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Помогите сделать плагин для админа

Статус пользователя fitamin4ik
сообщение 30.12.2012, 19:43
Сообщение #1
Стаж: 15 лет

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Ребят у меня стоит superhero мод, как сделать так чтоб этого героя могли брать админы вобщем добавить в этот плагин, admin level H
Скрытый текст
Код
// BASS! ?

/* CVARS - copy and paste to shconfig.cfg

//Bass
bass_level 10
bass_health 200            //Default 200
bass_armor 200                //Default 200
bass_speed 200                //Default 200
bass_gravity 0.40            //Default 0.40
bass_laser_ammo 1000        //total # of shots given each round, -1 is unlimited (Default 1000)
bass_laser_burndecals 1        //Show the burn decals on the walls
bass_cooldown 0.0            //Cooldown timer between laser use
bass_multishot 0.1            //Delay for multishots on holding key down, set to -1 for only 1 shot per keydown (Default 0.1)

*/

/*
* v1.3 - vittu - 7/29/05
*      - Fixed bug with cooldown, if one is set.
*
* v1.2 - MTS Steel DrAgoN - 6/23/05
*      - Cleaned up code.
*
*      - vittu - 6/23/05
*      - Made further changes.
*      - Added defines for easy Beam color changes.
*      - Added code for unlimited laser shots as an option.
*
*   Hero is a rip of Cyclops with added HP/AP/Speed/Gravity.
*   From original code "Based on dr.doom Hero but added gravity.."
*/

#include <amxmod>
#include <superheromod>

// Damage Variables
#define h1_dam 500    // head
#define h2_dam 250    // body
#define h3_dam 250    // stomach
#define h4_dam 100    // arm
#define h6_dam 100    // leg

//Colors To Pick From ***DO NOT MODIFY***
#define CUSTOM        0
#define RED        1
#define GREEN        2
#define BLUE        3
#define LTBLUE        4
#define YELLOW        5
#define PURPLE        6
#define ORANGE        7

//Color Settings ***CHANGE COLOR HERE***
#define BEAM_COLOR GREEN        // Set beam color here, use color names from above (Default GREEN)
#define BEAM_ALPHA 200        // alpha value, visibility from 0-255 (Default 200)

//Color definitions
new BeamColors[8][3] = {
    {150, 150, 150},    // Custom, edit this one for a custom rgb value
    {255, 0, 0},        // Red
    {0, 255, 0},        // Green
    {0, 0, 255},        // Blue
    {0, 255, 255},        // Light Blue
    {255, 255, 0},        // Yellow
    {255, 0, 255},        // Purple
    {255, 128, 0}        // Orange
}

// GLOBAL VARIABLES
new gHeroName[]="Bass"
new bool:gHasBassPower[SH_MAXSLOTS+1]
new bool:gLaserFired[SH_MAXSLOTS+1]
new gLaserShots[SH_MAXSLOTS+1]
new smoke, laser
//----------------------------------------------------------------------------------------------
public plugin_init()
{
    // Plugin Info
    register_plugin("SUPERHERO Bass", "1.3", "Op")

    // DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    register_cvar("bass_level", "10")
    register_cvar("bass_health", "200")
    register_cvar("bass_armor", "200")
    register_cvar("bass_speed", "200")
    register_cvar("bass_gravity", "0.40")
    register_cvar("bass_laser_ammo", "1000")
    register_cvar("bass_laser_burndecals", "1")
    register_cvar("bass_cooldown", "0.0")
    register_cvar("bass_multishot", "0.1")

    // FIRE THE EVENT TO CREATE THIS SUPERHERO!
    shCreateHero(gHeroName, "Uber Energy Beam", "Press the +power key to fire your your beam cannon", true, "bass_level")

    // REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
    // INIT
    register_srvcmd("bass_init", "bass_init")
    shRegHeroInit(gHeroName, "bass_init")

    // KEY DOWN
    register_srvcmd("bass_kd", "bass_kd")
    shRegKeyDown(gHeroName, "bass_kd")

    // KEY UP
    register_srvcmd("bass_ku", "bass_ku")
    shRegKeyUp(gHeroName, "bass_ku")

    // NEW SPAWN
    register_event("ResetHUD", "newSpawn", "b")

    // DEATH
    register_event("DeathMsg", "bass_death", "a")

