ilija
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Everything posted by ilija
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Can someone tell me what insider42 branch contains exactly?
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Lol of course , im stupid , forgot about passing -.-
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The debuff is bugged i think
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diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index e5014f4..542961d 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -403,9 +403,9 @@ void Spell::EffectSchoolDMG(SpellEffectIndex effect_idx) damage = uint32(damage * m_caster->GetTotalAttackPowerValue(BASE_ATTACK) / 100); m_caster->ModifyAuraState(AURA_STATE_WARRIOR_VICTORY_RUSH, false); } - // Revenge ${$m1+$AP*0.207} to ${$M1+$AP*0.207} + // Revenge ${$m1+$AP*0.310} to ${$M1+$AP*0.310} else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000400)) - damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.207f); + damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.310f); // Heroic Throw ${$m1+$AP*.50} else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000100000000)) damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.5f); What does it fix? It fix the calculation of the warrior revenge spell. According to wowhead it should be 0.310 instead of 0.207 . Link: http://www.wowhead.com/?spell=6572 Made? Me, my first, maybe it is wrong lol
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I stil dont understand what is difirent between uint32(...) and only (...) . Could you give please a example or something?
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Pff i still dont understand(maybe through my english) clearly: you said this Unit *unitTarget = m_targets.getUnitTarget(); so if m_targets.getUnitTarget(); is a return function , as it is you can do this cout << m_targets.getUnitTarget(); OR cout << *unitTarget; Ok , all i want to know is how and when and where to create a pointer : Example #include "stdafx.h" #include <iostream> void blabla(); struct test { int calculate1() { return 9; } }; int main() { test f; test *pTest = &f; std::cout << pTest->calculate1(); blabla(); char xy; std::cin >> xy; return 0; } void blabla() { std::cout << pTest->calculate1(); } This code has little bug , the function void blabla(); cant read pTest->calculate1(); but how to make a major pointer that all the functions could use that pointer without creating the pointer for each function? And where to write that? Please a example
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Im really want to learn how te debug in mangos , i know already some C++. This is my first change in the script manualy diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index e5014f4..542961d 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -403,9 +403,9 @@ void Spell::EffectSchoolDMG(SpellEffectIndex effect_idx) damage = uint32(damage * m_caster->GetTotalAttackPowerValue(BASE_ATTACK) / 100); m_caster->ModifyAuraState(AURA_STATE_WARRIOR_VICTORY_RUSH, false); } - // Revenge ${$m1+$AP*0.207} to ${$M1+$AP*0.207} + // Revenge ${$m1+$AP*0.310} to ${$M1+$AP*0.310} else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000400)) - damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.207f); + damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.310f); // Heroic Throw ${$m1+$AP*.50} else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000100000000)) damage+= uint32(m_caster->GetTotalAttackPowerValue(BASE_ATTACK) * 0.5f); According WoWhead it should be 0.310 and not 0.207. But i have some questions: why you write 0.310f and not just 0.310. 2nd according wowhead it also should add some normal damage like highest rank should have this formula : [1636 + AP * 0.310] to [1998 + AP * 0.310] 1636 - 1998 is already calculated in damage? and why you need to write "uint" before ?
