CLEO supremeTroll(16-01-15) + objectFinder 1.3++

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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.2

@SpnKO
what cpu/gpu do you have?
 

4changesLeft

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RE: supremeTroll(16-01-15) + objectFinder 1.2

monday said:
@SpnKO
what cpu/gpu do you have?
I don't think it's a PC issue.. Usually, by my experience making scripts, the game begins to run in slow motion/laggy when you write accidentally something that doesn't make sense, for example using [email protected] = Actor.CurrentCar($PLAYER_ACTOR) when in reality the actor is not even driving.. But I don't know if that's the case xD
 

SpnKO

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RE: supremeTroll(16-01-15) + objectFinder 1.2

monday said:
@SpnKO
what cpu/gpu do you have?
uhh, is it one of those scripts that needs an i7 to run?

AMD A6-5400K APU
the video card is an onboard one
 
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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.2

I wish I could help you but I have no idea if there could be any other reason for it. It ran without major lags using phenom x4 9600 and radeon hd 7770
 

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RE: supremeTroll(16-01-15) + objectFinder 1.2

monday said:
I wish I could help you but I have no idea if there could be any other reason for it. It ran without major lags using phenom x4 9600 and radeon hd 7770
I have the same problem. Sometimes when searching for items the game will go slow motion. First let me point out I have an anti crasher, and before I used the anti crasher my game would just crash, but with the anti crasher my game goes slow motion. I notice sometimes it will go slow motion when you pick up the item you were searching for, other times I have no idea why, I'll be searching for items and a new item will pop up and all of a sudden I'll just lag. I have to spam /oreset about 5 times quickly for it to clear it. It's definitely a script error and not a CPU/GPU issue as my one mate has the same issue. It's something to do with the item streaming I think.

 
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RE: supremeTroll(16-01-15) + objectFinder 1.2

the vehicles are only shown to you and all the trolls are shown in ur own screen , i mean its not synced to the players
 
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RE: supremeTroll(16-01-15) + objectFinder 1.2

Can I search only specific objects? Like I'd like to see models from ID 331 to 371 only
 
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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.2

@sampz
nope, but you could modify the script

replace this:
Code:
    0984: [email protected] = object [email protected] model              
        if 003B:   [email protected] == [email protected]  // (int)
        then                
with this:
Code:
     0984: [email protected] = object [email protected] model              
        if and
        003B:   [email protected] == [email protected]  // (int)
        call @ID_check 1 [email protected]
        then
and add this function at the bottom of the whole script:
Code:
:ID_check
0B52: samp [email protected] = object_id_by_handle [email protected]
if and
0019:   [email protected] > 331 // minimum id (331 excluded)
001B:   337 > [email protected] // maximum id (337 excluded)
then
0485:  return_true
else
059A:  return_false
end
ret 0
 
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RE: supremeTroll(16-01-15) + objectFinder 1.2

I replaced the code with ur given code and everything, but when I type /objectid I don't see any of the objects  :-/
But when I use  THIS (showobjectidnosolid.cs) by @pepeelpubero version then I can see everything perfectly.
I tried to edit the code same way in pepeelpubero's version, but his code is so much different..
 
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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.2

Oh, I think I misunderstood you, I thought you meant the samp ID of the object, not the model ID. This mod originally allows you to search for 6 different object types/models at the same time. Each object model has to be assigned to a color by typing a command. There is no option to assign multiple object models to one colour, it could be added though. Here's a code you could try:

Code:
{$CLEO}
0000: NOP
repeat
wait 50
until 0AFA:  is_samp_available
0B34: samp register_client_command "oy" to_label @ofyellow
0B34: samp register_client_command "or" to_label @ofred
0B34: samp register_client_command "ob" to_label @ofblue
0B34: samp register_client_command "ov" to_label @ofviolet
0B34: samp register_client_command "og" to_label @ofgreen
0B34: samp register_client_command "ow" to_label @ofwhite
0B34: samp register_client_command "oreset" to_label @oreset
0B34: samp register_client_command "otog" to_label @otog
0B34: samp register_client_command "ohelp" to_label @ohelp
[email protected] = 0
[email protected] = 0


/*
[email protected] - [email protected] will become lower border of model ID range
[email protected] - [email protected] will become higher border

*/
 
 
 
:First
wait 0
if
0118:   actor $PLAYER_ACTOR dead
then
jump @First
end
 
if
056D:   actor $PLAYER_ACTOR defined
jf @First
[email protected] = 0
0B12: [email protected] = [email protected] XOR 1
0085: [email protected] = [email protected]
 
if
[email protected] == 1
then
jump @First
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0xF7F694 blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0xFF4800 blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0x00C8FF blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0xD900FF blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0x1EFF00 blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
 
if [email protected] == 1
then
0AB1: @Find_object 5 Object number [email protected] Display_offset [email protected] Color 0xFFFFFF blinkingStatus [email protected] [email protected] _returnedBlinking [email protected]
[email protected] += 43
end
jump @First
 
