Gates

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Версия от 21:14, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)

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MISSION_START
 
VAR_FLOAT objectx, objecty, objectz // Checks for the sliding doors to tell them to close if an object is in the way
VAR_INT gate_sfx1_fish gate_sfx2_fish  not_clunked_yet
VAR_INT	gate_sfx1_meat gate_sfx2_meat  
VAR_INT	gate_sfx1 gate_sfx2 gate2_sfx1 gate2_sfx2
VAR_INT open_phils_gate
 
gate_sfx1 = 0
gate_sfx2 = 0
gate2_sfx1 = 0
gate2_sfx2 = 0
 
gate_sfx1_fish = 0
gate_sfx2_fish = 0
 
gate_sfx1_meat = 0
gate_sfx2_meat = 0
 
not_clunked_yet = 0
 
SCRIPT_NAME	gates
 
SET_DEATHARREST_STATE OFF
 
 
mission_start_gates:
 
	START_NEW_SCRIPT fish_factory_gate
	START_NEW_SCRIPT dog_food_factory_gate
 
	START_NEW_SCRIPT police_gate1
	START_NEW_SCRIPT police_gate2
	START_NEW_SCRIPT colombian_gate
	START_NEW_SCRIPT phils_gate
 
	START_NEW_SCRIPT colombian_gate2
 
	MISSION_END
 
 
 
// INDUSTRIAL GATES ***********************************************************************************************
 
fish_factory_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME FSH_GTE
 
fish_factory_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
			IF IS_PLAYER_IN_ZONE Player PORT_W
 
				// Fish Factory Gate
				IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_BELLYUP
					OR IS_PLAYER_IN_MODEL player CAR_TRASHMASTER
					OR IS_PLAYER_IN_AREA_3D player 1015.6 -1100.5 12.0 1009.2 -1108.1 16.0 FALSE
						IF gate_sfx1_fish = 0
							ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_START_CLUNK
							gate_sfx1_fish = 1
						ENDIF
						WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1099.455 12.294 0.0 0.1 0.0 FALSE
							WAIT 0								 
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2_fish = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2_fish = 0
							ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_STOP_CLUNK
							gate_sfx2_fish = 1	  
						ENDIF
					ENDIF
 
				ELSE
 
					IF gate_sfx1_fish = 1
						ADD_ONE_OFF_SOUND 1016.0 -1099.455 12.294 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT fish_factory_gate 1016.0 -1107.955 12.294 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES fish_factory_gate objectx objecty objectz
 
					IF gate_sfx2_fish = 1
						not_clunked_yet = 1
						IF objectx = 1016.0  
						AND objecty = -1107.955
						AND objectz	= 12.294
							ADD_ONE_OFF_SOUND 1016.0 -1107.955 12.294 SOUND_GATE_STOP_CLUNK
							gate_sfx2_fish = 0	  
							not_clunked_yet = 0
						ENDIF
					ENDIF
 
					gate_sfx1_fish = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 1025.2 -1108.4 12.0 1008.2 -1098.4 16.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE Player PORT_W
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO fish_factory_gate_inner
 
 
 
dog_food_factory_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME DOG_GTE
 
dog_food_factory_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
			IF IS_PLAYER_IN_ZONE Player PORT_I
 
				// Dog Food Factory Gate
				IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
					IF gate_sfx1_meat = 0
						ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_START_CLUNK
						gate_sfx1_meat = 1
					ENDIF
 
					WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1244.4 -818.0 13.97 0.1 0.1 0.0 FALSE
						WAIT 0
					ENDWHILE
					IF not_clunked_yet = 1
						gate_sfx2_meat = 0
						not_clunked_yet = 0
					ENDIF
					IF gate_sfx2_meat = 0
						ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_STOP_CLUNK
						gate_sfx2_meat = 1
					ENDIF
				ELSE
					IF gate_sfx1_meat = 1
						ADD_ONE_OFF_SOUND 1244.4 -818.0 13.97 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT dogfood_factory_gate 1250.4 -812.0 13.97 0.1 0.1 0.0 TRUE
					//GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES dogfood_factory_gate objectx objecty objectz
 
