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Generic SA SCM Documentation

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Bigun
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#61

Posted 04 August 2006 - 01:07 AM

You didn't? [South]east LV, here's a crappy pic.
user posted image
user posted image

Demarest
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#62

Posted 04 August 2006 - 02:55 AM

I found them to be very good pics. Thank you. Also, wasn't there a tattoo shop futzing whereby the LV one took you to the SF one instead or something like that? I plan on restoring both in TTSAC. PM me if you know how to do either please.

spaceeinstein
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#63

Posted 04 August 2006 - 03:35 PM

In the PS2 version, the tattoo parlor in San Fierro took you to Los Santos instead of San Fierro. That error was fixed in the PC version.

DeeZire
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#64

Posted 04 August 2006 - 10:20 PM

I've had a couple of PMs about fixing the Pay N Spray so for Demarest and anyone else, here's how I did it.

1 - Open vegasE.IPL in Wordpad and change the 'timy1' line in the 'grge' section so it reads like so;-
CODE

2389.6, 1483.26, 9.81843, 2398.11, 1483.26, 2389.6, 1497.84, 15.6841, 1, 5, timy1


2 - In tonywob's IPL editor, I repositioned the 'vgsEspdr01' object (the garage door) so it was set like this;-

PositionX = 2393.77
PositionY = 1483.69
PositionZ = 12.7109
RotationX = 0
RotationY = -360
RotationZ = -90

If you want to redistribute it, you'll have to make sure to include 'vegasE.IPL Stream 7' from your GTA3.IMG file as thats where the door is amended.

You still get the 'slight' COL problem just inside the garage door where its technically possible (but tricky) to descend into blue hell, but with those settings above I found the problem was minimised.

Hope that helps!

jarjar
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#65

Posted 05 August 2006 - 06:32 AM

QUOTE (spaceeinstein @ Aug 5 2006, 01:35)
In the PS2 version, the tattoo parlor in San Fierro took you to Los Santos instead of San Fierro. That error was fixed in the PC version.

Was that an error? I always thought it was done on purpose because the San Fierro one had hidden tattoos in it. Then in the PC version they just unlocked it for the sake of it. But then again, maybe your idea sounds more realistic tounge.gif .

@DeeZire - Ah, i remember when you PMed me with that info, will come in handy again, because i lost all the info when my computer wad formatted. Thanks again icon14.gif .

spaceeinstein
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#66

Posted 05 August 2006 - 12:45 PM

Yes it was an error. It was just a simple misnaming. Why would anyone want two of the same tattoo parlors in the game?

jarjar
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#67

Posted 05 August 2006 - 12:49 PM

QUOTE (spaceeinstein @ Aug 5 2006, 22:45)
Yes it was an error. It was just a simple misnaming. Why would anyone want two of the same tattoo parlors in the game?

Yep, i know, i guess i must have read it somewhere. I just always thought there was a reason for it. But like i said, your idea sounds more realistic. icon14.gif . Sorry bout that. smile.gif

Demarest
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#68

Posted 05 August 2006 - 07:03 PM

QUOTE (DeeZire @ Aug 4 2006, 17:20)
Hope that helps!

Very much so! Historically, the Timetwister series has been blessed with correcting some R* errors and this will be one! Thank you very much for the step by step.

spaceeinstein
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#69

Posted 11 August 2006 - 01:42 PM Edited by spaceeinstein, 11 August 2006 - 01:45 PM.

Ooooo, I found something cool. The "hit by weapon" opcode doesn't has to be a weapon. It can be anything that damages the actor.

49 = vehicle
50 = helicopter blade
51 = explosion
52 = 058A create gunshot

54 = hit by object, damaged by falling

56 = fist, gift, melee weapons
57 = ANY weapon that shoots something

Bigun
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#70

Posted 11 August 2006 - 08:54 PM

Thats nice. Shouldn't you update it on the Opcodes topic and database?
And does it apply to 031E (vehicles) too?

spaceeinstein
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#71

Posted 14 August 2006 - 02:58 PM Edited by spaceeinstein, 14 August 2006 - 03:06 PM.

For "vehicle_hit_by_weapob", only these works:
49
51
56
57
The numbers are the same for actors. I just discovered the "object_hit_by_weapon" opcode and I'm going to test it out later.

For some reason, the Vortex is a special type of vehicle. It's in a category by itself.