 
 
 
:ofyellow
wait 0
0B35: samp [email protected] = get_last_command_params //

if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then    
    0085: [email protected] = [email protected] // (int)
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:ofred
wait 0
0B35: samp [email protected] = get_last_command_params //
if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then   
    0085: [email protected] = [email protected] // (int) 
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:ofblue
wait 0
0B35: samp [email protected] = get_last_command_params //
if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then  
    0085: [email protected] = [email protected] // (int)  
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:ofviolet
wait 0
0B35: samp [email protected] = get_last_command_params //
if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then  
    0085: [email protected] = [email protected] // (int)  
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:ofgreen
wait 0
0B35: samp [email protected] = get_last_command_params //
if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then    
    0085: [email protected] = [email protected] // (int)
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:ofwhite
wait 0
0B35: samp [email protected] = get_last_command_params //
if 0AD4: [email protected] = scan_string [email protected] format "%d %d" [email protected] [email protected]
then
[email protected] = 1  
else
    if 0AD4: [email protected] = scan_string [email protected] format "%d" [email protected]
    then    
    0085: [email protected] = [email protected] // (int)
    [email protected] = 1    
    else  
    [email protected] = 0
    end
end
samp.CmdRet
 
:oreset
wait 0
[email protected] = 0
[email protected] = 0
[email protected] = 0
[email protected] = 0
[email protected] = 0
[email protected] = 0
samp.CmdRet
 
:otog
wait 0
0B12: [email protected] = [email protected] XOR 1
samp.CmdRet
 
:ohelp
wait 0
0AF8: samp add_message_to_chat "{F7F694}o{FF4800}b{00C8FF}j{D900FF}e{1EFF00}c{FFFFFF}t{F7F694}Finder commands:" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/oy <modelID> <modelID> {F7F694}(yellow markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/or <modelID> <modelID> {FF4800}(red markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ob <modelID> <modelID> {00C8FF}(blue markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ov <modelID> <modelID> {D900FF}(violet markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/og <modelID> <modelID> {1EFF00}(green markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/ow <modelID> <modelID> {FFFFFF}(white markers)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/oreset {F7F694}(reset current searches)" color 0xFFFFFFFF
0AF8: samp add_message_to_chat "{FFFFFF}/otog {F7F694}(tog current searches)" color 0xFFFFFFFF
samp.CmdRet
 
//0AB1: @Find_object 4 Object number lower border [email protected] Display_offset [email protected] Color [email protected] blinkingStatus higher border _returnedBlinking [email protected]
:Find_object    
//[email protected] = model id lower border
//[email protected] = model id higher border
0085: [email protected] = [email protected] // (int)

0085: [email protected] = [email protected] // blinking status
06AC: [email protected] = actor $PLAYER_ACTOR movement_speed
    if 0021:   [email protected] > 50.0
    then
    [email protected] = 50.0
    end
006B: [email protected] *= [email protected]
[email protected] = -0.514
0017: [email protected] /= 2500.0
006B: [email protected] *= [email protected]
000B: [email protected] += 1.0
 
0B5A: get_screen_resolution [email protected] [email protected] //int
[email protected] /= 10
[email protected] *= 8
//[email protected] /= 2
[email protected] /= 10
[email protected] *= 7
005A: [email protected] += [email protected]
[email protected] = 0
[email protected] = 400.0  
[email protected] += 0xFF000000
 
0A8D: [email protected] = read_memory 0xB7449C size 4 virtual_protect 0
000A: [email protected] += 0x4
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
for [email protected] = 0 to 355840 step 0x100    //35584
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
000A: [email protected] += 0x1
    if and
    0029:  [email protected] >= 0x00
    001B:  0x80 > [email protected]
    then
    005A: [email protected] += [email protected]  
    0984: [email protected] = object [email protected] model              
        if and  //003B:   [email protected] == [email protected]  // (int)
        002D:   [email protected] >= [email protected]  // (int) 
        002D:   [email protected] >= [email protected]  // (int)        
        then
        03F0: enable_text_draw 1
        [email protected] += 1  
            if
            02CC:   object [email protected] bounding_sphere_visible
            then  
            0B66: render argb [email protected] to_a [email protected] r [email protected] g [email protected] b [email protected]
            0AB1: @Box_object 6 Object_handle [email protected] Red [email protected] Green [email protected] Blue [email protected] Alpha 255 Thickness 90.0
            end  
        0AB1: @DistanceObject 1 Object_handle [email protected] _returnedDistance [email protected]
            if 0025:   [email protected] > [email protected]  // (float)
            then
            0087: [email protected] = [email protected] // (float)
            0085: [email protected] = [email protected] // (int) [email protected] = closest object
            end
           