    // Let Server know about Bass's Variables
    shSetMaxHealth(gHeroName, "bass_health")
    shSetMaxArmor(gHeroName, "bass_armor")
    shSetMinGravity(gHeroName, "bass_gravity")
    shSetMaxSpeed(gHeroName, "bass_speed", "[0]")
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
    precache_sound("weapons/electro5.wav")
    precache_sound("weapons/xbow_hitbod2.wav")
    smoke = precache_model("sprites/steam1.spr")
    laser = precache_model("sprites/laserbeam.spr")
}
//----------------------------------------------------------------------------------------------
public bass_init()
{
    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    // 2nd Argument is 0 or 1 depending on whether the id has the hero
    read_argv(2,temp,5)
    new hasPowers = str_to_num(temp)

    // This gets run if they had the power but don't anymore
    if ( hasPowers && is_user_connected(id) ) {
        gPlayerUltimateUsed[id] = false
        gLaserShots[id] = get_cvar_num("bass_laser_ammo")
    }
    else if( !hasPowers && gHasBassPower[id] && is_user_alive(id) ) {
        shRemHealthPower(id)
        shRemGravityPower(id)
        shRemArmorPower(id)
        shRemSpeedPower(id)
    }

    // Sets this variable to the current status
    gHasBassPower[id] = (hasPowers != 0)
}
//----------------------------------------------------------------------------------------------
public newSpawn(id)
{
    if ( shModActive() && gHasBassPower[id] && is_user_alive(id) ) {
        remove_task(id)
        gPlayerUltimateUsed[id] = false
        gLaserShots[id] = get_cvar_num("bass_laser_ammo")
        gLaserFired[id] = false
    }
}
//----------------------------------------------------------------------------------------------
// RESPOND TO KEYDOWN
public bass_kd()
{
    if ( !hasRoundStarted() ) return

    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    if ( !is_user_alive(id) ) return

    if ( gLaserShots[id] == 0 ) {
        client_print(id, print_center, "No Bass Shots Left")
        playSoundDenySelect(id)
        return
    }

    if ( gPlayerUltimateUsed[id] ) {
        playSoundDenySelect(id)
        return
    }

    fire_laser(id)  // 1 immediate shot
    if ( get_cvar_float("bass_multishot") >= 0.0 ) {
        set_task(get_cvar_float("bass_multishot"), "fire_laser", id, "", 0, "b")  //delayed shots
    }

    gLaserFired[id] = true
}
//----------------------------------------------------------------------------------------------
public bass_ku()
{
    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    remove_task(id)

    if ( !hasRoundStarted() || gPlayerUltimateUsed[id] || !gLaserFired[id] ) return

    // Use the ultimate
    if ( get_cvar_float("bass_cooldown") > 0.0 ) ultimateTimer(id, get_cvar_float("bass_cooldown"))

    gLaserFired[id] = false
}
//----------------------------------------------------------------------------------------------
public fire_laser(id)
{
    new aimvec[3]
    new tid, tbody
    new FFOn = get_cvar_num("mp_friendlyfire")

    if ( !is_user_alive(id) ) return

    if ( gLaserShots[id] == 0 ) {
        client_print(id, print_center, "No Bass Shots Left")
        playSoundDenySelect(id)
        return
    }

    if ( gLaserShots[id] > -1 ) gLaserShots[id]--

    // Warn How many Blasts Left...
    if ( gLaserShots[id] <= 10 && gLaserShots[id] >= 0 ) {
        client_print(id, print_center, "Warning: %d Bass Shots Left", gLaserShots[id])
    }

    get_user_origin(id, aimvec, 3)

    laserEffects(id, aimvec)

    get_user_aiming(id, tid, tbody)

    if ( is_user_alive(tid) && ( FFOn || get_user_team(id) != get_user_team(tid) ) ) {
        emit_sound(tid, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

        // Determine the damage
        new damage
        switch(tbody) {
            case 1: damage = h1_dam
            case 2: damage = h2_dam
            case 3: damage = h3_dam
            case 4: damage = h4_dam
            case 5: damage = h4_dam
            case 6: damage = h6_dam
            case 7: damage = h6_dam
        }

        // Deal the damage...
        shExtraDamage(tid, id, damage, "Bass Energy Beam")
    }
}
//----------------------------------------------------------------------------------------------
public laserEffects(id, aimvec[3])
{
    new origin[3]

    emit_sound(id, CHAN_ITEM, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

    get_user_origin(id, origin, 1)

    new colornum = BEAM_COLOR
    new colors[3]

    if (colornum < 0 || colornum >= 8) {
        //If invalid value set it to default green
        colornum = 2
    }
    colors = BeamColors[colornum]