Bigun
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#72

Posted 15 August 2006 - 06:47 AM

So you can't make sure a car was damaged by bumping into something (not another vehicle)?
object_hit_by_weapon is gonna be useful for 'manual' SCM object destruction. wow.gif
Also, sorry for not testing myself, but do these opcodes still work if the 'thing' was immune to that damage (explosion-proof etc)? Will make them even more useful.
Also that reminds me, no ID for fire damage? You could use the molotov/flamethrower weapon IDs first, but what about 'explosion-fire' etc. Perhaps 53/55?

And thanks for all your contributions, they help a lot.

spaceeinstein
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#73

Posted 21 August 2006 - 02:52 PM

The opcode only works if the thing is damaged. So if it's immune to certain damages, the opcode won't work.

The object_hit_by opcode is wierd.
50 - vehicle
51 - explosion
56 - fist, melee, gift weapons
57 - any weapon that shoot something

Demarest
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#74

Posted 29 September 2006 - 03:28 AM

QUOTE (tomworld10 @ Aug 3 2005, 13:02)
CODE
stat  152 criminals killed on Vigilante

This is incorrect. I realize it happening during Vigilante appears that way, but it is actually your criminal rating. This comes with the additional discovery that 0433 (unknown since GTA3!) is actor_is_criminal. Now I don't know what stat is actually criminals killed, but I know it's incremented automatically as it always has been thanks to a 0433 marked actor dieing. More specifically: dieing by your hands. At least SA was just proven to make the differentiation.

tomworld10
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#75

Posted 29 September 2006 - 10:04 AM Edited by tomworld10, 29 September 2006 - 12:55 PM.

Hi,



QUOTE (Demarest @ Posted on Sep 29 2006 @ 03:28)
QUOTE (tomworld10 @ Aug 3 2005 @  13:02)

CODE

stat  152 criminals killed on Vigilante

This is incorrect.


Well it is correct :

user posted image

Try it yourslef you'll see that the game tell you that 152 IS that.

There might stats not correct but this one seems good.

I don't know what the criminals killed (all the time not only on Vigilante) stat number neither, the increments might be hardcoded anyway.



[EDIT]: I've forgot to say Dem, that I love the black and white girls of TFB they're just so nice, and so beautiful. Actually all your signature girls are just so nice !!!!!!!! But I must admit that the TFB ones have took my fancy !!!!! Thanks for that and for everything else.

Have fun

Demarest
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#76

Posted 01 October 2006 - 01:45 PM

My sincerest apology. I'm in the min kill competition and in the habit of looking only at people you've wasted / criminals killed. I wasn't sure if criminals killed auto-tallied people you've wasted, so I built a stripped SCM to test it in and when I added to stats, criminals killed didn't increment. But CR went up. Based on what you're saying, I'll bet you're right and the CR goes up as a side effect. I didn't realize there was a second stat listing, more specific to Vigilante. Sorry for the confusion.

Speaking of confusion, the Unleashed / CommUNITY pair of sigs are very old school. The first came in Sept 2004 IIRC. I'm only reusing them because somebody shared it with me in my 30K topic. They only link to TFB because my TFB sig did and it was faster to update wink.gif But thanks for the appreciation. The Unleashed one took some time to make and I really liked the shadowed outcome. So did she wink.gif

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#77

Posted 07 October 2006 - 10:50 PM Edited by pdescobar, 13 October 2006 - 09:22 PM.

This is the list of vehicle model extras which can be forced onto the next spawn by using opcode 0506. Example usage from original script:
CODE
0506: set_vehicle_model #PONY next_variation 0 0

Variant -1 is the default model with no extras. Variants 0 through 5 are possible extra variants which will fall back to the default if the model doesn't have that many extras, and variants greater than 5 will crash the game.

For most vehicles, only one extra can be added so both the second and third parameters should be set to the same wanted variant to avoid confusion. However, some vehicles can have 2 different extras active. I have only noticed this so far for some of the motorcycles (BF400, FCR900, NRG500) which can have both an exhaust variant (0,1,2) and a fairing variant (3,4) added. So in those cases you can specify both extras in the parameters. For example, to have a BF-400 with dual exhausts and the larger fairing, you would use:
CODE
0506: set_vehicle_model #BF400 next_variation 2 4

The game's traffic spawner seems to always give these bikes one of the exhaust variants, but the fairing extras are sometimes omitted.

Additionally, for some vehicle models, the game's traffic spawner will always add an extra and so you'd never see the default variant (-1) unless you explicitly spawn it. This seems to apply to the hotring and bloodring cars which always have a number and may apply to other models as well. For example, the slamvan may always spawn with one of the two steering wheel extras but I didn't really feel like trying to check that.