        01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]    
        0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords [email protected] [email protected]
        0AB1: @POSITION_TO_RADAR 7 XYZ [email protected] [email protected] [email protected] RADAR_POS [email protected] [email protected] DISTANCE_MULTIPLIER [email protected] MAX_DISTANCE 130.0 _STORE_TO [email protected] [email protected]
        0B70: draw_polygon_pos [email protected] [email protected] size 20 20 corners 50 rotation 0 color [email protected]      
        end
    end  
    if [email protected] > 14
    then break
    end  
end  
[email protected] -= 0xFF000000
0AD3: [email protected] = format "Models range: %d - %d" [email protected] [email protected]
0AD3: [email protected] = format "Number: %d" [email protected]
    if
    [email protected] == 0
    then              
    0D94: draw_text [email protected] pos_xy [email protected] [email protected] align_xy 0.0 0.0 color 0x575757 shadow 1
    [email protected] += 19
    0D94: draw_text [email protected] pos_xy [email protected] [email protected] align_xy 0.0 0.0 color 0x575757 shadow 1
    else
    0D94: draw_text [email protected] pos_xy [email protected] [email protected] align_xy 0.0 0.0 color [email protected] shadow 1
    [email protected] += 19
    0D94: draw_text [email protected] pos_xy [email protected] [email protected] align_xy 0.0 0.0 color [email protected] shadow 1
    [email protected] -= 10
    [email protected] -= 30
    01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]    
    0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords [email protected] [email protected]
    0AB1: @POSITION_TO_RADAR 7 XYZ [email protected] [email protected] [email protected] RADAR_POS [email protected] [email protected] DISTANCE_MULTIPLIER [email protected] MAX_DISTANCE 130.0 _STORE_TO [email protected] [email protected]
    [email protected] += 0xFF000000
        if [email protected] == 1
        then
        0B70: draw_polygon_pos [email protected] [email protected] size 20 20 corners 50 rotation 0 color 0xFFFF3A1C
        else
        0B70: draw_polygon_pos [email protected] [email protected] size 20 20 corners 50 rotation 0 color [email protected]
        end  
    end
    0B12: [email protected] = [email protected] XOR 1
0AB2: ret 1 [email protected]
 
//0AB1: @DistanceObject 1 Object_handle [email protected]
:DistanceObject
00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]
0AB2: ret 1 [email protected]
 
 
 
//0AB1: @Box_object 6 Object_handle [email protected] Red [email protected] Green [email protected] Blue [email protected] Alpha [email protected] Thickness [email protected]
:Box_object
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
068D: get_camera_position_to [email protected] [email protected] [email protected]
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]
    if 0021:   [email protected] > 90.0 //to avoid too small, unnoticable boxes
    then
    [email protected] = 90.0
    end
[email protected] = 800.0
[email protected] = 800.0
0073: [email protected] /= [email protected] // (float)
0073: [email protected] /= [email protected]
0073: [email protected] /= [email protected]
0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X [email protected] Y [email protected] Z [email protected] store_screen_X_to [email protected] Y_to [email protected]
0AB1: @DRAW_OUTLINED_BOX 9 POS [email protected] [email protected] SIZE [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] THICKNESS [email protected]
0AB2: ret 0
 
//0AB1: @DRAW_OUTLINED_BOX 9 POS 300.0 300.0 SIZE 50.0 50.0 RGBA 255 0 0 255 THICKNESS 0.5
:DRAW_OUTLINED_BOX
0087: [email protected]  = [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0087: [email protected] = [email protected] // (float)
[email protected] /= 2.0 // (float)
[email protected] /= 2.0 // (float)
0087: [email protected]  = [email protected] // (float)
005B: [email protected] += [email protected]  // (float)
0063: [email protected] -= [email protected]  // (float)
0087: [email protected]  = [email protected] // (float)
0063: [email protected] -= [email protected]  // (float)
005B: [email protected] += [email protected]  // (float)
0087: [email protected] = [email protected] // (float)
005B: [email protected] += [email protected]  // (float)
0063: [email protected] -= [email protected]  // (float)
0087: [email protected] = [email protected] // (float)     by OpcodeXe
0063: [email protected] -= [email protected]  // (float)
005B: [email protected] += [email protected]  // (float)  
03F0: enable_text_draw 1                                    
038E: draw_box_position  [email protected] [email protected]  size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] //  links
038E: draw_box_position  [email protected] [email protected]  size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected]  // rechts
038E: draw_box_position  [email protected] [email protected]  size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected]  // oben
038E: draw_box_position  [email protected] [email protected]  size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected]  // unten
0AB2: ret 0
 
