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This commit is contained in:
@@ -0,0 +1,21 @@
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "ZLR 16 Apex"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barlong.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_barlong.vmt")
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.12
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.12
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.92
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.92
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.9
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.9
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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-- weapon:SetGripPoseParameter("grip_smg_pose_offset")
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end
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@@ -0,0 +1,2 @@
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barrel.mdl")
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@@ -0,0 +1,18 @@
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ATTACHMENT.Base = "att_barrel"
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ATTACHMENT.Name = "ZLR 18 Deadfall"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_barsil.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_barsil.vmt")
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ATTACHMENT.ExcludedCategories = {"Muzzle Devices"}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.14
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.14
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.92
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.92
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
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weapon.Cone.Hip = weapon.Cone.Hip * 0.75
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weapon.Cone.Increase = weapon.Cone.Increase * 0.75
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weapon:doSuppressorStats()
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end
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@@ -0,0 +1,16 @@
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ATTACHMENT.Base = "att_vm_angledgrip01"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_ang_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_angledgrip02"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_ang_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_bipodgrip"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vert_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_stubbygrip01"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vertpro_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_stubbygrip02"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vertpro_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_vertgrip01"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vert_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_vertgrip02"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vert_offset")
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_vm_vertgrip03"
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ATTACHMENT.Bodygroups = {
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["tag_grip_hide"] = 1,
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["tag_grip_attach"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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end
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function ATTACHMENT:PostProcess(weapon)
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BaseClass.PostProcess(self, weapon)
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weapon:SetGripPoseParameter("grip_vert_offset")
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end
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@@ -0,0 +1,10 @@
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ATTACHMENT.Base = "att_vm_laser01_cylinder"
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ATTACHMENT.Bodygroups ={
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["tag_laser"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
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weapon.LaserAimPos = Vector(-2, 0, 0)
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end
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@@ -0,0 +1,10 @@
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ATTACHMENT.Base = "att_vm_laser02_cylinder"
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ATTACHMENT.Bodygroups ={
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["tag_laser"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
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weapon.LaserAimPos = Vector(-2, 0, 0)
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end
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@@ -0,0 +1,10 @@
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ATTACHMENT.Base = "att_vm_laser03_cylinder"
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ATTACHMENT.Bodygroups ={
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["tag_laser"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.LaserAimAngles = Angle(-0.3, 0.05, -45)
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weapon.LaserAimPos = Vector(-2, 0, 0)
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end
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@@ -0,0 +1,23 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "40 Round Drums"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_drummag.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_drummag.vmt")
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ATTACHMENT.BulletList = {
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[0] = {"j_bullet1"},
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[1] = {"j_bullet2"},
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[2] = {"j_bullet3"},
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Primary.ClipSize = 40
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weapon.Animations.Reload = weapon.Animations.Reload_Drum
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Drum
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.89
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.89
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.9
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.9
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weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 0.9
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weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 0.9
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end
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@@ -0,0 +1,8 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_mag.mdl")
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ATTACHMENT.BulletList = {
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[0] = {"j_bullet1"},
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[1] = {"j_bullet2"},
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[2] = {"j_bullet3"},
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}
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@@ -0,0 +1,30 @@
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ATTACHMENT.Base = "att_magazine"
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ATTACHMENT.Name = "9mm Hollow Point 12-R Mags"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_smags.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_smags.vmt")
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ATTACHMENT.BulletList = {
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[0] = {"j_bullet1"},
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[1] = {"j_bullet2"},
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[2] = {"j_bullet3"},
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Primary.RPM = weapon.Primary.RPM - 511
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weapon.Primary.ClipSize = 12
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weapon.Animations.Reload = weapon.Animations.Reload_Smag
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Smag
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.1
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.1
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.15
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.15
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weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.7
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weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.7