					IF gate_sfx2_meat = 1
						not_clunked_yet = 1
						IF objectx = 1250.4  
						AND objecty = -812.0
						AND objectz	= 13.97
							ADD_ONE_OFF_SOUND 1250.4 -812.0 13.97 SOUND_GATE_STOP_CLUNK
							gate_sfx2_meat = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate_sfx1_meat = 0
				ENDIF	//	IF IS_PLAYER_IN_ANGLED_AREA_3D player 1247.58 -822.0 12.0 1253.94 -815.0 18.0 14.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE Player PORT_I
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO dog_food_factory_gate_inner
 
 
// END OF INDUSTRIAL GATES ****************************************************************************************
 
 
// COMMERCIAL GATES ***********************************************************************************************
 
police_gate1:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME POL_GT1
 
police_gate1_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
		 	IF IS_PLAYER_IN_ZONE player YAKUSA
 
			// Commercial Police Gate one
				IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_POLICE
					OR IS_PLAYER_IN_AREA_3D player 365.9 -1128.2 21.9 358.5 -1119.5 26.0 FALSE
						IF gate_sfx1 = 0
							ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
							gate_sfx1 = 1
						ENDIF
						WHILE NOT SLIDE_OBJECT police_door_one 358.158 -1128.522 21.941 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2 = 0
							ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 1
						ENDIF									
					ENDIF							 
				ELSE	
 
					IF gate_sfx1 = 1
						ADD_ONE_OFF_SOUND 358.158 -1128.522 21.941 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT police_door_one 366.158 -1128.522 21.941 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES police_door_one objectx objecty objectz
 
					IF gate_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 366.158  
						AND objecty = -1128.522
						AND objectz	= 21.941
							ADD_ONE_OFF_SOUND 366.158 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 358.0 -1138.0 18.0 366.0 -1121.0 30.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player YAKUSA
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO police_gate1_inner
 
 
 
police_gate2:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME POL_GT2
 
police_gate2_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
		 	IF IS_PLAYER_IN_ZONE player YAKUSA
 
				// commercial police gate two
				IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_POLICE
					OR IS_PLAYER_IN_AREA_3D player 322.7 -1128.1 21.9 318.0 -1119.3 26.0 FALSE
						IF gate2_sfx1 = 0
							ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_START_CLUNK
							gate2_sfx1 = 1
						ENDIF
 
						WHILE NOT SLIDE_OBJECT police_door_two 332.0 -1128.522 21.941 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate2_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate2_sfx2 = 0
							ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 1
						ENDIF	
 
					ENDIF						
				ELSE	
 
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 332.0 -1128.522 21.941 SOUND_GATE_START_CLUNK							
					ENDIF
 
					WHILE NOT SLIDE_OBJECT police_door_two 326.3 -1128.522 21.941 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES police_door_two objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 326.3  
						AND objecty = -1128.522
						AND objectz	= 21.941
							ADD_ONE_OFF_SOUND 326.3 -1128.522 21.941 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 0
							not_clunked_yet = 0										
						ENDIF
					ENDIF
					gate2_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 317.87 -1136.0 18.0 322.84 -1119.82 30.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player YAKUSA
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO police_gate2_inner
 
 
 
colombian_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME COL_GTE
 
colombian_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
			IF IS_PLAYER_IN_ZONE player STADIUM
 
				// Colombian Compound Gate
				IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_COLUMB
					OR IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
						IF gate2_sfx1 = 0
							ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_START_CLUNK
							gate2_sfx1 = 1
						ENDIF
 
						WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -327.365 15.296 0.0 0.1 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate2_sfx2 = 0
							ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 1
						ENDIF
					ENDIF				
				ELSE
 
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 91.589 -327.365 15.296 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT colombian_gate 91.589 -318.592 15.296 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES colombian_gate objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 91.589  
						AND objecty = -318.592
						AND objectz	= 15.296
							ADD_ONE_OFF_SOUND 91.589 -318.592 15.296 SOUND_GATE_STOP_CLUNK
							gate2_sfx2 = 0
							not_clunked_yet = 0		
						ENDIF
					ENDIF
					gate2_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player 98.6 -337.53 14.0 81.9 -317.56 20.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player STADIUM
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO colombian_gate_inner
 
