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- ; {SONNE2 START
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- ; """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
- ;Sonne 2 Start at die_with_blood, this entire code will overwrite die_with_blood and die_without_blood
- {on "die_with_blood"
- {if not senseless
- {spawn "blood"}
- }
- {if not able "personage"
- {call "main_menu"} {able select 0}
- }
- {if "revival_script_enabled" {call "die_without_blood"} }
- {if not "revival_script_enabled" {call "die_without_blood_vanilla"} }
- }
- {on "die_without_blood_vanilla"
- ; {con "die"}
- {view pause "swim"}
- {call "die_scream"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {die}
- ; {able collect 1}
- {delay 3
- {volumes enable contact}
- }
- ; {delay 30 {delete}}
- }
- {on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS -Sonne2
- ;change the sets to enable or disable minimods, and change the if rand to numbers from 0.0 - 1.0 ex. if rand 0.25 = 25% chance of the script happening
- {if rand 1.0 ;100% chance if revival_script_enabled is enabled lol.
- {set "revival_script_enabled" 1} ; 1 Enables, 0 Disables the ENTIRE Revival Script giving units the vanilla default death.
- }
- ;MINI-MODS
- ;Revived Speech search for speech
- {set "revived_speech" 1} ; 1 Enables, 0 Disables Revived_Speech, ex. When you revive a comrade, the revived will actually sound happy, or desperate and say something like "get ready for medals! -usa soldier", or "I want to be a hero but I don't want to die! -eng soldier."
- ;They talk now.
- {if rand 0.85 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations.
- }
- {on "die_without_blood"
- {view pause "swim"}
- {call "die_scream"}
- {tags remove "revived"}
- ;Shot while in death process will result in immediate death , in short kill them while their near death. BRUTALITY O_o, inglorius bastards the movie with brad pitt style....bleh
- {delay 0.2
- {if tagged "disablerandom"
- {if tagged "die_processset"
- {tags add "near_death"} ;if the unit still has this tag by the end of the countdown, death_wait will kill it.
- {able select 0} ;unit cant be selected
- {tags add "shot_death"} ;nvm it is needed.
- {call "death_wait"} }} }
- ;Ensures at the very beginning that heroes will not enter death sequence.
- {if not able "personage" ;if personage was enabled beforehand, then it is a hero.
- {if not tagged "disablerandom"
- {call "randomgenerator"}}} ;calls on random death
- ; {con "die"}
- {if not kill_flags blast
- {kill_flags piercing}
- }
- {if not "self_recover"
- {die}
- }
- {delay 3
- {volumes enable contact}
- }
- }
- ;RANDOM
- {on "randomgenerator"
- ;NON HERO CHECK
- {if "near_death_animation" {if not "self_recover" {if rand 0.75 {ani_play "lie_sleep_idle_2" 1.0 loop} else {ani_play "lie_sleep_idle_1" 1.0 loop}}}}
- ;stops the non-hero unit from dying indefinitely
- {if not tagged "dead"
- {if not able "personage"
- {able personage 1}
- {able select 0} ;stops the unit from being selected
- {tags remove "revived"}}} ;calc_die is re-enabled if it has been called again, for calc_die relies on revived tag not being enabled
- ;if shot for the first time, they will go into death process
- {if not tagged "dead"
- {if not tagged "disablerandom"
- {if not tagged "shot_death"
- {delay 1.0
- {tags add "die_processset"}
- {if rand 0.7 ;Random Dying Timers
- {call "die_processlong"} ;Long Death 10% Chance 40 seconds
- else rand 0.1
- {call "die_processvlong"} ;Very Long Death 10% chance 139 seconds
- ; else rand 0.9
- ; {call "die_processknockout"}{knockdown 12 3} ;Knocked out, with chance of getting back up 10% chance 5 seconds
- else
- {tags remove "revived"} {tags add "near_death"}{able select 0}{call "death_wait"} ;Instant Pwnage X_x if all else fails% chance :\ 0 seconds XD
- } } };disablerandom check end
- }}} ;end of randomgenerator
- ;Can Unit be revived? Just for revive quotes, I have yet to find the command that wakes the revived and gives them health, its probably hardcoded X_X, then I could be wrong, as two years ago I thought the revival function was hardcoded, look at the situation now :P.