    // DELIGHT
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(27)
    write_coord(origin[0])    //pos
    write_coord(origin[1])
    write_coord(origin[2])
    write_byte(10)
    write_byte(0)            // r, g, b
    write_byte(255)        // r, g, b
    write_byte(0)            // r, g, b
    write_byte(2)            // life
    write_byte(1)            // decay
    message_end()

    //BEAMENTPOINTS
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte (0)            //TE_BEAMENTPOINTS
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(laser)
    write_byte(1)            // framestart
    write_byte(5)            // framerate
    write_byte(2)            // life
    write_byte(60)            // width
    write_byte(0)            // noise
    write_byte(colors[0])    // Red
    write_byte(colors[1])    // Green
    write_byte(colors[2])    // Blue
    write_byte(BEAM_ALPHA)    // brightness
    write_byte(200)        // speed
    message_end()

    //Sparks
    message_begin(MSG_PVS, SVC_TEMPENTITY)
    write_byte(9)
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    message_end()

    //Smoke
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(5)
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(smoke)
    write_byte(22)        // 10
    write_byte(10)        // 10
    message_end()

    if ( get_cvar_num("bass_laser_burndecals") == 1 ) {
        //TE_GUNSHOTDECAL
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(109)        // decal and ricochet sound
        write_coord(aimvec[0])    // pos
        write_coord(aimvec[1])
        write_coord(aimvec[2])
        write_short(0)            // I have no idea what thats supposed to be
        write_byte(28)            // decal
        message_end()
    }

}
//----------------------------------------------------------------------------------------------
public bass_death()
{
    new id = read_data(2)

    if ( id <= 0 || id > SH_MAXSLOTS ) return

    remove_task(id)
}
//----------------------------------------------------------------------------------------------
public client_disconnect(id)
{
    // stupid check but lets see
    if ( id <= 0 || id > SH_MAXSLOTS ) return

    // Yeah don't want any left over residuals
    remove_task(id)

    gHasBassPower[id] = false
}
//----------------------------------------------------------------------------------------------


Отредактировал: fitamin4ik, - 30.12.2012, 19:46
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Статус пользователя _Skyline
сообщение 30.12.2012, 19:58
Сообщение #2


Стаж: 18 лет
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Цитата(fitamin4ik @ 30.12.2012, 23:43) *
Ребят у меня стоит superhero мод, как сделать так чтоб этого героя могли брать админы вобщем добавить в этот плагин, admin level H
Скрытый текст
Код
// BASS! ?

/* CVARS - copy and paste to shconfig.cfg

//Bass
bass_level 10
bass_health 200            //Default 200
bass_armor 200                //Default 200
bass_speed 200                //Default 200
bass_gravity 0.40            //Default 0.40
bass_laser_ammo 1000        //total # of shots given each round, -1 is unlimited (Default 1000)
bass_laser_burndecals 1        //Show the burn decals on the walls
bass_cooldown 0.0            //Cooldown timer between laser use
bass_multishot 0.1            //Delay for multishots on holding key down, set to -1 for only 1 shot per keydown (Default 0.1)

*/

/*
* v1.3 - vittu - 7/29/05
*      - Fixed bug with cooldown, if one is set.
*
* v1.2 - MTS Steel DrAgoN - 6/23/05
*      - Cleaned up code.
*
*      - vittu - 6/23/05
*      - Made further changes.
*      - Added defines for easy Beam color changes.
*      - Added code for unlimited laser shots as an option.
*
*   Hero is a rip of Cyclops with added HP/AP/Speed/Gravity.
*   From original code "Based on dr.doom Hero but added gravity.."
*/

#include <amxmod>
#include <superheromod>

// Damage Variables
#define h1_dam 500    // head
#define h2_dam 250    // body
#define h3_dam 250    // stomach
#define h4_dam 100    // arm
#define h6_dam 100    // leg

//Colors To Pick From ***DO NOT MODIFY***
#define CUSTOM        0
#define RED        1
#define GREEN        2
#define BLUE        3
#define LTBLUE        4
#define YELLOW        5
#define PURPLE        6
#define ORANGE        7

//Color Settings ***CHANGE COLOR HERE***
#define BEAM_COLOR GREEN        // Set beam color here, use color names from above (Default GREEN)
#define BEAM_ALPHA 200        // alpha value, visibility from 0-255 (Default 200)

//Color definitions
new BeamColors[8][3] = {
    {150, 150, 150},    // Custom, edit this one for a custom rgb value
    {255, 0, 0},        // Red
    {0, 255, 0},        // Green
    {0, 0, 255},        // Blue
    {0, 255, 255},        // Light Blue
    {255, 255, 0},        // Yellow
    {255, 0, 255},        // Purple
    {255, 128, 0}        // Orange
}

