

Y_Less
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#156

Posted 05 January 2005 - 04:39 PM

Thats what I put as the first option, but you don't know which is which?

Barton Waterduck
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#157

Posted 07 January 2005 - 12:29 PM

QUOTE (Y_Less @ Jan 5 2005, 17:39)
Thats what I put as the first option, but you don't know which is which?

Well, if you look at the code I posted, doesn't it look like it checks each wheel at a time ? Also, if each wheel is supposed to be a bit in a variable, then you have 4 bits for a car with 4 wheels and then you would check for the number 15 wouldn't you ? Doesn't look like that with the code I posted.

Short reply: Looks like
QUOTE
the numbers are direct references to tires

Hammer83
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#158

Posted 03 May 2005 - 10:01 PM Edited by Hammer83, 04 May 2005 - 06:49 AM.

Some more opcodes:

CODE

03FB: car $MYCAR bind_to_current_island 0/1;; Works only in GTA3


If the parameter is 0, the flag of the car which denotes the island index is set to 0; otherwise, the island index is calculated from the current car position and is updated. Island index is needed so that computer controlled car doesn't drive to another island.

EDIT: Very similar to 044E, but that one sets the island index flag of the car to -1 if opcode parameter is 0. What's the difference between -1 and 0 is beyond me.

CODE

057F: $MYVAR = player $PLAYER_CHAR coach_passengers_dropped_off


Stores the number of passengers that got off at the bus station and resets this number to 0 in the player record.

CODE

0467: clear_actor $MYACTOR last_weapon_damage
0468: clear_car $MYCAR last_weapon_damage


I have no idea what this does, but that's how Rockstar named these opcodes (although the name is pretty indicative of the effect of these opcodes).

CODE

0595: mission_complete


Has the same effect as 0318: set_latest_mission_passed, except that it doesn't update the last mission name. By the same effect, I mean it also resets taxi restart and increments the number of missions passed.

CODE

0598: stir_ground_around_cutscene_object $OBJ radius 10.0 flag 8


Used with helicopter in the opening cutscene to create effect of moving particles on the ground due to propeller's rotation.

PatrickW
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#159

Posted 03 May 2005 - 10:38 PM

Nice finds hammer,


But the thing that intrigues me the most is the source of this knowledge:
QUOTE (Hammer83 @ May 4 2005, 00:01)
Some more opcodes:

I have no idea what this does, but that's how Rockstar named these opcodes (although the name is pretty indicative of the effect of these opcodes).



Do you have connections at R* ??
cool.gif

Hammer83
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#160

Posted 04 May 2005 - 01:08 AM

Hehe.

The source is GTA-VC.EXE/GTA3.EXE biggrin.gif That's my Rockstar source.

Y_Less
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#161

Posted 04 May 2005 - 04:11 PM

QUOTE (PatrickW @ May 3 2005, 22:38)
Nice finds hammer,


But the thing that intrigues me the most is the source of this knowledge:
QUOTE (Hammer83 @ May 4 2005, 00:01)
Some more opcodes:

I have no idea what this does, but that's how Rockstar named these opcodes (although the name is pretty indicative of the effect of these opcodes).



Do you have connections at R* ??
cool.gif

I was also intrigued by that, though I guessed at one possible source (the one he used).

random_download
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#162

Posted 05 May 2005 - 04:43 PM

QUOTE (Hammer83 @ May 4 2005, 01:08)
Hehe.

The source is GTA-VC.EXE/GTA3.EXE biggrin.gif That's my Rockstar source.

I just followed the dissassembled exe through as if 0467 was being executed and the offset to: 'CLEAR_CHAR_LAST_WEAPON_DAMAGE - Charact' is pushed to the stack for some reason :S. Any idea why this happens? Or why it doesn't happen to other opcodes as well?

Hammer83
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#163

Posted 05 May 2005 - 05:26 PM

It prints the rror message for some opcodes if something is wrong. Unfortunatelly, out of 1000 opcodes only about 20 have error message, if not less.