Note that these were originally found by searching the vehicle model files for the strings "extra1" through "extra6" and then checking them in-game with an SCM vehicle spawner; I used a little reference help from an old SA section topic posted by Sweets to find out what some of the extras were. In a couple cases, I was unable to determine what the actual extra is; someone who can actually view the model in a modeling program might be able to determine those. The first column is the model id shortcut used by some compilers and the second column is the actual vehicles.ide ID for that vehicle in the original game.

CODE
#MODEL_ID (vID) Explanation of Model Extras (i.e. Variations)
========= ===== =============================================================
#ambulan  (416) Numbers: 0->37, 1->71
#artict1  (435) Side Ads: 0->Cok-o-Pops, 1->Munky Juice, 2->Hinterland,
                 3->Zip, 4->RS Haul, 5->Ranch
#artict2  (450) Contents: 0->Filled with gravel/coal/stone
#bagboxb  (607) Contents: 0,1,2->Various distributions of loose baggage
#baggage  (485) Rear Cargo Items: 0->Earmuffs, 1->Small Case, 2->Large Case
#barracks (433) Bed Covering: 0->Opaque Fabric, 1->Camo Netting
#benson   (499) Side Ads: 0->Shady Industries, 1->LSD, 2->The Uphill Gardener,
                 3->Discount Furniture
#bf400    (581) Exhausts: 0->Single Type1, 1->Single Type2, 2->Dual Type3,
                Fairings (with Windshields): 3->Half-size, 4->Full-size
#bfinject (424) Body: 0->Side Panels
#bloodra  (504) Numbers/Roof Color: 0->328/White, 1->464/Check, 2->172/Check,
                 3->100/White, 4->284/White, 5->505/Check
#bobcat   (422) Bed Items:  0->Spare Tire, 1->Sprunk Cans
#burrito  (482) Roof Items: 0->Roof Lights + Spoiler
#caddy    (457) Rear Cargo (Driver Side): 0->Golfbag1, 1->Satchel1, 2->Golfbag2
                Rear Cargo (Pass Side): 3->Satchel2, 4->Golfbag3, 5->Golfbag4
#camper   (483) 0->Open Curtains & Second Bench Seat,
                1->Open Roof Vent, Closed Curtains, Bed in Back, Peace Sign
#cheetah  (415) Side Mirrors: 0->Single, Placed High, 1->Dual, Placed Normally
#coach    (437) Name on Side: 0->Big O Tours, 1->Bikini Line
#coastg   (472) Various Items 0->Items all Over, 1->Items Grouped in Back,
                 2->Items all Over + 2 Oars in Front
#fcr900   (521) Exhausts: 0->Single Type1, 1->Dual Type1, 2->Dual Type2,
                Fairings (with Windshields): 3->Half-size, 4->Full-size
#firetruk (407) Numbers: 0->64, 1->16, 2->47
#flatbed  (455) Cargo 0->Crates in Front, 1->Crates in Center under Tarp
                 2->Two Sets of Crates (Front and Back)
#hotknife (434) 0->Partial Engine Cover
#hotrina  (502) Numbers: 0->96, 1->67, 2->73, 3->52, 4->45, 5->14
#hotrinb  (503) Numbers: 0->82, 1->26, 2->65, 3->07, 4->36, 5->60
#kart     (571) Body Panels: 0->Both Sides, 1->Steering Column
#launch   (595) Roofs: 0->Over passenger section, 1->Over driver section
#marquis  (484) 0->Windshield over Cabin Entrance
#mesa     (500) 0->Roof Over Back, 1->Roll Bar in Back
#monstera (556) 0->Roof Spoiler, 1->Roof Lights, 2->Roll Bar with Lights
#monsterb (557) 0->Couldn't Determine 1->Roof Lights
#mrwhoop  (423) Rear Sign: 0->Cherry Popping Good, 1->Slow Children Ahead
#mule     (414) Side Ads: 0->Toy Corner, 1->Binco, 2->Semi, 3->Shafted Appliances
#nrg500   (522) Exhausts: 0->Single Pair1, 1->Single Pair2, 2->Dual Pair2,
                Fairings (with Windshields): 3->Smooth, 4->With Side Cutouts
#patriot  (470) Cargo Area 0->Low Cover, 1->Roof/High Cover, 2->Roll Bar
#peren    (404) 0->Roof Rack
#picador  (600) Items in Bed: 0->Planks, 1->Sprunk Cans
#pony     (413) 0->Sound System in Back
#reefer   (453) Items in Back: 0->Boxes of Fish, 1->Bench
#romero   (442) Coffins: 0->Brown Style1, 1->Black Style2, 2->Brown Style3
#rumpo    (440) Side Ads: 0->Cok-o-Pops, 1->Harry Plums, 2->Dick Goblin's,
                 3->Final Build, 4->Transfender, 5->Wheel Arch Angels
#sadler   (543) Items in Bed: 0->Two Propane Tanks & Crate, 1->Two Barrels,
                 2->Sprunk Cans, 3->Open Crates
#sadlsh*t (605) Items in Bed: 0->Two Propane Tanks & Crate, 1->Two Barrels,
                 2->Sprunk Cans, 3->Open Crates
#securica (428) Side Logo: 0->Chuff, 1->Lock&Load
#slamvan  (535) Steering Wheel: 0->Normal, 1->Chain (Default has none!)
#stallion (439) Roof: 0->Hardtop, 1->Softtop (up), 2->Softtop (folded)
#supergt  (506) 0->Full Roof
#swatvan  (601) Number: 0->1, 1->9, 2->6, 3->7
#topfun   (459) 0->Boxes of Toys in Back
#tram     (449) 0,1,2,3->(4 defined extras, but I don't know what they are)
#trash    (408) 0->Some bits of trash sticking out of the back
#tug      (583) Case in Back: 0->Red Case, 1->Green Case
#utility  (552) 0->Cones, Barrel in back + Cone lying on passenger side rail,
                1->Cones, Barrel in back + Cone lying on driver side rail
#walton   (478) Items in Bed: 0->Two Propane Tanks, 1->Open Crates,
                 2->Propane Tank and Barrel
#windsor  (555) 0->Roof
#yankee   (456) Side Ads: 0->Big Gas, 1->RS Haul, 2->Star Balls, 3->Flower Power
#zr350    (477) 0->Rear Spoiler