// GLOBAL VARIABLES
new gHeroName[]="Bass"
new bool:gHasBassPower[SH_MAXSLOTS+1]
new bool:gLaserFired[SH_MAXSLOTS+1]
new gLaserShots[SH_MAXSLOTS+1]
new smoke, laser
//----------------------------------------------------------------------------------------------
public plugin_init()
{
    // Plugin Info
    register_plugin("SUPERHERO Bass", "1.3", "Op")

    // DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    register_cvar("bass_level", "10")
    register_cvar("bass_health", "200")
    register_cvar("bass_armor", "200")
    register_cvar("bass_speed", "200")
    register_cvar("bass_gravity", "0.40")
    register_cvar("bass_laser_ammo", "1000")
    register_cvar("bass_laser_burndecals", "1")
    register_cvar("bass_cooldown", "0.0")
    register_cvar("bass_multishot", "0.1")

    // FIRE THE EVENT TO CREATE THIS SUPERHERO!
    shCreateHero(gHeroName, "Uber Energy Beam", "Press the +power key to fire your your beam cannon", true, "bass_level")

    // REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
    // INIT
    register_srvcmd("bass_init", "bass_init")
    shRegHeroInit(gHeroName, "bass_init")

    // KEY DOWN
    register_srvcmd("bass_kd", "bass_kd")
    shRegKeyDown(gHeroName, "bass_kd")

    // KEY UP
    register_srvcmd("bass_ku", "bass_ku")
    shRegKeyUp(gHeroName, "bass_ku")

    // NEW SPAWN
    register_event("ResetHUD", "newSpawn", "b")

    // DEATH
    register_event("DeathMsg", "bass_death", "a")

    // Let Server know about Bass's Variables
    shSetMaxHealth(gHeroName, "bass_health")
    shSetMaxArmor(gHeroName, "bass_armor")
    shSetMinGravity(gHeroName, "bass_gravity")
    shSetMaxSpeed(gHeroName, "bass_speed", "[0]")
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
    precache_sound("weapons/electro5.wav")
    precache_sound("weapons/xbow_hitbod2.wav")
    smoke = precache_model("sprites/steam1.spr")
    laser = precache_model("sprites/laserbeam.spr")
}
//----------------------------------------------------------------------------------------------
public bass_init()
{
    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    // 2nd Argument is 0 or 1 depending on whether the id has the hero
    read_argv(2,temp,5)
    new hasPowers = str_to_num(temp)

    // This gets run if they had the power but don't anymore
    if ( hasPowers && is_user_connected(id) ) {
        gPlayerUltimateUsed[id] = false
        gLaserShots[id] = get_cvar_num("bass_laser_ammo")
    }
    else if( !hasPowers && gHasBassPower[id] && is_user_alive(id) ) {
        shRemHealthPower(id)
        shRemGravityPower(id)
        shRemArmorPower(id)
        shRemSpeedPower(id)
    }

    // Sets this variable to the current status
    gHasBassPower[id] = (hasPowers != 0)
}
//----------------------------------------------------------------------------------------------
public newSpawn(id)
{
    if ( shModActive() && gHasBassPower[id] && is_user_alive(id) ) {
        remove_task(id)
        gPlayerUltimateUsed[id] = false
        gLaserShots[id] = get_cvar_num("bass_laser_ammo")
        gLaserFired[id] = false
    }
}
//----------------------------------------------------------------------------------------------
// RESPOND TO KEYDOWN
public bass_kd()
{
    if ( !hasRoundStarted() ) return

    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    if ( !is_user_alive(id) ) return

    if ( gLaserShots[id] == 0 ) {
        client_print(id, print_center, "No Bass Shots Left")
        playSoundDenySelect(id)
        return
    }

    if ( gPlayerUltimateUsed[id] ) {
        playSoundDenySelect(id)
        return
    }

    fire_laser(id)  // 1 immediate shot
    if ( get_cvar_float("bass_multishot") >= 0.0 ) {
        set_task(get_cvar_float("bass_multishot"), "fire_laser", id, "", 0, "b")  //delayed shots
    }

    gLaserFired[id] = true
}
//----------------------------------------------------------------------------------------------
public bass_ku()
{
    // First Argument is an id
    new temp[6]
    read_argv(1,temp,5)
    new id = str_to_num(temp)

    remove_task(id)

