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Release __BS_EFFECT_LUA FIXXED
Discussion on Release __BS_EFFECT_LUA FIXXED within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
12/02/2011, 12:58
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#31
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Das ist nicht das, was ich meine. :>
Such das fopen darunter.
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12/02/2011, 13:40
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#32
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Quote:
Originally Posted by .Crasy
Das ist nicht das, was ich meine. :>
Such das fopen darunter.
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Ju, meinte deine Beschreibung wegen Path un so.
Bzw, ich würde gern mal wissen was bei manchen nicht geht o.O
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12/02/2011, 15:37
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#33
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also nach
static const CString strPATH( "SFX\\Scripts\\" );
static const CString strFORMAT(".lua");
char szFunc[ 64 ];
GetFileTitle( szMoverName, szFunc );
CString strFileName = CString( szFunc ) + strFORMAT;
CString strFullPath = strPATH + strFileName;
suchen
und das Internal Server in Client ändern ?
Das klingt zu leicht aber mal schaun obs funzt xD
edit :
Tatsache ...
Echt Einfach ....
Vielen Dan Crasy
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12/09/2011, 14:38
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#34
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ich verstehs nicht mein pfad ist jetzt z.B SFX/Scripts so wie es im source steht bei mir und trotzdem gehts nicht :x
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12/09/2011, 15:43
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#35
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schau dir doch bitte meinen Post an dann weisst du wie mans Fixxt ^^
Dieses Release hier ist eher ein Fail ...
Aber wie über deinem Post steht ...
Den Abschnitt musst du finden
ein kleines Stück darunter findest du eine Define ...
wo InternalServer steht ...
daraus machst du Client
weil der Server nix damit zu tun hat ^^
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12/09/2011, 19:03
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#36
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Hab nun InternalServer zu #ifdef __Client geändert aber nun kommt der error run_lua_sfx : attempt to call a nil value
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12/09/2011, 20:07
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#37
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schreib mal alles groß so CLIENT
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12/09/2011, 20:12
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#38
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ist es
Quote:
#ifdef __CLIENT
if( m_nTexFrame > 1 )
{ // ÅØ½ºÃÄ ¾Ö´Ï¸ÞÀ̼ÇÀÏ °æ¿ì
SfxKeyFrame* pFirstKey=GetNextKey(0);
if(nFrame<pFirstKey->nFrame) return;
int nTexFrame= (m_nTexFrame*(nFrame-pFirstKey->nFrame)/m_nTexLoop)%m_nTexFrame; // ÀÌ ÇÁ·¹ÀÓ¿¡¼* Ãâ·ÂÇÒ ÅØ½ºÃÄ ¹øÈ£
CSfxMng::m_pd3dDevice->SetTexture(0,g_SfxTex.Tex(GetTextureName(m_strTex ,nTexFrame)));
}
else
CSfxMng::m_pd3dDevice->SetTexture( 0, g_SfxTex.Tex( m_strTex ) );
SfxKeyFrame* pPrevKey = GetPrevKey( nFrame );
SfxKeyFrame* pNextKey = GetNextKey( nFrame );
if( pPrevKey == NULL || pNextKey == NULL ) return;
SfxKeyFrame Key;
int dFrame = pNextKey->nFrame-pPrevKey->nFrame;
Key = *(pPrevKey);
// ¾ÕµÚ keyframeÀ» »öÃâÇÏ¿© ÇöÀç ۰ªÀ» »êÃâÇØ ³½´Ù.