//0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X [email protected] Y [email protected] Z [email protected] store_screen_X_to [email protected] Y_to [email protected]
:getScreenXYFrom3DCoords
0AA7: call_function 0x70CE30 num_params 6 pop 6 clipNear 1 clipFar 1 yMult [email protected] xMult [email protected] outVector [email protected] inVector [email protected] result [email protected]
0073: [email protected] /= [email protected]
0073: [email protected] /= [email protected]
0073: [email protected] /= [email protected]
0073: [email protected] /= [email protected]
[email protected] *= 640.0
[email protected] *= 448.0
0AB2: ret 2 [email protected] [email protected]
 
//0AB1: @POSITION_TO_RADAR 7 XYZ 0.0 0.0 0.0 RADAR_POS 400 400 DISTANCE_MULTIPLIER 1.5 MAX_DISTANCE 300.0 _STORE_TO [email protected] [email protected]
:POSITION_TO_RADAR
04C4: [email protected] [email protected] [email protected] = XYZ $PLAYER_ACTOR 0.0 0.0 0.0
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]
IF
0025:  [email protected] > [email protected]
THEN
0087: [email protected] = [email protected] // (float)
END        
006B: [email protected] *= [email protected]
0AB1: @getZAngleBetweenPoints 4 from_XY [email protected] [email protected] and_XY [email protected] [email protected] store_to [email protected]
[email protected] *= -1.0
0AB1: @getCameraFacingAngle 0 [email protected]
005B: [email protected] += [email protected]
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
0AB1: @makeCordinate 4 posXY [email protected] [email protected] Z_Angle [email protected] Distance [email protected] STORE_TO [email protected] [email protected]
0092: [email protected] = float [email protected] to_integer
0092: [email protected] = float [email protected] to_integer
0AB2: 2 [email protected] [email protected]
 
:makeCordinate
//[email protected] = radar pos X
//[email protected] = radar pos Y
//[email protected] = z_angle
//[email protected] = Distance
//[email protected] = new variable
[email protected] *= -1.0
//x adjustment
02F6: [email protected] = sine [email protected]
006B: [email protected] *= [email protected]
005B: [email protected] += [email protected]
 
//y adjustment
02F7: [email protected] = cosine [email protected]
006B: [email protected] *= [email protected]
0017: [email protected] /= 640.0
0013: [email protected] *= 480.0
005B: [email protected] += [email protected]
 
0AB2: 2 [email protected] [email protected]
 
:getCameraFacingAngle
00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
0AA6: call_method 0x514970 struct 0xB6F028 num_params 6 pop 0 0xA49994 0xA499A0 [email protected] [email protected] [email protected] 20.0
0AB1: call_scm_func @getZAngleBetweenPoints 4 from_XY $13 $14 and_XY [email protected] [email protected] store_to [email protected]
0AB2: 1 [email protected]
 
:getZAngleBetweenPoints
0063: [email protected] -= [email protected]
0063: [email protected] -= [email protected]
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]
0AB2: 1 [email protected]
 
//0AB1: @VersionType 0 _returnedValue [email protected]
:VersionType
0A8D: [email protected] = read_memory 5794971 size 4 virtual_protect 0
if [email protected] == 180.0
then
[email protected] = 1
else
[email protected] = 0
end
0AB2: 1 [email protected]
You'd use for example "/ob 300 400" and it would find all the objects (limit applies) that have model id between 300 and 400 (including both), but I didn't test it
 
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RE: supremeTroll(16-01-15) + objectFinder 1.2

Possible crashing players by id?
sorry for the English, I'm translator.
 

Sebi_Jr

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RE: supremeTroll(16-01-15) + objectFinder 1.2

Can you give me MG Functions impossible 4.3 ?
 
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RE: supremeTroll(16-01-15) + objectFinder 1.2

supremeTroll
work is 0.3.7 R2 ? I want play  supremeTroll  :cry: :(
 
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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.2

@Sebi_Jr
http://ugbase.eu/Thread-CLEO-Installation-Fix-CLEO-Crashes-Plugins?highlight=MG+Functions+IMPOSSIBLE

But keep in mind it probably won't work with samp 0.3.7
 
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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.3+

updated the object finder
 

hasan6334

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RE: supremeTroll(16-01-15) + objectFinder 1.3+

Thanks Mondayyyy. I will try now.

Edit: perfectly working my man . Monday thanks.
 
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