 
 
phils_gate:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME PHL_GTE
 
phils_gate_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
 
			IF IS_PLAYER_IN_ZONE player HOSPI_2
 
			//PHIL'S GATE
 
				open_phils_gate = FALSE
 
				IF flag_ray_mission2_passed = 1
					IF IS_PLAYER_IN_AREA_2D player 134.0 198.0 156.0 207.0 FALSE
						open_phils_gate = TRUE
					ENDIF
				ELSE
					IF flag_player_on_phil_mission = 1	//	If player is doing phil mission 
						GOTO phils_gate_inner			//	then this script doesn't move the gate at all.
					ENDIF								//	The phil script should do all gate moving.
 
					IF IS_PLAYER_IN_AREA_2D player 138.0 198.0 146.0 207.0 FALSE
						open_phils_gate = TRUE
					ENDIF
				ENDIF
 
				IF open_phils_gate = TRUE
 
					IF gate2_sfx1 = 0
						ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_START_CLUNK
						gate2_sfx1 = 1
					ENDIF
 
					WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 214.523 10.599 0.0 0.1 0.0 FALSE
						WAIT 0
					ENDWHILE
 
					IF not_clunked_yet = 1
						gate_sfx2 = 0
						not_clunked_yet = 0
					ENDIF
 
					IF gate2_sfx2 = 0
						ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_STOP_CLUNK
						gate2_sfx2 = 1
					ENDIF
				ELSE
					IF gate2_sfx1 = 1
						ADD_ONE_OFF_SOUND 147.249 214.523 10.599 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT phils_compnd_gate 147.249 207.323 10.599 0.0 0.1 0.0 TRUE
	//					GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES phils_compnd_gate objectx objecty objectz
 
					IF gate2_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = 147.249  
						AND objecty = 207.323
						AND objectz	= 10.599
							ADD_ONE_OFF_SOUND 147.249 207.323 10.599 SOUND_GATE_STOP_CLUNK		
							gate2_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
					ENDIF
					gate2_sfx1 = 0
 
				ENDIF	//	IF open_phils_gate = TRUE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player HOSPI_2
 
		//ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO phils_gate_inner
 
 
// END OF COMMERCIAL GATES ****************************************************************************************
 
 
// SUBURBAN GATES *************************************************************************************************
 
 
colombian_gate2:
 
//	Should be called in mission_start_gates
 
	SCRIPT_NAME COL2GTE
 
colombian_gate2_inner:
 
	WAIT 1000
 
	IF IS_PLAYER_PLAYING Player
 
		//IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN	
 
			IF IS_PLAYER_IN_ZONE player SWANKS
 
				// Columbian gate
				IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
					IF IS_PLAYER_IN_MODEL player CAR_COLUMB
					OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE
						IF gate_sfx1 = 0
							ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK
							gate_sfx1 = 1
						ENDIF			   						  					
						WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE
							WAIT 0
						ENDWHILE
						IF not_clunked_yet = 1
							gate_sfx2 = 0
							not_clunked_yet = 0
						ENDIF
						IF gate_sfx2 = 0
							ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 1
						ENDIF									
					ENDIF							 
				ELSE		
 
					IF gate_sfx1 = 1
						ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK
					ENDIF
 
					WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE
	//					GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
						WAIT 0
					ENDWHILE
 
					GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
 
					IF gate_sfx2 = 1
						not_clunked_yet = 1
						IF objectx = -363.05  
						AND objecty = 250.455
						AND objectz	= 61.355
							ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
							gate_sfx2 = 0
							not_clunked_yet = 0		
						ENDIF
					ENDIF
					gate_sfx1 = 0
				ENDIF	//	IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
 
			ENDIF	//	IF IS_PLAYER_IN_ZONE player SWANKS
 
	   //ENDIF	//	IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
	ENDIF	//	IF IS_PLAYER_PLAYING Player
 
	GOTO colombian_gate2_inner
 
 
// END OF SUBURBAN GATES ******************************************************************************************
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GTA III Grand Theft Auto III
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