if( dFrame != 0 )
{
Key.vPos += (pNextKey->vPos - pPrevKey->vPos) * (FLOAT)( (nFrame - pPrevKey->nFrame) ) / (FLOAT)( dFrame );
Key.vPosRotate += (pNextKey->vPosRotate - pPrevKey->vPosRotate) * (FLOAT)( (nFrame - pPrevKey->nFrame) ) / (FLOAT)( dFrame );
Key.vRotate += (pNextKey->vRotate - pPrevKey->vRotate) * (FLOAT)( (nFrame - pPrevKey->nFrame) ) / (FLOAT)( dFrame );
Key.vScale += (pNextKey->vScale - pPrevKey->vScale) * (FLOAT)( (nFrame - pPrevKey->nFrame) ) / (FLOAT)( dFrame );
Key.nAlpha += (pNextKey->nAlpha - pPrevKey->nAlpha) * (nFrame - pPrevKey->nFrame)/dFrame;
}
D3DXMATRIX matTemp,matTemp1,matTemp2;
D3DXMATRIX matTrans,matAngle,matScale,matInv;
D3DXVECTOR3 vTemp;
D3DXVECTOR3 vScaleTemp = vScale;
vScaleTemp.x *= Key.vScale.x;
vScaleTemp.y *= Key.vScale.y;
vScaleTemp.z *= Key.vScale.z;
// ÅØ½ºÃÄ Å¸ÀÔ¿¡ µû¶ó world ¸ÅÆ®¸¯½º¸¦ ¼³Á¤ÇÑ´Ù
switch(m_nBillType)
{
case SFXPARTBILLTYPE_BILL: // ºôº¸µåÀ̸é
{ // ¹«Á¶°Ç È*¸éÀ» Á¤¸éÀ¸·Î ¹Ù¶óº¸°Ô ÇÑ´Ù.
D3DXMatrixRotationZ( &matAngle, DEGREETORADIAN( Key.vRotate.z ) );
D3DXMatrixScaling( &matScale, vScaleTemp.x, vScaleTemp.y, vScaleTemp.z );
matTemp2=g_matView; matTemp2._41=matTemp2._42=matTemp2._43=.0f;
// D3DXMatrixInverse(&matInv,NULL,&matTemp2);
matTemp=matScale*matAngle*g_matInvView;
break;
}
case SFXPARTBILLTYPE_BOTTOM: // ¹Ù´Ú¿¡ ±ò¸®´Â ³ðÀ̸é
{ // xÃàÀ¸·Î 90µµ µ¹¸°´Ù.
D3DXMatrixRotationZ( &matAngle, DEGREETORADIAN( Key.vRotate.z - fAngle.z ) );
D3DXMatrixScaling( &matScale, vScaleTemp.x, vScaleTemp.y, vScaleTemp.z );
D3DXMatrixRotationX( &matTemp2,DEGREETORADIAN( 90 ) );
matTemp = matScale * matAngle * matTemp2;
break;
}
case SFXPARTBILLTYPE_POLE:
{ // ÀÌ°Ç ±âµÕÀε¥ ¾ÆÁ÷ ¾ÈÇß´Ù.
D3DXMatrixRotationZ( &matAngle, DEGREETORADIAN( Key.vRotate.z ) );
D3DXMatrixScaling( &matScale, vScaleTemp.x, vScaleTemp.y, vScaleTemp.z );
matTemp2 = g_matView; matTemp2._41 = matTemp2._42 = matTemp2._43 = .0f;
// D3DXMatrixInverse(&matInv,NULL,&matTemp2);
matTemp = matScale * matAngle * g_matInvView;
break;
}
case SFXPARTBILLTYPE_NORMAL: // º¸ÅëÀ̸é.
{ // ±×³É º¸Åë ¿ÀºêÁ§Æ®Ã³·³...