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xeross155 , i know that , but where are the all pointers in mangos project created ? In some file or someting? And if you have a big project , how can you create pointers that arent destroyed when the scope ends, so maybe in constructer of a struct or class? example: pEffect SpellEffects[TOTAL_SPELL_EFFECTS]= { &Spell::EffectNULL, // 0 &Spell::EffectInstaKill, // 1 SPELL_EFFECT_INSTAKILL &Spell::EffectSchoolDMG, // 2 SPELL_EFFECT_SCHOOL_DAMAGE &Spell::EffectDummy, // 3 SPELL_EFFECT_DUMMY &Spell::EffectUnused, // 4 SPELL_EFFECT_PORTAL_TELEPORT unused from pre-1.2.1 &Spell::EffectTeleportUnits, // 5 SPELL_EFFECT_TELEPORT_UNITS &Spell::EffectApplyAura, // 6 SPELL_EFFECT_APPLY_AURA &Spell::EffectEnvironmentalDMG, // 7 SPELL_EFFECT_ENVIRONMENTAL_DAMAGE &Spell::EffectPowerDrain, // 8 SPELL_EFFECT_POWER_DRAIN &Spell::EffectHealthLeech, // 9 SPELL_EFFECT_HEALTH_LEECH &Spell::EffectHeal, // 10 SPELL_EFFECT_HEAL &Spell::EffectBind, // 11 SPELL_EFFECT_BIND &Spell::EffectUnused, // 12 SPELL_EFFECT_PORTAL unused from pre-1.2.1, exist 2 spell, but not exist any data about its real usage &Spell::EffectUnused, // 13 SPELL_EFFECT_RITUAL_BASE unused from pre-1.2.1 &Spell::EffectUnused, // 14 SPELL_EFFECT_RITUAL_SPECIALIZE unused from pre-1.2.1 &Spell::EffectUnused, // 15 SPELL_EFFECT_RITUAL_ACTIVATE_PORTAL unused from pre-1.2.1 &Spell::EffectQuestComplete, // 16 SPELL_EFFECT_QUEST_COMPLETE &Spell::EffectWeaponDmg, // 17 SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL &Spell::EffectResurrect, // 18 SPELL_EFFECT_RESURRECT &Spell::EffectAddExtraAttacks, // 19 SPELL_EFFECT_ADD_EXTRA_ATTACKS &Spell::EffectEmpty, // 20 SPELL_EFFECT_DODGE one spell: Dodge &Spell::EffectEmpty, // 21 SPELL_EFFECT_EVADE one spell: Evade (DND) &Spell::EffectParry, // 22 SPELL_EFFECT_PARRY &Spell::EffectBlock, // 23 SPELL_EFFECT_BLOCK one spell: Block &Spell::EffectCreateItem, // 24 SPELL_EFFECT_CREATE_ITEM &Spell::EffectEmpty, // 25 SPELL_EFFECT_WEAPON spell per weapon type, in ItemSubclassmask store mask that can be used for usability check at equip, but current way using skill also work. &Spell::EffectEmpty, // 26 SPELL_EFFECT_DEFENSE one spell: Defense &Spell::EffectPersistentAA, // 27 SPELL_EFFECT_PERSISTENT_AREA_AURA &Spell::EffectSummonType, // 28 SPELL_EFFECT_SUMMON &Spell::EffectLeapForward, // 29 SPELL_EFFECT_LEAP &Spell::EffectEnergize, // 30 SPELL_EFFECT_ENERGIZE &Spell::EffectWeaponDmg, // 31 SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &Spell::EffectTriggerMissileSpell, // 32 SPELL_EFFECT_TRIGGER_MISSILE &Spell::EffectOpenLock, // 33 SPELL_EFFECT_OPEN_LOCK &Spell::EffectSummonChangeItem, // 34 SPELL_EFFECT_SUMMON_CHANGE_ITEM &Spell::EffectApplyAreaAura, // 35 SPELL_EFFECT_APPLY_AREA_AURA_PARTY &Spell::EffectLearnSpell, // 36 SPELL_EFFECT_LEARN_SPELL &Spell::EffectEmpty, // 37 SPELL_EFFECT_SPELL_DEFENSE one spell: SPELLDEFENSE (DND) &Spell::EffectDispel, // 38 SPELL_EFFECT_DISPEL &Spell::EffectEmpty, // 39 SPELL_EFFECT_LANGUAGE misc store lang id &Spell::EffectDualWield, // 40 SPELL_EFFECT_DUAL_WIELD &Spell::EffectJump, // 41 SPELL_EFFECT_JUMP &Spell::EffectJump, // 42 SPELL_EFFECT_JUMP2 &Spell::EffectTeleUnitsFaceCaster, // 43 SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER &Spell::EffectLearnSkill, // 44 SPELL_EFFECT_SKILL_STEP &Spell::EffectAddHonor, // 45 SPELL_EFFECT_ADD_HONOR honor/pvp related &Spell::EffectNULL, // 46 SPELL_EFFECT_SPAWN spawn/login animation, expected by spawn unit cast, also base points store some dynflags &Spell::EffectTradeSkill, // 47 SPELL_EFFECT_TRADE_SKILL &Spell::EffectUnused, // 48 SPELL_EFFECT_STEALTH one spell: Base Stealth &Spell::EffectUnused, // 49 SPELL_EFFECT_DETECT one spell: Detect &Spell::EffectTransmitted, // 50 SPELL_EFFECT_TRANS_DOOR &Spell::EffectUnused, // 51 SPELL_EFFECT_FORCE_CRITICAL_HIT unused from pre-1.2.1 &Spell::EffectUnused, // 52 SPELL_EFFECT_GUARANTEE_HIT unused from pre-1.2.1 &Spell::EffectEnchantItemPerm, // 53 SPELL_EFFECT_ENCHANT_ITEM &Spell::EffectEnchantItemTmp, // 54 SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY &Spell::EffectTameCreature, // 55 SPELL_EFFECT_TAMECREATURE &Spell::EffectSummonPet, // 56 SPELL_EFFECT_SUMMON_PET &Spell::EffectLearnPetSpell, // 57 SPELL_EFFECT_LEARN_PET_SPELL &Spell::EffectWeaponDmg, // 58 SPELL_EFFECT_WEAPON_DAMAGE &Spell::EffectCreateRandomItem, // 59 SPELL_EFFECT_CREATE_RANDOM_ITEM create item base at spell specific loot &Spell::EffectProficiency, // 60 SPELL_EFFECT_PROFICIENCY &Spell::EffectSendEvent, // 61 SPELL_EFFECT_SEND_EVENT &Spell::EffectPowerBurn, // 62 SPELL_EFFECT_POWER_BURN &Spell::EffectThreat, // 63 SPELL_EFFECT_THREAT &Spell::EffectTriggerSpell, // 64 SPELL_EFFECT_TRIGGER_SPELL &Spell::EffectApplyAreaAura, // 65 SPELL_EFFECT_APPLY_AREA_AURA_RAID &Spell::EffectRestoreItemCharges, // 66 SPELL_EFFECT_RESTORE_ITEM_CHARGES itemtype - is affected item ID &Spell::EffectHealMaxHealth, // 67 SPELL_EFFECT_HEAL_MAX_HEALTH &Spell::EffectInterruptCast, // 68 SPELL_EFFECT_INTERRUPT_CAST &Spell::EffectDistract, // 69 SPELL_EFFECT_DISTRACT &Spell::EffectPull, // 70 SPELL_EFFECT_PULL one spell: Distract Move &Spell::EffectPickPocket, // 71 SPELL_EFFECT_PICKPOCKET &Spell::EffectAddFarsight, // 72 SPELL_EFFECT_ADD_FARSIGHT &Spell::EffectNULL, // 73 SPELL_EFFECT_UNTRAIN_TALENTS one spell: Trainer: Untrain Talents &Spell::EffectApplyGlyph, // 74 SPELL_EFFECT_APPLY_GLYPH &Spell::EffectHealMechanical, // 75 SPELL_EFFECT_HEAL_MECHANICAL one spell: Mechanical Patch Kit &Spell::EffectSummonObjectWild, // 76 SPELL_EFFECT_SUMMON_OBJECT_WILD &Spell::EffectScriptEffect, // 77 SPELL_EFFECT_SCRIPT_EFFECT &Spell::EffectUnused, // 78 SPELL_EFFECT_ATTACK &Spell::EffectSanctuary, // 79 SPELL_EFFECT_SANCTUARY &Spell::EffectAddComboPoints, // 80 SPELL_EFFECT_ADD_COMBO_POINTS &Spell::EffectUnused, // 81 SPELL_EFFECT_CREATE_HOUSE one spell: Create House (TEST) &Spell::EffectNULL, // 82 SPELL_EFFECT_BIND_SIGHT &Spell::EffectDuel, // 83 SPELL_EFFECT_DUEL &Spell::EffectStuck, // 84 SPELL_EFFECT_STUCK &Spell::EffectSummonPlayer, // 85 SPELL_EFFECT_SUMMON_PLAYER &Spell::EffectActivateObject, // 86 SPELL_EFFECT_ACTIVATE_OBJECT &Spell::EffectNULL, // 87 SPELL_EFFECT_WMO_DAMAGE (57 spells in 3.3.2) &Spell::EffectNULL, // 88 SPELL_EFFECT_WMO_REPAIR (2 spells in 3.3.2) &Spell::EffectNULL, // 89 SPELL_EFFECT_WMO_CHANGE (7 spells in 3.3.2) &Spell::EffectKillCreditPersonal, // 90 SPELL_EFFECT_KILL_CREDIT Kill credit but only for single person &Spell::EffectUnused, // 91 SPELL_EFFECT_THREAT_ALL