Jump to content

Copy and paste


omnii

Recommended Posts

SO I'm pretty sure I've seen a thread similar to this before (but fuck u)  but w/e

 

Paste the last thing you copied then give the story on it 

 

 beginner-ish-bleh-not - basically my friend was explaining heroes of the storm to me (new-ish Blizzard Entertainmentâ„¢ game)

 

Hopin to see some interesting shit here. :D

Link to comment
Share on other sites

"Stay disguise as me, pull your sapper out"

 

I was trolling a kid on the server. There's a glitch you can do that makes them timeout and crash. 8)

Link to comment
Share on other sites

 

#define PLUGIN_AUTHOR "Pomp"

#define PLUGIN_VERSION "1.1"
#define PLUGIN_TAG "{purple}[shop]{default}"
 
#define TEAM_LESS 0
#define TEAM_SPEC 1
#define TEAM_RED 2
#define TEAM_BLU 3
 
#define MENU_OPTION_PU 0
#define MENU_OPTION_WU 1
#define MENU_OPTION_OU 2
#define MENU_OPTION_RA 3
 
#define MENU_OPTION_SPEED 0
#define MENU_OPTION_JUMPHEIGHT 1
#define MENU_OPTION_JUMPS 2
#define MENU_OPTION_HEALTH 3
#define MENU_OPTION_HEALTHREGEN 4
 
#define MENU_OPTION_ROF 0
#define MENU_OPTION_AMMOREGEN 1
 
#define MENU_OPTION_GOLD 0
#define MENU_OPTION_DISSOLVE 1
 
#define MENU_OPTION_YES 3
#define MENU_OPTION_NO 4
 
#define MENU_MAINMENU 0
#define MENU_PHYSIUPG 1
#define MENU_WEAPOUPG 2
#define MENU_OTHERUPG 3
#define MENU_REFUNUPG 4
 
#include <sourcemod>
#include <sdktools>
#include <morecolors>
#include <tf2attributes>
 
Handle CVAR_KillCredit;
Handle CVAR_TeamWinCredit;
Handle CVAR_TeamLostCredit;
Handle CVAR_TimedCredit;
 
int credits[MAXPLAYERS+1];
int roundLoose[4];
int actualMenu[MAXPLAYERS+1];
int priceToPay[MAXPLAYERS+1]
 
float propValue[MAXPLAYERS+1];
float defaultVal[MAXPLAYERS+1];
 
char clientProp[MAXPLAYERS+1][125];
 
bool isAttributes[MAXPLAYERS+1];
 
public Plugin myinfo = 
{
name = "[TF2] Upgrades Shop",
author = PLUGIN_AUTHOR,
description = "An upgrade shop plugin.",
version = PLUGIN_VERSION,
};
 
public void OnPluginStart()
{
HookEvent("player_death", Event_PlayerDeath);
HookEvent("teamplay_round_win", Event_TeamWin);
 
CVAR_KillCredit = CreateConVar("sm_tf2sps_kill_credits", "1", "How much credits to give on kill.", _, true, _, false, _);
CVAR_TeamWinCredit = CreateConVar("sm_tf2sps_teamWin_credits", "10", "How much credits to give on team win.", _, true, _, false, _);
CVAR_TeamLostCredit = CreateConVar("sm_tf2sps_teamLooseX3_credits", "5", "How much credits to give on team loose x 3.", _, true, _, false, _);
CVAR_TimedCredit = CreateConVar("sm_tf2sps_time_credits", "10", "How much credits to give on every 90 seconds.", _, true, _, false, _);
 