D3DXMATRIX mRot;
D3DXVECTOR3 vRot = DEGREETORADIAN(fAngle);
D3DXVECTOR3 vTemp2=DEGREETORADIAN( Key.vRotate );
D3DXMatrixRotationYawPitchRoll( &matAngle, vTemp2.y, vTemp2.x, vTemp2.z );
D3DXMatrixRotationYawPitchRoll(&mRot,vRot.y,vRot.x ,vRot.z);
D3DXMatrixScaling( &matScale, vScaleTemp.x, vScaleTemp.y, vScaleTemp.z );
matTemp = matScale * matAngle * mRot;
break;
}
}
D3DXMATRIX mRot;
D3DXVECTOR3 vRot = DEGREETORADIAN(fAngle);
D3DXVECTOR3 vTemp2=DEGREETORADIAN(Key.vPosRotate); // À§Ä¡È¸Àü°ª¿¡ ÀÇÇÑ »õ·Î¿î À§Ä¡µµ °è»êÇϰí
D3DXMatrixRotationYawPitchRoll(&matTemp2,vTemp2.y, vTemp2.x,vTemp2.z);
D3DXMatrixRotationYawPitchRoll(&mRot,vRot.y,vRot.x ,vRot.z);
matTemp2 = mRot * matTemp2;
D3DXVec3TransformCoord(&vTemp,&Key.vPos,&matTemp2) ;
D3DXMatrixTranslation( &matTrans,
vPos.x + ( vTemp.x * vScale.x ),
vPos.y + ( vTemp.y * vScale.y ),
vPos.z + ( vTemp.z * vScale.z )
);
matTemp1=matTemp*matTrans;
switch(m_nAlphaType) { // ¾ËÆÄÀÇ ¿ëµµ¿¡ µû¶ó ·»´õ ½ºÅ×ÀÌÆ®¸¦ ¹Ù²ãÁØ´Ù
case SFXPARTALPHATYPE_BLEND: // ºí·»µåÀ̸é
{ // ¹ÝÅõ¸í ¼³Á¤À¸·Î...
CSfxMng::m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
break;
}
case SFXPARTALPHATYPE_GLOW: // ±Û·Î¿ì¸é
{ // ¹«Á¶°Ç ´õÇϴ°ɷÎ...
CSfxMng::m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
}
}
// ´Ù¸¥ partµéµµ ±âº»ÀûÀ¸·Î ÀÌ¿Í ºñ½ÁÇÏ°Ô Ã³¸®ÇÑ´Ù.
// D3DXMATRIX matWorld;
// CSfxMng::m_pd3dDevice->GetTransform(D3DTS_WORLD,&matWorld);
CSfxMng::m_pd3dDevice->SetTransform(D3DTS_WORLD,&matTemp1);
CSfxMng::m_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, Key.nAlpha<<24 | 0x404040 );
CSfxMng::m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2); // ÀÌÁ¦ ¼³Á¤ ´ÙÇßÀ¸´Ï ±×·Á¾ßÁö
// CSfxMng::m_pd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);
#endif //__CLIENT
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12/10/2011, 20:56
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#39
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Hallo ?
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01/14/2012, 08:03
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#40
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kann mir jemand seine sfxbase.cpp hochladen
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01/14/2012, 12:54
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#41
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static const CString strPATH( "SFX\\Scripts\\" );
static const CString strFORMAT(".lua");
char szFunc[ 64 ];
GetFileTitle( szMoverName, szFunc );
CString strFileName = CString( szFunc ) + strFORMAT;
CString strFullPath = strPATH + strFileName;
NACH DIESEM ABSCHNITT !
Das Nächste InternalServer zu __CLIENT !!!
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01/14/2012, 13:32
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#42
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Join Date: Nov 2008
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hab ich
Quote:
///////////////////////////////////////////////////////////////////////////////////////////
// lua for sfx
lua_State* g_SfxLua = NULL;
int call_sfx( lua_State* L )
{
// ·ç¾Æ¿¡¼* call ( lua glue )
int n = lua_gettop( L );
int who = lua_tointeger( L, 1 ); // master id
int nKind = lua_tointeger( L, 2 ); // kind of the effect
const char* szSfx = lua_tostring( L, 3 ); // sfx
const char* szBone = lua_tostring( L, 4 ); // bone
BOOL bLoop = lua_tointeger( L, 5 ); // is loop ?
int nState = lua_tointeger( L, 6 ); // state ( create, battle ... )
CMover* pMover = prj.GetMover( who );
if( !pMover )
{
assert( 0 );
return 0;
}
//! »ý¼ºÇϱâ Àü¿¡ ÇÊÈ÷ °Ë»çÇØ¾ßÇÔ.