one spell: zzOLDBrainwash &Spell::EffectEnchantHeldItem, // 92 SPELL_EFFECT_ENCHANT_HELD_ITEM &Spell::EffectUnused, // 93 SPELL_EFFECT_93 (old SPELL_EFFECT_SUMMON_PHANTASM) &Spell::EffectSelfResurrect, // 94 SPELL_EFFECT_SELF_RESURRECT &Spell::EffectSkinning, // 95 SPELL_EFFECT_SKINNING &Spell::EffectCharge, // 96 SPELL_EFFECT_CHARGE &Spell::EffectSummonAllTotems, // 97 SPELL_EFFECT_SUMMON_ALL_TOTEMS &Spell::EffectKnockBack, // 98 SPELL_EFFECT_KNOCK_BACK &Spell::EffectDisEnchant, // 99 SPELL_EFFECT_DISENCHANT &Spell::EffectInebriate, //100 SPELL_EFFECT_INEBRIATE &Spell::EffectFeedPet, //101 SPELL_EFFECT_FEED_PET &Spell::EffectDismissPet, //102 SPELL_EFFECT_DISMISS_PET &Spell::EffectReputation, //103 SPELL_EFFECT_REPUTATION &Spell::EffectSummonObject, //104 SPELL_EFFECT_SUMMON_OBJECT_SLOT1 &Spell::EffectSummonObject, //105 SPELL_EFFECT_SUMMON_OBJECT_SLOT2 &Spell::EffectSummonObject, //106 SPELL_EFFECT_SUMMON_OBJECT_SLOT3 &Spell::EffectSummonObject, //107 SPELL_EFFECT_SUMMON_OBJECT_SLOT4 &Spell::EffectDispelMechanic, //108 SPELL_EFFECT_DISPEL_MECHANIC &Spell::EffectSummonDeadPet, //109 SPELL_EFFECT_SUMMON_DEAD_PET &Spell::EffectDestroyAllTotems, //110 SPELL_EFFECT_DESTROY_ALL_TOTEMS &Spell::EffectDurabilityDamage, //111 SPELL_EFFECT_DURABILITY_DAMAGE &Spell::EffectUnused, //112 SPELL_EFFECT_112 (old SPELL_EFFECT_SUMMON_DEMON) &Spell::EffectResurrectNew, //113 SPELL_EFFECT_RESURRECT_NEW &Spell::EffectTaunt, //114 SPELL_EFFECT_ATTACK_ME &Spell::EffectDurabilityDamagePCT, //115 SPELL_EFFECT_DURABILITY_DAMAGE_PCT &Spell::EffectSkinPlayerCorpse, //116 SPELL_EFFECT_SKIN_PLAYER_CORPSE one spell: Remove Insignia, bg usage, required special corpse flags... &Spell::EffectSpiritHeal, //117 SPELL_EFFECT_SPIRIT_HEAL one spell: Spirit Heal &Spell::EffectSkill, //118 SPELL_EFFECT_SKILL professions and more &Spell::EffectApplyAreaAura, //119 SPELL_EFFECT_APPLY_AREA_AURA_PET &Spell::EffectUnused, //120 SPELL_EFFECT_TELEPORT_GRAVEYARD one spell: Graveyard Teleport Test &Spell::EffectWeaponDmg, //121 SPELL_EFFECT_NORMALIZED_WEAPON_DMG &Spell::EffectUnused, //122 SPELL_EFFECT_122 unused &Spell::EffectSendTaxi, //123 SPELL_EFFECT_SEND_TAXI taxi/flight related (misc value is taxi path id) &Spell::EffectPlayerPull, //124 SPELL_EFFECT_PLAYER_PULL opposite of knockback effect (pulls player twoard caster) &Spell::EffectModifyThreatPercent, //125 SPELL_EFFECT_MODIFY_THREAT_PERCENT &Spell::EffectStealBeneficialBuff, //126 SPELL_EFFECT_STEAL_BENEFICIAL_BUFF spell steal effect? &Spell::EffectProspecting, //127 SPELL_EFFECT_PROSPECTING Prospecting spell &Spell::EffectApplyAreaAura, //128 SPELL_EFFECT_APPLY_AREA_AURA_FRIEND &Spell::EffectApplyAreaAura, //129 SPELL_EFFECT_APPLY_AREA_AURA_ENEMY &Spell::EffectNULL, //130 SPELL_EFFECT_REDIRECT_THREAT &Spell::EffectUnused, //131 SPELL_EFFECT_131 used in some test spells &Spell::EffectPlayMusic, //132 SPELL_EFFECT_PLAY_MUSIC sound id in misc value (SoundEntries.dbc) &Spell::EffectUnlearnSpecialization, //133 SPELL_EFFECT_UNLEARN_SPECIALIZATION unlearn profession specialization &Spell::EffectKillCredit, //134 SPELL_EFFECT_KILL_CREDIT misc value is creature entry &Spell::EffectNULL, //135 SPELL_EFFECT_CALL_PET &Spell::EffectHealPct, //136 SPELL_EFFECT_HEAL_PCT &Spell::EffectEnergisePct, //137 