EDIT: (13 Oct) Realized that the reason the opcode has 2 variant parameters is because some motorcycle models actually can spawn with two extras added, so I expanded on the intro to cover that.

Seemann
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#78

Posted 05 November 2006 - 04:13 AM

Little addition to the previous post about 0506

1. The first parameter is useless. This opcode sets a variation of next created car independently from the model specified there.
Though
CODE
0506: set_vehicle_model 0 next_variation 2 2

would save one byte in scm

Seemann
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#79

Posted 20 November 2006 - 03:46 PM Edited by Seemann, 20 November 2006 - 03:58 PM.

06D8: 1@ = create_train_at 2278.1771 -1144.8823 27.5108 TYPE 0 direction 1

Traintypes model sets:
TypeTrainCarriage1Carriage2Carriage3Carriage4Carriage5
-----------------------------------------------------------------------------------------------------------------------
0:#FREIGHT#FREIFLAT#FREIFLAT#FREIFLAT#FREIFLATo
1,2,4,7,11:#STREAK#STREAKC#STREAKCooo
3:#FREIGHT#FREIFLAT#FREIFLAT#FREIFLAToo
5:#STREAK#STREAKC#STREAKC#STREAKCoo
6:#FREIGHT#FREIFLAT#FREIFLATooo
8:#TRAM#TRAMoooo
9,14: #TRAMooooo
10:#FREIGHT#FREIFLAToooo
12:#FREIGHT#FREIFLAT#FREIFLAT#FREIFLAT#FREIGHTo
13:#FREIGHT #FREIFLAT#FREIFLAT#FREIFLAT#FREIFLAT#FREIFLAT
15:#STREAKooooo

These model sets could easily be changed via SCM using this method. It allows to create really long trains cool.gif

I posted memory addresses for that.

ceedj
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#80

Posted 20 December 2006 - 11:39 AM Edited by ceedj, 23 December 2006 - 04:44 PM.

Here's something interesting that I discovered about spawning peds in a vehicle. If this is already well known, feel free to slap me and call me Ethel. cry.gif

I'm adding this because it confounded the hell out me for three hours - why does my actor keep trying to drive even if I tell it not to? I think this is why.

From the VCDB:

CODE
0129: create_actor_in_car_driverseat
P: $carID, int (pedtype), #model, $actorID - creates an actor in the driverseat (spawn_actor)


Here's the pedtypes (Vice; SA adds a couple more at the end):
CODE
0=player1 / 1=player2 / 2=player3 / 3=player4 / 4=civmale / 5=civfemale / 6=cop / 7=gang1 / 8=gang2 / 9=gang3 / 10=gang4 / 11=gang5 / 12=gang6 / 13=gang7 / 14=gang8 / 15=gang9 / 16=emergency / 17=fireman / 18=criminal / 19=special


(I'll assume this applies to SA, since the opcodes are the same, although I haven't tested it there yet.)