- {on "cdie_calc" ;call on die_calc
- {if not tagged "revived" {if not able "select" {delay 1{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 2{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 3{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 4{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 5{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 6{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 7{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 8{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 9{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 10{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 11{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 12{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 13{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 14{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 15{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 16{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 17{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 18{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 19{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 20{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 21{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 22{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 23{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 24{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 25{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 26{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 27{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 28{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 29{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 30{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 31{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 32{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 33{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 34{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 35{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 36{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 37{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 38{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 39{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 40{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 41{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 42{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 43{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 44{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 45{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 46{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 47{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 48{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 49{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 50{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 60{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 70{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 80{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 90{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 100{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 110{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 120{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 130{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 140{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 150{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 160{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 170{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 180{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 190{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 200{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 210{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 220{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 230{call "die_calc"}}}}
- {if not tagged "revived" {if not able "select" {delay 240{call "die_calc"}}}}}
- ;Die Proccess Quote CHECK Begin
- ;#############################################################################
- ;##########################DIE PROCESS QUOTES STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;#########################DIE PROCESS NORMAL BEGIN##############################################
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- ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
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- ;#############################################################################
- ;##########################DIE PROCESS QUOTES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS FUNCTIONS STARTO###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS KNOCKOUT BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processknockout"
- {tags add "in_die_process_normal"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 19 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS KNOCKOUT END###################################################
- ;#############################################################################
- ;##########################DIE PROCESS VERY SHORT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS LONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 39 {call "death_wait"} }
- }
- } ;#############################################################################
- ;##########################DIE PROCESS LONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESS vLONG BEGIN###################################################
- ;#############################################################################
- ;Called on by Random Generator
- {on "die_processvlong"
- {able select 0} {tags add "in_die_process_long"}
- {tags add "near_death"} ;ensures death_wait will kill it
- {tags add "disablerandom"} ;Disables the random process from being fired again if the unit were hit by a bullet
- {if "quotes_enabled"
- {call "die_processlongquotecheck"}
- }
- {call "cdie_calc"}
- {if tagged "die_processset"
- {delay 139 {call "death_wait"} }
- }
- }
- ;#############################################################################
- ;##########################DIE PROCESS vLONG END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE PROCESSES FINISH###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################DIE_CALC REVIVAL! BEGIN###################################################
- ;#############################################################################
- ;TIMER OF LIFE ;The Saviour lol
- {on "die_calc" ;Calculates whether or not the unit has been morphined or not.
- {if not able "select" {if not senseless ;senseless means knocked out(just not to confuse it with orders senseless)
- {if not dead
- {tags remove "near_death"} ;reenables random death engine and disable the current death process
- {tags remove "die_processset"}
- {able select 1}
- {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"} {tags remove "near_death_anim"}}}
- {delay 0.1
- {tags remove "death_wait"}
- {tags remove "randomdisabled"}
- }
- {delay 0.2
- {if not tagged "revived"
- {if not senseless {if not dead
- {if tagged "self_recover"
- ;revived_speech
- {if "revived_speech"
- {delay 1.0
- {if rand 0.8
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "jubilation"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "jubilation" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else rand 0.5
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "retreat"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "retreat" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "things_look_blue"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "things_look_blue" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- } } }
- {tags add "revived"}
- {tags remove "dead"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "self_recover"}
- {tags add "successfully_revived"}
- ; {start_sound "human/heal"}
- {able personage 0}}}}}}
- ;pt2
- {delay 0.1
- {if not tagged "revived"
- {if not senseless {if not dead
- {if not tagged "self_recover"
- {delay 0.001 {if "near_death_animation" {ani_stop "lie_sleep_idle_2"}{ani_stop "lie_sleep_idle_1"}}}
- ; talk begin what the units say to you when they are revived
- ;talk end
- {if "switch_sides"
- {if "player 0" {player 0}}{if "player 1" {player 1}}{if "player 2" {player 2}}{if "player 3" {player 3}}{if "player 4" {player 4}}{if "player 5" {player 5}}{if "player 6" {player 6}}{if "player 7" {player 7}}{if "player 8" {player 8}}{if "player 9" {player 9}}
- {if not "player 0" {if not "player 1" {if not "player 2" {if not "player 3" {if not "player 4" {if not "player 5" {if not "player 6" {if not "player 7" {if not "player 8" {if not "player 9"
- {damage_report "body" "<s(8)c(00ff00)>No Player Team Selected!!!"} ;Squad Title
- }
- }}}}}}}}}}
- ;revived_speech
- {if "revived_speech"
- {delay 1.0
- {if rand 0.8
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "jubilation"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "jubilation" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else rand 0.5
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "retreat"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "retreat" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- else
- {if not "talk_revived"
- {set "talk_revived" 1}
- ; {if rand 1.0
- {talk "things_look_blue"}
- {signal mandie 5}
- {delay 18
- {set "idle" 0}
- {set "talk_revived" 0}
- }
- else
- {delay 25
- {set "things_look_blue" 0}
- {set "talk_revived" 0}
- }
- ; }
- }
- } } }
- {tags add "revived"}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags add "successfully_revived"}
- {tags remove "self_recover"}
- {start_sound "human/heal"}
- {able personage 0} }}}}}
- }}}}
- ;#############################################################################
- ;##########################DIE_CALC END###################################################
- ;#############################################################################
- ; Timer of life end(LOL)
- ;#############################################################################
- ;##########################DEATH_WAIT BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "death_wait"
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {able personage 0} ;Gets rid of personage protection
- {if not able "select" ;TIMER OF DEATH
- {if senseless
- {call "die_scream"} ;NoooooO!