SPELL_EFFECT_ENERGIZE_PCT &Spell::EffectLeapBack, //138 SPELL_EFFECT_LEAP_BACK Leap back &Spell::EffectNULL, //139 SPELL_EFFECT_CLEAR_QUEST (misc - is quest ID) &Spell::EffectForceCast, //140 SPELL_EFFECT_FORCE_CAST &Spell::EffectNULL, //141 SPELL_EFFECT_141 damage and reduce speed? &Spell::EffectTriggerSpellWithValue, //142 SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE &Spell::EffectApplyAreaAura, //143 SPELL_EFFECT_APPLY_AREA_AURA_OWNER &Spell::EffectNULL, //144 SPELL_EFFECT_144 Spectral Blast &Spell::EffectNULL, //145 SPELL_EFFECT_145 Black Hole Effect &Spell::EffectActivateRune, //146 SPELL_EFFECT_ACTIVATE_RUNE &Spell::EffectQuestFail, //147 SPELL_EFFECT_QUEST_FAIL quest fail &Spell::EffectNULL, //148 SPELL_EFFECT_148 single spell: Inflicts Fire damage to an enemy. &Spell::EffectCharge2, //149 SPELL_EFFECT_CHARGE2 swoop &Spell::EffectNULL, //150 SPELL_EFFECT_150 2 spells in 3.3.2 &Spell::EffectTriggerRitualOfSummoning, //151 SPELL_EFFECT_TRIGGER_SPELL_2 &Spell::EffectNULL, //152 SPELL_EFFECT_152 summon Refer-a-Friend &Spell::EffectNULL, //153 SPELL_EFFECT_CREATE_PET misc value is creature entry &Spell::EffectTeachTaxiNode, //154 SPELL_EFFECT_TEACH_TAXI_NODE single spell: Teach River's Heart Taxi Path &Spell::EffectTitanGrip, //155 SPELL_EFFECT_TITAN_GRIP Allows you to equip two-handed axes, maces and swords in one hand, but you attack $49152s1% slower than normal. &Spell::EffectEnchantItemPrismatic, //156 SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC &Spell::EffectCreateItem2, //157 SPELL_EFFECT_CREATE_ITEM_2 create item or create item template and replace by some randon spell loot item &Spell::EffectMilling, //158 SPELL_EFFECT_MILLING milling &Spell::EffectRenamePet, //159 SPELL_EFFECT_ALLOW_RENAME_PET allow rename pet once again &Spell::EffectNULL, //160 SPELL_EFFECT_160 single spell: Nerub'ar Web Random Unit &Spell::EffectSpecCount, //161 SPELL_EFFECT_TALENT_SPEC_COUNT second talent spec (learn/revert) &Spell::EffectActivateSpec, //162 SPELL_EFFECT_TALENT_SPEC_SELECT activate primary/secondary spec }; As i understand it create a arrays that are pointed to some functions in Spell object? Other example: if(!unitTarget || unitTarget->isAlive()) return; You see that the unitTarget->isAlive() Goes to method and do function isAlive. but what it says is this: *unitTarget.isAlive() but where is pointer created? Should be something like this: unitTarget f; unitTarget * unitTarget = &f; But where the pointer of that is created , this is all i want to know
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I understand the pointers now but i dont know when you have to create a pointer , where should i create a pointer in a small project? Or were are all pointers created in mangos? Some other question , when i should use struct / class or some others objects?
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lol , lua never offer more options then c++ , it makes only ways easier and nothing else
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Could you explain this more please? void function(Object * object) { object->x = 5; } i think it is something like that? class test { public: void function(Object * object) { } }; int main() { int x = 9; test Test; test * pTest = &Test; pTest->functie(x) } If this is correct why you can do this : test * pTest = &test;