Anywho, if you set the pedtype to 4, the driver will do nothing. If you change it to 16 (emergency), the actor will try to find the closest path to drive on REGARDLESS OF WHAT VEHICLE COMMANDS YOU GIVE (like setting the behavior to 0, max speed to 0, etc).

The other interesting part is that the ped type seemingly must be correctly applied to the proper ped loaded. So loading a ped type of 5 with a male ped crashes the game. I'm guessing that the pedtypes have to be matched up right with the peds you are loading. HOWEVER, ped type 4 seems to be universal, as I can spawn male or female peds with it. I couldn't find this documented anywhere, hence the post.

Hope this is useful to someone. smile.gif

EDIT: Fixed the ped type from 4 to 5 in the explaination. Sorry, I was sleepy when I wrote it!

PARADOXON
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#81

Posted 02 January 2007 - 09:32 PM

---> Seemann


cool.gif It is easier to use "TrainLimiter"
You can set your own train with 14 carriages

LOOK HERE

ceedj
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#82

Posted 03 January 2007 - 01:01 PM

QUOTE (PARADOXON @ Jan 2 2007, 16:32)
cool.gif It is easier to use "TrainLimiter"
You can set your own train with 14 carriages

That's not really the point of his post, which is to document how to create trains via the SCM.

And I'm quite shocked I missed space's variables update. Been looking for something like this FOREVER. Thanks a bunch for that. For anyone else, if you use op9080's SA Loader, you have to define your global and local variables with numbers (i.e. G PLAYER_CHAR(2), PLAYER_ACTOR(3), etc). So that list space made a few pages back should be invaluable to those using this hook. Cheers buddy! smile.gif

Seemann
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#83

Posted 03 January 2007 - 01:20 PM

QUOTE (ceedj)
And I'm quite shocked I missed space's variables update. Been looking for something like this FOREVER. Thanks a bunch for that

Most of them was taken from sanny's ini, which is containing much more names now.

SB's CustomVariables.ini

ceedj
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#84

Posted 03 January 2007 - 01:46 PM

My apologies. Big ups to everyone! smile.gif

And thanks for that updated list. I'm using 3000-3150 and have had NO issues thus far. Yay!

DeeZire
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#85

Posted 09 February 2007 - 07:45 PM Edited by DeeZire, 25 February 2007 - 09:30 AM.

SA pedtypes (further to an earlier post);-

0=player1
1=player2
2=player_network
3=player_unused
4=civmale
5=civfemale
6=cop
7=gang1
8=gang2
9=gang3
10=gang4
11=gang5
12=gang6
13=gang7
14=gang8
15=gang9
16=gang10
17=dealer
18=medic
19=fireman
20=criminal
21=bum*
22=prostitute
23=special

*got crashes when trying to use this pedtype, requires some other unknown condition on its use.

sleeper777
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#86

Posted 12 February 2007 - 01:38 PM

Thanks to Freakingfreak :

Gang Numbers
CODE

0=Ballas
1=Grove
2=Los Santos Vagos
3=San Fiero Rifa
4=Da Nang Boys
5=LV Mafia
6=Triads
7=Varrio Los Aztecas

space_einstein
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#87

Posted 25 February 2007 - 05:50 AM Edited by space_einstein, 26 February 2007 - 01:43 AM.

Add this to Seemann's custom variables if you want:
CODE
1252=active_interior_name
1992=LS_Courier_Completed
1993=LV_Courier_Completed
1994=SF_Courier_Completed
1995=LS_Courier_Money_Pickup_Amount
1996=LS_Courier_Money_Pickup
1997=SF_Courier_Money_Pickup_Amount
1998=SF_Courier_Money_Pickup
1999=LV_Courier_Money_Pickup_Amount
2000=LV_Courier_Money_Pickup
2001=Mission_86_Trip_Skip_Check

Can someone confirm that those useless variables aren't used in the game?

DeeZire
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#88

Posted 25 February 2007 - 09:29 AM

^ I think those 'useless' ones are all used in the Shooting Range missions. The individual variables are not used, although $2002(n) is an array which uses variables $2002 to $2011.

Seemann
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#89

Posted 25 February 2007 - 10:45 AM

There're three string arrays: $2002-2021, $2022-$2041, $2042-$2061 used in Shooting Range mission.

btw, I have massive update for the custom SA variables:
http://sannybuilder....omVariables.ini

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#90

Posted 26 February 2007 - 01:42 AM

Are 2376-2411 useless?




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