BOOL bFull = CSfxModelMng::GetThis()->IsFull( who, szSfx, szBone );
if( bFull )
return 0;
SfxModelSet* pSfxSet = new SfxModelSet( who, szSfx, szBone, bLoop, nState );
BOOL bOK = CSfxModelMng::GetThis()->AddData( pSfxSet, TRUE );
if( !bOK )
SAFE_DELETE( pSfxSet );
return 0;
}
int call_mte( lua_State* L )
{
// ·ç¾Æ¿¡¼* call ( lua glue )
// multitexture effect
int n = lua_gettop( L );
int who = lua_tointeger( L, 1 ); // master id
int nKind = lua_tointeger( L, 2 ); // kind of the effect
const char* sz2ndDDS = lua_tostring( L, 3 ); // 2nd dds
CMover* pMover = prj.GetMover( who );
if( !pMover )
{
assert( 0 );
return 0;
}
if( !pMover->IsNPC( ) )
return 0;
CModelObject* pModel = (CModelObject*)pMover->GetModel();
if( !pModel )
return 0;
CObject3D* pObj = pModel->GetObject3D( );
if( !pObj )
return 0;
pObj->m_dwEffect_EX |= XE_MTE;
char szDDS[ 64 ];
strcpy( szDDS, sz2ndDDS );
strcat( szDDS, ".dds" );
BOOL bOK = pMover->SetDataMTE( pMover->GetNameO3D(), szDDS );
if( !bOK )
Error( "please check the mte texture %s", pMover->GetNameO3D() );
return 0;
}
int stop_sfx_bybone( lua_State* L )
{
//2010_05_10 gmpbigsun : ÀÏ´Ü ¸¸µé¾î³ùµû.. Ȥ½Ã³ª ¾î¶²»óŰ¡ ³¡³ª¸é ¾î¶²º»¿¡ ¸µÅ©µÈ sfx¸¸ Áö¿ì°í½ÍÀ»¶§¸¦ ´ëºñÇØ¼*..
int n = lua_gettop( L );
int who = lua_tointeger( L, 1 );
const char* szBone = lua_tostring( L, 2 );
CMover* pMover = prj.GetMover( who );
if( !pMover )
{
assert( 0 );
return 0;
}
BOOL bOK = CSfxModelMng::GetThis()->SubData( who, szBone );
return bOK;
}
void open_lua_sfx()
{
if( !g_SfxLua )
{
g_SfxLua = lua_open();
// luaL_openlibs(g_SfxLua);
// push function
lua_register( g_SfxLua, "call_sfx", call_sfx );
lua_register( g_SfxLua, "call_mte", call_mte );
}
}
void close_lua_sfx()
{
if( g_SfxLua )
lua_close( g_SfxLua );
}
void run_lua_sfx( int nState, OBJID caller, const char* szMoverName )
{
static const CString strPATH( "SFX\\Scripts\\" );
static const CString strFORMAT(".lua");
// setup
if( !g_SfxLua )
open_lua_sfx( );
// caller´Â ¹«¹ö¸¸ Áö¿øÇÑ´Ù. ÇöÀç 2010_0204
CMover* pWho = prj.GetMover( caller );
if( !pWho )
{
// Èì »ý¼ºÀÌ µÇ´ÂµµÁß ºÒ¸±¼ö°¡ ÀÖ´Ù. ÀÌ·±°æ¿ì´Â prj¿¡¼* ¸øÃ¡À»²¯À̹ǷΠµî·Ï»óÅ·ΠµÎ°í ´ÙÀ½ ÇÁ·¹ÀÓ¿¡ ½ÃµµÇÑ´Ù.