RegConsoleCmd("sm_shop", CMD_DisplayShop, "Display the shop menu.");
RegConsoleCmd("sm_credits", CMD_DisplayCredits, "Display the your credits ammount.");
RegConsoleCmd("sm_setc", CMD_DisplayCreditsfewf, "Display the your credits ammount.");
 
for (new i = MaxClients; i > 0; --i)
{
if (IsValidClient(i))
{
SetHudTextParams(-1.0, 0, 0.5, 0, 255, 0, 255, 2, 0.00001, 1, 1);
ShowHudText(i, -1, "Credits: %i", credits);
}
}
CreateTimer(0.49, RefreshCreditsHUD, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
CreateTimer(300.0, TMR_AddCredit, _, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
}
 
public void OnClientConnected(client)
{
credits[client] = 0;
}
 
public Action CMD_DisplayCreditsfewf(client, args)
{
credits[client] += 100;
}
 
public void OnMapStart()
{
roundLoose[TEAM_RED] = 0;
roundLoose[TEAM_BLU] = 0;
for(new i = MaxClients; i > 0; --i)
credits = 0;
}
 
public Action CMD_DisplayShop(client, args)
{
if(client == 0)
{
ReplyToCommand(client, "Command is in-game only.");
return Plugin_Handled;
}
 
DisplayMainMenu(client);
 
return Plugin_Handled;
}
 
public Action CMD_DisplayCredits(client, args)
{
if(client == 0)
{
ReplyToCommand(client, "Command is in-game only.");
return Plugin_Handled;
}
 
CPrintToChat(client, "%s You have %i credits.", PLUGIN_TAG, credits[client]);
 
return Plugin_Handled;
}
 
//
// MENU HANDLER
//
 
public MenuHandle_MainMenu(Handle menu, MenuAction action, int client, int itemIndex)
{
if (action == MenuAction_Select)
{
char description[32];
GetMenuItem(menu, itemIndex, description, sizeof(description));
if(itemIndex == MENU_OPTION_PU)
{
DisplayPUMenu(client);
}
else if(itemIndex == MENU_OPTION_WU)
{
DisplayWUMenu(client);
}
else if(itemIndex == MENU_OPTION_OU)
{
DisplayOUMenu(client);
}
else if(itemIndex == MENU_OPTION_RA)
{
DisplayRAMenu(client);
}
}
else if (action == MenuAction_End)
{
CloseHandle(menu);
}
}
 
public MenuHandle_PhysicUpgrade(Handle menu, MenuAction action, int client, int itemIndex)
{
if (action == MenuAction_Select)
{
char description[32];
char line3[125];
GetMenuItem(menu, itemIndex, description, sizeof(description));
 
if(itemIndex == MENU_OPTION_SPEED)
{
float result = 1.0;
Address address = TF2Attrib_GetByName(client, "move speed bonus");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 1.5)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "Your speed unit : %.2f", result);
DisplayInfoPanel(client, "Increase your speed by 10% unit!", "Max allowed speed bonus +50%", line3, 10);
 
Format(clientProp[client], 125, "move speed bonus");
propValue[client] = 0.1;
defaultVal[client] = 1.0;
isAttributes[client] = true;
}
}
else if(itemIndex == MENU_OPTION_JUMPHEIGHT)
{
float result = 1.0;
Address address = TF2Attrib_GetByName(client, "increased jump height");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 2.5)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "Your jump height : %.2f", result);
DisplayInfoPanel(client, "Increase your jump height by 5%!", "Maxium jump height +150%", line3, 15);
 
Format(clientProp[client], 125, "increased jump height");
propValue[client] = 0.1;
defaultVal[client] = 1.0;
isAttributes[client] = true;
}
}
else if(itemIndex == MENU_OPTION_JUMPS)
{
DisplayInfoPanel(client, "Increase the number of jumps you can do by 1!", "Maxium jumps = 50", line3, 25);
}
else if(itemIndex == MENU_OPTION_HEALTH)
{
float result = 0.0;
Address address = TF2Attrib_GetByName(client, "max health additive bonus");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 1000)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "Your actual health buff : %.2f", result);
DisplayInfoPanel(client, "Increase your health by 25!", "Maxium health 1000", line3, 25);
 
Format(clientProp[client], 125, "max health additive bonus");
propValue[client] = 25.0;
defaultVal[client] = 0.0;
isAttributes[client] = true;
}
}
else if(itemIndex == MENU_OPTION_HEALTHREGEN)
{
float result = 0.0;
Address address = TF2Attrib_GetByName(client, "health regen");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 100)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "Your actual health regen buff : %.2f", result);
DisplayInfoPanel(client, "Increase your health regen by 1 unit (per second)", "Maxium health regen 100", line3, 15);
 