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weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 0.7
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weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 0.7
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weapon.Bullet.Damage[1] = weapon.Bullet.Damage[1] * 1.2
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weapon.Bullet.Damage[2] = weapon.Bullet.Damage[2] * 1.1
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weapon.Animations.Reload.Fps = weapon.Animations.Reload.Fps * 1.1
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weapon.Animations.Reload_Empty.Fps = weapon.Animations.Reload_Empty.Fps * 1.1
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end
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@@ -0,0 +1,18 @@
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ATTACHMENT.Base = "att_muzzle"
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ATTACHMENT.Name = "ZLR Sabre"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_suppressor.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_suppressor.vmt")
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ATTACHMENT.BonemergeToCategory = {"Barrels"}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Bullet.EffectiveRange = weapon.Bullet.EffectiveRange * 1.08
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weapon.Bullet.DropOffStartRange = weapon.Bullet.DropOffStartRange * 1.08
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
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weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
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weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
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weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.95
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weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.95
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weapon:doSuppressorStats()
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end
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@@ -0,0 +1,11 @@
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ATTACHMENT.Base = "att_perk_soh"
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Animations.Reload = weapon.Animations.Reload_Fast
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weapon.Animations.Reload_Empty = weapon.Animations.Reload_Empty_Fast
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weapon.Animations.Reload_Drum = weapon.Animations.Reload_Drum_Fast
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weapon.Animations.Reload_Empty_Drum = weapon.Animations.Reload_Empty_Drum_Fast
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weapon.Animations.Reload_Smag = weapon.Animations.Reload_Smag_Fast
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weapon.Animations.Reload_Empty_Smag = weapon.Animations.Reload_Empty_Smag_Fast
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end
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@@ -0,0 +1,2 @@
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ATTACHMENT.Base = "att_stock"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stock.mdl")
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_stock"
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ATTACHMENT.Name = "FTAC C6 Carbine PRO"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stockh.mdl")
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ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stockh.vmt")
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ATTACHMENT.Bodygroups = {
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["tag_stock"] = 1
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}
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local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
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||||
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
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||||
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 0.95
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weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 0.95
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||||
weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 0.95
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weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 0.95
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||||
end
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||||
@@ -0,0 +1,16 @@
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||||
ATTACHMENT.Base = "att_stock"
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||||
ATTACHMENT.Name = "No Stock"
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ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stockno.mdl")
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||||
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stockno.vmt")
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||||
ATTACHMENT.Bodygroups = {
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||||
["tag_stock"] = 1
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||||
}
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||||
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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function ATTACHMENT:Stats(weapon)
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BaseClass.Stats(self, weapon)
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weapon.Recoil.AdsMultiplier = weapon.Recoil.AdsMultiplier * 1.5
|
||||
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.26
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||||
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.26
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||||
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 1.26
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weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 1.26
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end
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@@ -0,0 +1,17 @@
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ATTACHMENT.Base = "att_stock"
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||||
ATTACHMENT.Name = "Forge TAC CQS"
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||||
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stocks.mdl")
|
||||
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stocks.vmt")
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||||
ATTACHMENT.Bodygroups = {
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||||
["tag_stock"] = 1
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||||
}
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||||
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
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||||
function ATTACHMENT:Stats(weapon)
|
||||
BaseClass.Stats(self, weapon)
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weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 1.09
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||||
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 1.09
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||||
weapon.Recoil.Vertical[1] = weapon.Recoil.Vertical[1] * 1.05
|
||||
weapon.Recoil.Vertical[2] = weapon.Recoil.Vertical[2] * 1.05
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||||
weapon.Recoil.Horizontal[1] = weapon.Recoil.Horizontal[1] * 1.05
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||||
weapon.Recoil.Horizontal[2] = weapon.Recoil.Horizontal[2] * 1.05
|
||||
end
|
||||
@@ -0,0 +1,14 @@
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||||
ATTACHMENT.Base = "att_stock"
|
||||
ATTACHMENT.Name = "ZLR Blade"
|
||||
ATTACHMENT.Model = Model("models/viper/mw/attachments/victor/attachment_vm_sm_victor_stocksn.mdl")
|
||||
ATTACHMENT.Icon = Material("viper/mw/attachments/icons/victor/icon_attachment_sm_victor_stocksn.vmt")
|
||||
|
||||
local BaseClass = GetAttachmentBaseClass(ATTACHMENT.Base)
|
||||
function ATTACHMENT:Stats(weapon)
|
||||
BaseClass.Stats(self, weapon)
|
||||
weapon.Animations.Ads_In.Fps = weapon.Animations.Ads_In.Fps * 0.95
|
||||
weapon.Animations.Ads_Out.Fps = weapon.Animations.Ads_Out.Fps * 0.95
|
||||
weapon.Recoil.AdsMultiplier = weapon.Recoil.AdsMultiplier * 0.85
|
||||
weapon.Animations.Holster.Fps = weapon.Animations.Holster.Fps * 0.92
|
||||
weapon.Animations.Draw.Fps = weapon.Animations.Draw.Fps * 0.92
|
||||
end
|
||||
Reference in New Issue
Block a user