OT: Mr. 47 is cool. biggrin.gif Can't wait for Blood Money

Hammer83
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#164

Posted 05 May 2005 - 10:07 PM Edited by Hammer83, 05 May 2005 - 10:09 PM.

A couple of GTA3 opcodes:

CODE

02F0: create_barrel_pickup_at $x $y $z (this one is not in the ini)
02F1: create_exploding_barrel_pickup_at $x $y $z


Creates a spinning barrel pickup. First opcode creates BARREL1 model, the second one creates BARREL2 model that explodeson contact.

EDIT: Oops, sorry for double post.

jacob.
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#165

Posted 06 May 2005 - 05:57 AM

How did you find out the names of those opcodes, hammer? Debug strings in ps2 gta3?

Hammer83
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#166

Posted 06 May 2005 - 06:21 AM

Most of them made up based on things they do. Some have error messages in the exe containing opcode names, like random_download said.

BTW, there are a lot of opcodes in GTA3.exe and GTA-VC.EXE that are not in the INI files at all. Neither in Barton's nor in TbM2k's

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#167

Posted 06 May 2005 - 03:40 PM

QUOTE (Hammer83 @ May 6 2005, 06:21)
Most of them made up based on things they do. Some have error messages in the exe containing opcode names, like random_download said.

BTW, there are a lot of opcodes in GTA3.exe and GTA-VC.EXE that are not in the INI files at all. Neither in Barton's nor in TbM2k's

Which do things? wow.gif when I was looking through I looked at a few which were not in the INI file and when that opcode was called the jump table tells it to return without doing anything at all, so I assumed that that was why some of the opcodes were completely omitted (ie. not even called unknown). Looks like I was wrong and that some of the opcodes not in the ini file actually do something wow.gif

Hammer83
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#168

Posted 12 May 2005 - 12:36 AM Edited by Hammer83, 12 May 2005 - 01:27 AM.

Another one of those not working anymore opcodes (it was for GTA3):
CODE

03FC: actor $MYACTOR bind_to_current_island 0 (false)/1 (true)
0438: set $MYACTOR level 0 (clear)/1 (from_position)


Same as 03FC works the same as 03FB, but with actors. 0438 works like 044E but for actors. The difference between 044E and 03FB is explained previously.

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#169

Posted 12 May 2005 - 06:24 AM

What does setting the actors level actually do? By 'level' do you mean 'island'?

Hammer83
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#170

Posted 12 May 2005 - 02:52 PM

QUOTE (Opius @ May 12 2005, 01:24)
What does setting the actors level actually do? By 'level' do you mean 'island'?

In used Barton's terminology. I think island is a better description. It basically locks the actor on one island. He won't take any roads that will lead to another island.

.:Xieon:.
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#171

Posted 31 May 2005 - 04:48 PM

Hi to all!
I have found new OPR:

CODE
0519: unknown car $86F flag  1


this same as:

CODE
0519: lock_car $86F in_current_position  1


Opcode forces the any car to "freeze" on the current place.
To shift the car it is impossible. Useful in movies or at creation of the special roadblocks.
Opcode 04FE works and in VC, not only SA, I in VC have found it,
and when have going it to post, I have seen that have outstripped me smile.gif
However in VMB, 04FE still appears as unknown, It is necessary to add myself.

And the database of opcodes (vc-db) for a long time itself is not updated,
and the opportunity of the additive unknown opcode now does not work. Why? The most of unknown there opcodes are already known in VMB...

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#172

Posted 31 May 2005 - 08:00 PM

Nice finding.. cookie.gif

And welcome smile.gif

Yeah, there are various sources of opcode definitions, which do not always agree, and are not always updated together. The best thing with exotic opcodes, is to check all sources, compare the results, and test yourself, which one is correct.....

ZAZ
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#173

Posted 09 June 2005 - 06:14 PM Edited by ZAZ, 09 June 2005 - 06:32 PM.