Format(clientProp[client], 125, "health regen");
propValue[client] = 1.0;
defaultVal[client] = 0.0;
isAttributes[client] = true;
}
}
else
{
DisplayMainMenu(client);
}
}
else if (action == MenuAction_End)
{
CloseHandle(menu);
}
}
 
public MenuHandle_WeaponUpgrade(Handle menu, MenuAction action, int client, int itemIndex)
{
if (action == MenuAction_Select)
{
char line3[125];
if(itemIndex == MENU_OPTION_ROF)
{
float result = 1.0;
Address address = TF2Attrib_GetByName(client, "fire rate bonus");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 2.0)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "Your rate of fire unit : %.2f", result);
DisplayInfoPanel(client, "Increase your rate of fire by 10% unit!", "Max allowed speed bonus +100%", line3, 30);
 
Format(clientProp[client], 125, "fire rate bonus");
propValue[client] = 0.1;
defaultVal[client] = 1.0;
isAttributes[client] = true;
}
}
else if(itemIndex == MENU_OPTION_AMMOREGEN)
{
float result = 1.0;
Address address = TF2Attrib_GetByName(client, "ammo regen");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 2.0)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
Format(line3, sizeof(line3), "You regen ammo / 5 sec : %.2f", result);
DisplayInfoPanel(client, "Increase your ammo regeneration by 5%!", "Max allowed ammo regen bonus +100%", line3, 20);
 
Format(clientProp[client], 125, "ammo regen");
propValue[client] = 1.0;
defaultVal[client] = 0.0;
isAttributes[client] = true;
}
}
else
{
DisplayMainMenu(client);
}
}
else if (action == MenuAction_End)
{
CloseHandle(menu);
}
}
 
public MenuHandle_OtherUpgrade(Handle menu, MenuAction action, int client, int itemIndex)
{
if (action == MenuAction_Select)
{
if(itemIndex == MENU_OPTION_GOLD)
{
float result = 0.0;
Address address = TF2Attrib_GetByName(client, "turn to gold");
if(address != Address_Null)
result = TF2Attrib_GetValue(address);
 
if(result >= 1.0)
{
CPrintToChat(client, "%s Sorry, you can't buy this upgrade anymore.", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
DisplayInfoPanel(client, "Turn kills into gold statues!", "Can only be bought once.", "Not bought yet.", 20);
 
Format(clientProp[client], 125, "turn to gold");
propValue[client] = 1.0;
defaultVal[client] = 0.0;
isAttributes[client] = true;
}
}
else
{
DisplayMainMenu(client);
}
}
else if (action == MenuAction_End)
{
CloseHandle(menu);
}
}
 
public MenuHandle_YesNo(Handle menu, MenuAction action, int client, int itemIndex)
{
if(action == MenuAction_Select)
{
if(itemIndex == MENU_OPTION_YES)
{
ApplyUpgrades(client, clientProp[client], propValue[client], isAttributes[client]);
credits[client] -= priceToPay[client];
}
DisplayPreviousMenu(client);
}
else if (action == MenuAction_End)
{
CloseHandle(menu);
}
}
 
//
//  EVENTS
//
 
public Action Event_PlayerDeath(Handle event, const char[] name, bool dontBroadcast)
{
int victim = GetClientOfUserId(GetEventInt(event, "userid"));
int attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
int credit = GetConVarInt(CVAR_KillCredit);
 
credits[attacker] += credit;
 