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Thanks for the info but i just wondered , is mangos using alot of heap crap? my question was about why you use pointers if you also can use declaration like int x; something like this then method x; and to call a function in the method do use x.function(). But as i understand , mangos first create pointer to methodes and then use -> instead of . Abit of topic but what is most important code in mangos( i mean with methods or functions or something else?) Sorry for my english, Thnx!
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Hey maybe this is a bit offtopic but i want to know how -> exactly works , i know it is same as x->y = *x.y. So what it does the memory adress revers to a class and that active a function or something like that. But before that you first need to create that pointer to the class. Could it be done with using : testclass *x; // your class name is testclass Or need to add new x; to memory. Because some tutorials says that using new command you can have big change to get memory leaks if you forget delete command after it finished. Just asking this because -> is alot used in mangos. Btw couldnt it be just something like this class blabla { public: void test() { ... } } int main() { blabla f; f.test(); } but i think it is in all cases this: class blabla { public: void test() { ... } } int main() { blabla *x; new x; //something like that , still in learning fase of creating pointers x->test(); } Thank you very much
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I want to help with this project only im at learning fase of c++ (damn those pointers shit (x->y = *x.y , why should you use that damn , why just not x f; and then x.f , really dont understand that part , explain if you can but that is offtopic)
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Does this patch use alot of cpu usage?
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A database issue?
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Could someone explain what insider42 branch includes?
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If you say it will go around it , so you can just jump over and he never get you , lol
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Guys , could you please explain what this exactly is ?(i think it is improved vmaps) and how to use it?
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I have also some issues with ACE i think , do you also have memory leak?
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High Performance Tips
ilija replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
Should i also change world tables and realmd tables to INNODB or only char? -
I dont know if this is related to this bug but i have some problem with memory increase by time , so how longer the server online the memory increase , with 10% each hour and without increasing player amount.
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High Performance Tips
ilija replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
But what exactly ??? The 7G? or something else?
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