    if ( !hasRoundStarted() || gPlayerUltimateUsed[id] || !gLaserFired[id] ) return

    // Use the ultimate
    if ( get_cvar_float("bass_cooldown") > 0.0 ) ultimateTimer(id, get_cvar_float("bass_cooldown"))

    gLaserFired[id] = false
}
//----------------------------------------------------------------------------------------------
public fire_laser(id)
{
    new aimvec[3]
    new tid, tbody
    new FFOn = get_cvar_num("mp_friendlyfire")

    if ( !is_user_alive(id) ) return

    if ( gLaserShots[id] == 0 ) {
        client_print(id, print_center, "No Bass Shots Left")
        playSoundDenySelect(id)
        return
    }

    if ( gLaserShots[id] > -1 ) gLaserShots[id]--

    // Warn How many Blasts Left...
    if ( gLaserShots[id] <= 10 && gLaserShots[id] >= 0 ) {
        client_print(id, print_center, "Warning: %d Bass Shots Left", gLaserShots[id])
    }

    get_user_origin(id, aimvec, 3)

    laserEffects(id, aimvec)

    get_user_aiming(id, tid, tbody)

    if ( is_user_alive(tid) && ( FFOn || get_user_team(id) != get_user_team(tid) ) ) {
        emit_sound(tid, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

        // Determine the damage
        new damage
        switch(tbody) {
            case 1: damage = h1_dam
            case 2: damage = h2_dam
            case 3: damage = h3_dam
            case 4: damage = h4_dam
            case 5: damage = h4_dam
            case 6: damage = h6_dam
            case 7: damage = h6_dam
        }

        // Deal the damage...
        shExtraDamage(tid, id, damage, "Bass Energy Beam")
    }
}
//----------------------------------------------------------------------------------------------
public laserEffects(id, aimvec[3])
{
    new origin[3]

    emit_sound(id, CHAN_ITEM, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

    get_user_origin(id, origin, 1)

    new colornum = BEAM_COLOR
    new colors[3]

    if (colornum < 0 || colornum >= 8) {
        //If invalid value set it to default green
        colornum = 2
    }
    colors = BeamColors[colornum]

    // DELIGHT
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(27)
    write_coord(origin[0])    //pos
    write_coord(origin[1])
    write_coord(origin[2])
    write_byte(10)
    write_byte(0)            // r, g, b
    write_byte(255)        // r, g, b
    write_byte(0)            // r, g, b
    write_byte(2)            // life
    write_byte(1)            // decay
    message_end()

    //BEAMENTPOINTS
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte (0)            //TE_BEAMENTPOINTS
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(laser)
    write_byte(1)            // framestart
    write_byte(5)            // framerate
    write_byte(2)            // life
    write_byte(60)            // width
    write_byte(0)            // noise
    write_byte(colors[0])    // Red
    write_byte(colors[1])    // Green
    write_byte(colors[2])    // Blue
    write_byte(BEAM_ALPHA)    // brightness
    write_byte(200)        // speed
    message_end()

    //Sparks
    message_begin(MSG_PVS, SVC_TEMPENTITY)
    write_byte(9)
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    message_end()

    //Smoke
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(5)
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(smoke)
    write_byte(22)        // 10
    write_byte(10)        // 10
    message_end()

    if ( get_cvar_num("bass_laser_burndecals") == 1 ) {
        //TE_GUNSHOTDECAL
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(109)        // decal and ricochet sound
        write_coord(aimvec[0])    // pos
        write_coord(aimvec[1])
        write_coord(aimvec[2])
        write_short(0)            // I have no idea what thats supposed to be
        write_byte(28)            // decal
        message_end()
    }

}
//----------------------------------------------------------------------------------------------
public bass_death()
{
    new id = read_data(2)

    if ( id <= 0 || id > SH_MAXSLOTS ) return

    remove_task(id)
}
//----------------------------------------------------------------------------------------------
public client_disconnect(id)
{
    // stupid check but lets see
    if ( id <= 0 || id > SH_MAXSLOTS ) return

    // Yeah don't want any left over residuals
    remove_task(id)

    gHasBassPower[id] = false
}
//----------------------------------------------------------------------------------------------

Как-то так.
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Статус пользователя fitamin4ik
сообщение 30.12.2012, 20:05
Сообщение #3
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Цитата(_Skyline @ 30.12.2012, 19:58) *
Как-то так.

мой опыт в скриптинге очень очень мал, так что врядли я сделаю сам.

Отредактировал: fitamin4ik, - 30.12.2012, 20:05
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Статус пользователя fitamin4ik
сообщение 31.12.2012, 13:28
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