CPrintToChat(attacker, "%s You got {green}+%i{default} credits for killing %N!", PLUGIN_TAG, credit, victim);
 
return Plugin_Continue;
}
 
public Action Event_TeamWin(Handle event, const char[] name, bool dontBroadcast)
{
int WinnerTeam = GetEventInt(event, "team");
bool AddLoosersCredit = false;
 
if(WinnerTeam != TEAM_RED) //BLU won.
{
roundLoose[TEAM_RED]++;
if(roundLoose[TEAM_RED] == 3)
{
roundLoose[TEAM_RED] = 0;
AddLoosersCredit = true;
}
}
else //RED won.
{
roundLoose[TEAM_BLU]++;
if(roundLoose[TEAM_BLU] == 3)
{
roundLoose[TEAM_BLU] = 0;
AddLoosersCredit = true;
}
}
 
int creditTeamWin = GetConVarInt(CVAR_TeamWinCredit);
int creditTeamLost = GetConVarInt(CVAR_TeamLostCredit);
 
for (new i = MaxClients; i > 0; --i)
{
if (IsValidClient(i))
{
if(GetClientTeam(i) == WinnerTeam)
{
credits += creditTeamWin;
CPrintToChat(i, "%s You got {green}+%i{default} credits for winning this round!", PLUGIN_TAG, creditTeamLost);
}
else if(AddLoosersCredit)
{
credits += creditTeamLost;
CPrintToChat(i, "%s You got {green}+%i{default} credits for losing 3 round in a row!", PLUGIN_TAG, creditTeamLost);
}
}
}
 
return Plugin_Continue;
}
 
//
//  TIMER HANDLER
//
 
public Action TMR_AddCredit(Handle tmr)
{
for (new i = MaxClients; i > 0; --i)
{
if (IsValidClient(i))
{
int credit = GetConVarInt(CVAR_TimedCredit);
credits += credit;
CPrintToChat(i, "%s You got {green}+%i{default} credits for playing!", PLUGIN_TAG, credit);
}
}
}
 
public Action RefreshCreditsHUD(Handle tmr)
{
for (new i = MaxClients; i > 0; --i)
{
if (IsValidClient(i))
{
SetHudTextParams(-1.0, 0, 0.5, 0, 255, 0, 255, 1, 0.00001, 1, 1);
ShowHudText(i, -1, "Credits: %i", credits);
}
}
}
 
//
//  STOCKS
//
 
public void DisplayMainMenu(int client)
{
actualMenu[client] = MENU_MAINMENU;
Handle menu = CreateMenu(MenuHandle_MainMenu);
SetMenuTitle(menu, "Upgrades Shop | %i Credits", credits[client]);
AddMenuItem(menu, "physUpg", "Physical Upgrades");
AddMenuItem(menu, "WeapUpg", "Weapon Upgrades");
AddMenuItem(menu, "OtheUpg", "Other Upgrades");
AddMenuItem(menu, "RefuAll", "Refund All");
SetMenuExitButton(menu, true);
DisplayMenu(menu, client, MENU_TIME_FOREVER);
}
 
public void DisplayPUMenu(int client)
{
actualMenu[client] = MENU_PHYSIUPG;
Handle menu = CreateMenu(MenuHandle_PhysicUpgrade);
SetMenuTitle(menu, "Upgrades Shop | %i Credits", credits[client]);
AddMenuItem(menu, "speed", "Speed");
AddMenuItem(menu, "jumpHeight", "Jump height");
// AddMenuItem(menu, "jumps", "Jumps [DOESN'T WORK]", ITEMDRAW_DISABLED);
AddMenuItem(menu, "health", "Health");
AddMenuItem(menu, "healthRegen", "Health regen");
AddMenuItem(menu, "return", "Back");
SetMenuExitButton(menu, true);
DisplayMenu(menu, client, MENU_TIME_FOREVER);
}
 
public void DisplayWUMenu(int client)
{
actualMenu[client] = MENU_WEAPOUPG;
Handle menu = CreateMenu(MenuHandle_WeaponUpgrade);
SetMenuTitle(menu, "Upgrades Shop | %i Credits", credits[client]);
AddMenuItem(menu, "rof", "Rate of fire");
AddMenuItem(menu, "ammoregen", "Ammo regen");
AddMenuItem(menu, "return", "Back");
SetMenuExitButton(menu, true);
DisplayMenu(menu, client, MENU_TIME_FOREVER);
}
 