I found the following code in the original bank robbery mission of Vice City and
I used it for my own mission mod. So I know, its not gas or smoke.
Its a visuell animation scene of swats. They climb down a robe and its not possible
to hit them by weapons.
CODE
0503: create_gas_smoke -907.307 -336.618  26.0
0503: create_gas_smoke -907.307 -345.504  26.0
0503: create_gas_smoke -915.401 -336.6184  26.0
0503: create_gas_smoke -915.401 -345.5  26.0

It needs the 0247: request_model #SWAT before using

____________________ZAZ__________________________________

Demarest
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#174

Posted 14 July 2005 - 02:47 PM Edited by Demarest, 14 July 2005 - 02:55 PM.

BUMP!

0534: increment_pizzas_delivered_stat X

QUOTE (Demarest @ Oct 15 2004, 02:20)
I just tested this
CODE
:LabelMAIN3
0001: wait 250& ms
00D6: if 0?
047A:   in_pizza_car $PLAYER_ACTOR
004D: jump_if_false ��LabelMAIN3
018C: play_sound  1? at  0!  0!  0!
0002: jump ��LabelMAIN3
...along with Car Spaw v3 and ANY 2-wheeled vehicle was chiming. On the surface, this looks just like 047E, although R* used both so A difference is implied. If you'll look at its context in The Party, you'll know from playing the game that if you're escorting Mercedes on a motorbike, she never asks about putting her hand in your lap. Pretty straight forward.

[EDIT]
Just tested 044B. It was constantly chiming unless Tommy was actively pursuing entering or exiting a vehicle. As in "is_on_foot_and_free_from_commitment" or what have you. NOT like is player controllable because it continues to chime while diving out of the way of oncoming traffic, uncontrollable falls, flying off of a motorbike, etc. I have to assume that 044A is the same, except for players not actors.

Just noticed that 044A and 044B are still listed as unkown in the Opcode Database.

Demarest
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#175

Posted 01 August 2005 - 06:28 PM

I'll keep posting as if somebody's actually reading tounge.gif

03AB set_car( $CAR).do_nothing 1?

The car will remain still with no directive until released by code or given something to do. Setting it to 0? did nothing from what I saw, though it was used in original code during Silence The Sneak.

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#176

Posted 10 August 2005 - 06:58 PM Edited by Demarest, 10 August 2005 - 10:20 PM.

0578: set_highest_vigilante_level_to ($)int

[EDIT]
0582: set_hotring_best_result_to 0? ($)int

[EDIT2]
0544: set_longest_time_in_bloodring_to ($)int

[EDIT3]
0536: increment_drug_deals_made_by ($)int

[EDIT4]
0534: increment_pizzas_delivered_by ($)int

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#177

Posted 22 August 2005 - 09:10 AM

A couple of Vice related things I found while converting my mod...
CODE

04ED: request_animation

Used in a few places, but the ones that interested me was when I was putting together the Mailbu and Pole Position clubs.

When you do this:
CODE

04ED: request_animation "STRIP"
04ED: request_animation "RIOT"

they're used with animation wait states 32 and 29 (which when used alone crash the game), so the peds will do a Dance (32) animation (like in the clubs) and the Riot (29) animation (like in the RIOT mission).

I haven't been able to locate any use of animation states 28 and 34, although I haven't tried them with these animations loaded yet either. When I muck about with it more, I'll check those, and also check to see if I can load the animation to run throughout the game so I can use these in Vice Studios.

colgate.gif

Demarest
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#178

Posted 21 August 2006 - 09:17 PM

First and foremost, Y_Less gets credit for this opcode! I experimented in game, but it was his brainstorming that led to the articulation of this opcode.

