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ilija

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Everything posted by ilija

  1. Can someone tell me what insider42 branch contains exactly?
  2. Oh ok , is that necessary?
  3. ilija

    some pointers

    Lol of course , im stupid , forgot about passing -.-
  4. The debuff is bugged i think
  5. 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
  6. I stil dont understand what is difirent between uint32(...) and only (...) . Could you give please a example or something?
  7. ilija

    some pointers

    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
  8. 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 ?
  9. ilija

    some pointers

    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
  10. ilija

    some pointers

    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?
  11. lol , lua never offer more options then c++ , it makes only ways easier and nothing else
  12. ilija

    some pointers

    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;
  13. ilija

    some pointers

    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!
  14. ilija

    some pointers

    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
  15. 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)
  16. Does this patch use alot of cpu usage?
  17. Could someone explain what insider42 branch includes?
  18. If you say it will go around it , so you can just jump over and he never get you , lol
  19. Guys , could you please explain what this exactly is ?(i think it is improved vmaps) and how to use it?
  20. ilija

    TAO-ACE Code

    I have also some issues with ACE i think , do you also have memory leak?
  21. Should i also change world tables and realmd tables to INNODB or only char?
  22. 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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