public void DisplayOUMenu(int client)
{
actualMenu[client] = MENU_OTHERUPG;
Handle menu = CreateMenu(MenuHandle_OtherUpgrade);
SetMenuTitle(menu, "Upgrades Shop | %i Credits", credits[client]);
AddMenuItem(menu, "gold", "Turn dead body into gold!");
// AddMenuItem(menu, "ammoregen", "Disolve dead bodies [DOESN'T WORK]", ITEMDRAW_DISABLED);
AddMenuItem(menu, "return", "Back");
SetMenuExitButton(menu, true);
DisplayMenu(menu, client, MENU_TIME_FOREVER);
}
 
public void DisplayRAMenu(int client)
{
actualMenu[client] = MENU_REFUNUPG;
CPrintToChat(client, "%s No upgrades to refund.", PLUGIN_TAG);
}
 
public void DisplayPreviousMenu(int client)
{
if(actualMenu[client] == MENU_MAINMENU)
DisplayMainMenu(client);
else if(actualMenu[client] == MENU_PHYSIUPG)
DisplayPUMenu(client);
else if(actualMenu[client] == MENU_WEAPOUPG)
DisplayWUMenu(client);
else if(actualMenu[client] == MENU_OTHERUPG)
DisplayOUMenu(client);
else if(actualMenu[client] == MENU_REFUNUPG)
DisplayRAMenu(client);
}
 
public void DisplayInfoPanel(int client, const char[] line1, const char[] line2, const char[] line3, int cost)
{
if(cost > credits[client])
{
CPrintToChat(client, "%s You don't have enough credits!", PLUGIN_TAG);
DisplayPreviousMenu(client);
}
else
{
priceToPay[client] = cost;
char price[45];
Format(price, sizeof(price), "Cost %i credits", cost);
Handle panel = CreatePanel();
SetPanelTitle(panel, "Upgrade information");
DrawPanelItem(panel, "", ITEMDRAW_SPACER);
DrawPanelText(panel, line1);
DrawPanelText(panel, line2);
DrawPanelText(panel, line3);
DrawPanelText(panel, price);
DrawPanelItem(panel, "", ITEMDRAW_SPACER);
DrawPanelItem(panel, "Yes");
DrawPanelItem(panel, "No");
 
SendPanelToClient(panel, client, MenuHandle_YesNo, MENU_TIME_FOREVER);
 
CloseHandle(panel);
}
}
 
stock void ApplyUpgrades(int client, char[] attr, float value, bool isAttribute)
{
if(isAttribute)
{
Address address = TF2Attrib_GetByName(client, attr);
float attrValue = defaultVal[client];
if(address != Address_Null)
attrValue = TF2Attrib_GetValue(address);
 
attrValue += value;
 
TF2Attrib_SetByName(client, attr, attrValue);
}
else
{
float attrValue = GetEntPropFloat(client, Prop_Send, attr);
attrValue += value;
SetEntPropFloat(client, Prop_Send, attr, attrValue);
}
}
 
stock bool IsValidClient(int client)
{
if (client <= 0)return false;
if (client > MaxClients)return false;
if (!IsClientConnected(client))return false;
return IsClientInGame(client);
}

 
it's long as shit (626 lines of code) so I realized I had to put it in a spoiler
Link to comment
Share on other sites

MingMong the ChingChong: Hey

CUNTinuous inspiration: Quiet you Jew
CUNTinuous inspiration: Why your nose is gigantic. You could cut a cake with that thing.
MingMong the ChingChong: This is starting to get quite hurtful
CUNTinuous inspiration: A bit like your arse after your dad was finished.
 
It's not even offensive if you understood the joke. It's too complex for me to explain it here. Basically we hurl insults at each other randomly...they don't even always apply to us. It's just the way the world goes. There is a lot more to this that I can't and won't explain here. I was in a Skype chat laughing like crazy and my friend demanded to see what I was laughing at.
Link to comment
Share on other sites

:B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1::B1:

 

Was spamming a friend. Shut up.

Link to comment
Share on other sites

Pure or 30% overpay in items. Please use trade offers.

 

Because I want pure or at least 30% overpay when people trade with items. And I also appreciate it when Im not spammed by adds.

Link to comment
Share on other sites

Brother he showed me the gong

Brother he showed me the ding dong ding dong

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...