- {able personage 0} ;Gets rid of personage protection
- {tags remove "die_processset"}
- {tags remove "near_death"} ;Disables the dying processes
- {if not tagged "shot_death"
- {die}}
- {if not tagged "shot_death"
- {delay 0.6
- ;DEATH BOUNCE.
- {if "epic_pwn"
- {if rand 1.0 ;how often will pple be pwned?
- {if rand 0.9 ;zik
- {if "pwn_animations"{ani_play "stand_fly_tumble_back_far"} {delay 1 {ani_play "lie_die"} }} ;callback} lie_sleep_idle_2 stand_fly_tumble_forward.. lie_die
- {throw_off up 1.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;leap
- else rand 0.3
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 25.3 0.5 dir 5.5 2 forward 4 turn 0 360 die force} ;large medium leap
- else
- {if "pwn_animations"{ani_play "stand_fly_tumble_forward_far"} {delay 1 {ani_play "lie_die"} }}
- {throw_off up 1.3 99.5 dir 5.5 2 forward 4 turn 0 360 die force} ;slide or mega leap
- ;{throw_off up 5.3 0.5 dir 360 0 forward 4 turn 0 360 die force} ;sent to outer space
- ;else rand 0.1
- ;else
- }}}}
- } ;if not tagged shot_death end
- {if tagged "shot_death"
- {call "shot_death"}}
- } {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover"}
- {tags add "dead"} } }} ;Ergh
- ; {able collect 1}
- ;#############################################################################
- ;##########################DEATH_WAIT END###################################################
- ;#############################################################################
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS BEGIN###################################################
- ;#############################################################################
- ;TIMER OF DEATH
- {on "shot_death" ;quotes
- {delay 0.05 {ani_stop "lie_sleep_idle_2"}}
- {delay 0.06 {ani_stop "lie_sleep_idle_1"}}
- {delay 0.07 {ani_play "lie_die"}}
- {delay 0.1
- {if "quotes_enabled"
- {if "X_x_face_enabled"
- {if rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_x"} ;zik ;Self Explanatory O_o
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X_X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x_x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X|"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>X-x"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>x-X"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>XP"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>@_@"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>O_O"}
- else rand 0.1
- {damage_report "body" "<s(0.2)c(f9d800)>o_o"}
- else
- {damage_report "body" "<s(0.2)c(f9d800)>-_-"}}}}{die}
- {delay 0.2
- {if not "talk"
- {set "talk" 1}
- {talk "death_cry"}
- {delay 10 2
- {set "talk" 0}
- }
- }
- }
- ;{throw_off up 1.3 0.5velocity dir 5.5 2 forward 4 turn 0 360 die force}
- {tags remove "disablerandom"}
- {tags remove "in_die_process_normal"}
- {tags remove "in_die_process_short"}
- {tags remove "in_die_process_veryshort"}
- {tags remove "in_die_process_long"}
- {tags remove "in_die_processset"}
- {tags remove "self_recover"}
- }}
- ; {able collect 1}
- ;#############################################################################
- ;##########################SHOT WHILE IN DEATH PROCCESS END###################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;#############################################################################
- ;}SONNE2 Finish
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