CSfxModelMng::GetThis()->_cWaitingObj.insert( map< DWORD, int >::value_type( caller, nState ) );
return;
}
char szFunc[ 64 ];
GetFileTitle( szMoverName, szFunc );
CString strFileName = CString( szFunc ) + strFORMAT;
CString strFullPath = strPATH + strFileName;
// res¸¦ Ãë±ÞÇÏ´Â Å×¼· ¹× Á¤¼·Àº buffer¸¦ ¾ò¾î¿Í¼* ·ç¾Æ¸¦ µ¹¸®ÀÚ
#ifdef __CLIENT
if( 0 != luaL_dofile( g_SfxLua, strFullPath.GetBuffer(0) ) )
{
// Error( "run_lua_sfx : %s", (char*)lua_tostring( g_SfxLua, -1 ) );
return;
}
#else
// res·Î mergeµÈ ÆÄÀÏÀº CResFileÀ» ÀÌ¿ëÇØ ¹öÆÛ¸¦ ¾ò°í ·ç¾Æ¸¦ È£Ãâ
CResFile file;
BOOL bRet = file.Open( strFullPath.GetBuffer(0), "rt" );
if( bRet == FALSE )
{
Error( "run_lua_sfx : %s ÀÐ±â ½ÇÆÐ", strFullPath.GetBuffer(0) );
return;
}
static char pBuff[ 2048 ];
int nLength = file.GetLength();
if( nLength > 2047 )
{
Error( "error!! overflowed size of lua file %s", strFullPath.GetBuffer(0) );
return;
}
if( nLength < 2 ) // Á¸ÀçÀÌÀ¯°¡ ¾ø´Â ±æÀÌ ÀÌ´Ù .
return;
pBuff[ 0 ] = 0;
file.Read( pBuff, nLength );
pBuff[ nLength ] = 0;
// TODO : buffer¸¦ ¾ò¾î¿Í¼* call lua
int a = luaL_loadbuffer( g_SfxLua, pBuff, nLength, NULL );
int b = lua_pcall(g_SfxLua, 0, LUA_MULTRET, 0);
if( (a | b) != 0 )
{
Error( "error run_lua_sfx : %s", (char*)lua_tostring( g_SfxLua, -1 ) );
return;
}
#endif //__CLIENT
//¸¸¾à ¸ó½ºÅÍ¿¡ ´ëÇØ¼* ÀϹÝÀûÀÎ lua¸¦ Àû¿ëÇϰí, Ưº°ÇÑ °æ¿ì¸¸ ¸ó½ºÅͰ³°³Àο¡ ´ëÇØ¼* lua¸¦ ÁöÁ¤ÇÑ´Ù¸é
// ¿ì¼±¼øÀ§´Â Ưº°È÷ ÁöÁ¤µÈ°æ¿ì´Ù ,
if( OBJSTAF_COMBAT == nState )
strcat( szFunc, "_battle" );
else
if( OBJSTA_NONE == nState )
{
//»ý¼º»óÅ·Π°£ÁÖÇÑ´Ù.. Áï »ý¼ºµÇ°í ¾Æ¹«°Íµµ ¾Æ´Ñ»óŶõ °É·Î ÇØ¼®Çϱ⠹ٶ÷.
strcat( szFunc, "_create" );
}
else
{
Error( "SFXLUA is not supported the state : %d ", nState );
return;
}
lua_getglobal( g_SfxLua, szFunc );
lua_pushnumber( g_SfxLua, caller );
// lua_call( g_SfxLua, 1, 0 ) ;
//_DEBUG
if( lua_pcall( g_SfxLua, 1, 0, 0 ) != 0 )
{
char* szError = (char*)lua_tostring( g_SfxLua, -1 );
Error( "run_lua_sfx : %s", szError );
}
}
BOOL stop_sfx( OBJID caller )
{
return CSfxModelMng::GetThis()->SubData( caller );
}
#endif //__BS_EFFECT_LUA
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01/14/2012, 21:07
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#43
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elite*gold: 0
Join Date: Oct 2008
Posts: 275
Received Thanks: 68
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hmmm dann nimm einfach mal nen Releasden Source &hol dir da die Datei raus und machs erneut
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01/14/2012, 23:43
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#44
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elite*gold: 0
Join Date: Nov 2008
Posts: 178
Received Thanks: 10
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Hab schon mit dem RoC,b & clean probiert
hier emiene errors
Code:
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
2012/ 1/15 09:42:20 run_lua_sfx : attempt to call a nil value
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01/18/2012, 19:23
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#45
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elite*gold: 0
Join Date: Nov 2008
Posts: 178
Received Thanks: 10
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PUSH THIS ****
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Hi Leute ...
und zwar sind ja schon Definitionen usw
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