0596: is_riding_mission_restart_taxi

One parameter: a player. It is used only once in VC and SA and then only to determine if you are eligible to even receive the textbox that informs you to press submission, let alone launch Taxi Driver. The accompanying opcodes of 058D and 058E were NOP'ed in SA, but 0596 was not despite it having no valid application. I'm assuming it was left in the SA sniffer as a result of a clumsy copy/paste of VC's approach.

spaceeinstein
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#179

Posted 15 November 2009 - 07:17 PM Edited by spaceeinstein, 19 December 2009 - 01:16 AM.

Three-year-old bump? breadfish_by_Moto.gif

There are lots of undocumentation/lost information for opcodes. Here are the ones I have detailed so far for Vice City and some for GTA III so that people won't need to rediscover them again. It also includes stuff that I think are new discoveries (for a six-year-old game?!).
  • 00BA
    Page updated to include Vice City's. III coming as soon as Thanksgiving if I can remember to do it.
  • 0152
    Sets the gang car spawn. The numbers from parameters 4 and up cannot exceed 1000 when added up, i.e. "250 0 0 0 0 0 250 500 0 0" (250+250+500) is the most you can set. You can set it lower than that but not higher. It seems that param 12 is trying to load an invalid ped model because the game doesn't crash right away. Can someone find out what model is it trying to load?
  • 015C
    Functions similar to above but for gang on foot spawn.
  • 01B5
    This was documented as "force weather" but that doesn't sound different from "set weather." A more clear description is "set next weather cycle."
  • 024A
    Misleading description, it doesn't "create" a phone. It grabs the nearest phone model and assign it to a variable. If a phone model is not close by, the game will crash.
  • 0324
    Sets the zone's ped spawn. The zone is defined in info.zon. The last parameter is the line number in the pedgrp.dat file. Line number starts at 0 at the top. Each "line number" contains 16 peds. The game reads 16 peds as each line, not the line you see in the text editor.
  • 03ED
    Prevents a flipped car from blowing up, as long as YOU are not in it. I discovered this by accident in Vice City and was really pure luck. I was just insanely spawning cars and some flipped over but didn't blow up. Opcode's functionality discovered!
  • 042E, 042F
    Stats opcodes. See links for list of stats.
  • 04D8
    Functions the same as in San Andreas, prevents actors from drowning, even you.
  • 0533
    Increments "Assassination Contracts Completed" stat
  • 0551
    Kaufman Cabs radio
  • 057D
    Known to play bridge status audio file but can also play ANY audio file in the Audio folder. See link for a complete list from 0 to 73 and some for above.
It seems like the predecessors of III coding do know a lot about some of these opcodes but I cannot find any documentation on them.

Congratz on the millionth visitor to GTAModding.com. I was the million and forty first.


EDIT:
More newly discovered/more detailed/redefinition of opcodes
  • 0372
    A COMPLETE list of descriptions of all animations used by that opcode in the game, even the ones that was previously found to crash the game.
  • 03F1
    I rediscovered this and didn't realize it was posted before. Now it's documented in one place.
  • 0445
    This is well-known but no one specified which specific cheats would be checked. In Vice City, these cheats are checked: airship, comeflywithme, gripiseverything, loadsoflittlethings, seaways.
  • 0493
    Disables the tank's ability to explode on contact! 0 = disable, 1 = enable
  • 0291
    Sets the actor to attack threat when provoked.
  • 04AA
    Checks if the player is in a helicopter
  • 0552
    Riot noise, like the one heard during the mission Riot for Ken Rosenburg. By default, values go from 127 to 0, 127 being loud and 0 being silent. It is hardcoded to play the noise at that location and for the volume of the noise to change with distance.
  • 0168
    I feel like 0168 is grossly misnamed but apparently corrected in San Andreas. It should be renamed "set blip size". Default size of most blips is 3 although there are exceptions. You can set it to any number, even 100 to cover up your radar with a giant pink square.

spaceeinstein
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#180

Posted 24 November 2009 - 11:16 AM Edited by spaceeinstein, 17 December 2009 - 08:18 PM.

• 0159 is the most freakiest and randomest opcode I've ever experienced. Here are the values and what they do:

1 - frozen camera, low draw dist
2,3,12,18,22,33,37 - frozen camera, normal draw dist
4 - revert to normal
5,6,9,10,13,15,19,20,21,24,25,26,27,30,31,47 and up - 0,0,0
7,8,34,46 - first person, can move and hit but cant jump or enter cars, movement controls also affects camera movement
9,10 - 0,0,0
11 - camera angled from tommy, sometimes jitters because follows rule of no camera clipping colls, stuck
14 - camera first person, stuck, x angle from -45 to 45 degs
16 - frozen first person, can only move forward, previous limitations apply
17 - CRASH
23 - camera zooms sraight up while stayed pointing to tommy
28 - camera stuck, some distance away from tommy, follows rule of camera clip
29 - wasted camera motion, will keep moving up
32 - busted camera motion, wants to rotate around tommy and messes up when clipped, cinematicy-like
35 - camera will want to zoom out away from tommy until hits colls, if no coll, stops at 0,0,0
36 - some weird angle, smooth, stuck
38 - camera stuck in lighthouse (odd)
39 - sniper rifle, can move, when rotate camera moves in wide circle, can zoom in and out, zoom in makes even larger circle
40 - rocket launcher, movements similar to sniper rifle zoomed out
41,43 - same as rocket but without anything on screen
42 - 1st person weapon (ie kruger), movements like launcher
44 - stuck camera somewhere high overlooking ocean beach
45 - less restricted 1st person, can't enter vehicles

I might record a video on this, some of these are really freaky.


EDIT:
• 0506: Here's a list of car variations used in Vice City. Param 1 sets the variation, param 2 overlays another variation to your car. So you can combine two variations for one car! All these are spawned in the game and I haven't checked the cars' model files so there could be more variations.

Most but not all of the blank and empty variations are also variant -1.
ModelChanges012345
barracksBed coveringsClosed topOpen top with frameOpen top
bfinjectEngineVariant 1Variant 2Variant 3
bensonCompany names and contentsSumoZIPVice 'n' EasyBitch 'n' Dog Foodblank and empty
bloodraNumbers, ads, and rear window style5327369991
bloodrbNumbers, ads, and rear window style831141594873
boxvilleCompany names and contentsCityHaulHaulMarlinR.S. & L. Bowsblank and empty
burritoRoofSpoiler and roof lightnone
cabbieRoof lightnormalnormalLightless
caddyRear contentsBrown golf bagBrown satchelRed golf bagPurple satchelGreen golf bagBlue golf bag
cheetahMirrors and dashboardSingle mirrorDouble mirrorsNo mirror, black siren on dashboardNo mirror, clean dashboard
coachCompany namesVice Free Bus LineWhippet Express CoachBullet Bus and Coach Lineblank
firetrukNumbers123456
flatbedRear contentsStacked boxesStacked pipesTall covered thing (whale?)Short covered thing (whale?)Stacked smaller boxesStacked boxes (like in variant 0)
gangburBear positionFrontTopnone
hotrinaNumbers and ads462134785699
hotrinbNumbers and ads142835656980
kaufmanRoof lightsnormalnormalLightless
mesaBed coveringsCovered backFramed backnone
muleCompany names and rear contentsHaulOutta SightMarlinVice VoiceR.S.&L. Bowsblank and empty
patriotBed coveringsLow covered backHigh covered backOpen back with racknone
perenRoofRoof rackNo roof rack
ponyCompany namesR.S. & L. BowsGasmasterblank
romeroCasketFancy brown casketBlack casketSimple brown casketempty
taxiRoof lightnormalnormalLightless
stallionRoofClosed topOpen top
trashTrashTrash sticking out in rearNo trash in rear
vicecheeSide mirrorsSingle mirrorDouble mirrorsNo mirrors
yankeeCompany namesCityHaulHaulMarlinR.S. & L. Bowsblank
zebraRoof lightnormalnormalLightless

cry.gif




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