(Angel/Java)Script dump

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akazi
Posts: 1935
Joined: Fri Dec 30, 2011 3:14 pm
Location: Montgomery, Alabama

Re: (Angel/Java)Script dump

Post by akazi » Tue Apr 30, 2013 2:57 pm

Welcome back learn_more!

User avatar
learn_more
Posts: 158
Joined: Tue Mar 15, 2011 6:32 am

Re: (Angel/Java)Script dump

Post by learn_more » Sun Feb 02, 2014 7:00 pm

oh hi, i didnt die yet :)

major update for the dumper, rewrote one of the core files (that listens to the angelscript engine) from roughly 1300 lines down to 240
also added support for the enum datatype.

Code: Select all

 * OG Script Dumper v5.0 by learn_more
 * Generated: 03-Feb-2014 00:58:06
 * Overgrowth version a205
 * If you use this (dumper or output), please credit me (learn_more)


> See the directory 'script' for the preloaded data in the VM's.
  (Please note that the 'shared' file is not a VM, it's just the objects that always get preloaded).
> See 'a205_as_graph.png' for the AS includes.
> There are no javascript files changed.
> See the file a205_as_filechanges.txt for the changed angelscript files.
> The VM 'playercontrol' and the VM 'enemycontrol' have the same data preloaded, only included the VM 'playercontrol'.
> See 'a205_classes.xml' for all the preloaded objects / functions.
> See 'a205_changes.txt' for the Angelscript changes from a198 to a205.
> See the directory 'js' for the javascript available in the different UI files.
ps: ignore the no js files changed message, somehow the tool didnt make a backup of my old script directory :(

there is also some internal engine changes in angelscript, resulting in some false positives with changed functions.
next dump they should be gone again :)

Code: Select all

Angelscript changes from a198 to a205.

VM playercontrol( enemycontrol ) {
  + GlobalFunction: void PrintCallstack()
  + GlobalFunction: void Breakpoint(int)
  + GlobalFunction: Object@ ReadObjectFromID(int)
  + GlobalFunction: bool ObjectExists()
  + GlobalFunction: array<int> @GetObjectIDs()
  + GlobalFunction: array<int> @GetObjectIDsType(int)
  + GlobalFunction: void DeleteObjectID(int)
  + GlobalFunction: int CreateObject(const string &in path)
  + GlobalFunction: int DuplicateObject(Object@ obj)
  + GlobalFunction: void DeselectAll()
  - GlobalFunction: int GetFontFaceID(const string &in path, int pixel_height)
  - GlobalProperty: Level level
  + Enum: EntityType
  + Enum: AttachmentType
  + Object: Object
  Object CharacterScriptGetter {
    + Function: const string& GetChannel(int)
  };
  - Object: TextStyle
  - Object: TextCanvasTexture
  - Object: Level
};
VM level {
  + Script file: dialogue.as
  + GlobalFunction: void DisplayError(const string &in title, const string &in contents)
  + GlobalFunction: void PrintCallstack()
  + GlobalFunction: bool ObjectExists()
  + GlobalFunction: array<int> @GetObjectIDsType(int)
  + GlobalFunction: int DuplicateObject(Object@ obj)
  + GlobalFunction: void DeselectAll()
  + GlobalFunction: void Breakpoint(int)
  + GlobalFunction: bool LoadFile(const string &in)
  + GlobalFunction: string GetFileLine()
  + GlobalFunction: void StartWriteFile()
  + GlobalFunction: void AddFileString(const string &in)
  + GlobalFunction: bool WriteFile(const string &in)
  + GlobalFunction: void OpenSettings()
  - GlobalFunction: int GetFontFaceID(const string &in path, int pixel_height)
  - GlobalProperty: Level level
  + Enum: UIState
  + Enum: EntityType
  + Enum: AttachmentType
  + Enum: PlaceholderObjectType
  Object Object {
    + Function: int GetID()
    + Function: bool IsSelected()
    + Function: void SetSelected(bool)
    + Function: void SetTranslation(const vec3 &in)
    + Function: vec3 GetTranslation()
    + Function: void SetScale(const vec3 &in)
    + Function: vec3 GetScale()
    + Function: void SetRotation(const quaternion &in)
    + Function: quaternion GetRotation()
    + Function: vec4 GetRotationVec4()
    + Function: EntityType GetType()
    + Function: void SetPlayer(bool)
    + Function: int GetNumPaletteColors()
    + Function: vec3 GetPaletteColor(int)
    + Function: void SetPaletteColor(int, const vec3 &in)
    + Function: vec3 GetTint()
    + Function: void SetTint(const vec3 &in)
    + Function: void ConnectTo(Object@)
    + Function: void AttachItem(Object@, AttachmentType, bool)
    + Function: void ReceiveScriptMessage(const string &in)
    + Function: void UpdateScriptParams()
    + Function: void SetCopyable(bool)
    + Function: void SetDeletable(bool)
    + Function: void SetScalable(bool)
    + Function: void SetTranslatable(bool)
    + Function: void SetRotatable(bool)
    + Function: ScriptParams@ GetScriptParams()
    - Function: void SetTranslation(const vec3 &in)
    - Function: vec3 GetTranslation()
    - Function: void SetScale(const vec3 &in)
    - Function: vec3 GetScale()
    - Function: void SetRotation(const quaternion &in)
    - Function: quaternion GetRotation()
    - Function: EntityType GetType()
    - Function: void SetPlayer(bool)
    - Function: int GetNumPaletteColors()
    - Function: vec3 GetPaletteColor(int)
    - Function: void SetPaletteColor(int, const vec3 &in)
    - Function: vec3 GetTint()
    - Function: void SetTint(const vec3 &in)
    - Function: void ConnectTo(Object@)
    - Function: void AttachItem(Object@, AttachmentType, bool)
    - Function: ScriptParams@ GetScriptParams()
    + Behaviour: asBEHAVE_REF_CAST
    - Behaviour: asBEHAVE_REF_CAST
  };
  Object PlaceholderObject {
    + Function: void SetBillboard(const string &in)
    + Function: void SetSpecialType(int)
    + Function: int GetConnectID()
  };
  Object CharacterScriptGetter {
    + Function: const string& GetChannel(int)
  };
  - Object: TextStyle
  - Object: TextCanvasTexture
  - Object: Level
};
VM challengelevel {
  + GlobalFunction: void DisplayError(const string &in title, const string &in contents)
  + GlobalFunction: void PrintCallstack()
  + GlobalFunction: bool ObjectExists()
  + GlobalFunction: array<int> @GetObjectIDsType(int)
  + GlobalFunction: int DuplicateObject(Object@ obj)
  + GlobalFunction: void DeselectAll()
  + GlobalFunction: void Breakpoint(int)
  + GlobalFunction: bool LoadFile(const string &in)
  + GlobalFunction: string GetFileLine()
  + GlobalFunction: void StartWriteFile()
  + GlobalFunction: void AddFileString(const string &in)
  + GlobalFunction: bool WriteFile(const string &in)
  + GlobalFunction: void OpenSettings()
  - GlobalFunction: int GetFontFaceID(const string &in path, int pixel_height)
  - GlobalProperty: Level level
  + Enum: UIState
  + Enum: EntityType
  + Enum: AttachmentType
  + Enum: PlaceholderObjectType
  Object Object {
    + Function: int GetID()
    + Function: bool IsSelected()
    + Function: void SetSelected(bool)
    + Function: void SetTranslation(const vec3 &in)
    + Function: vec3 GetTranslation()
    + Function: void SetScale(const vec3 &in)
    + Function: vec3 GetScale()
    + Function: void SetRotation(const quaternion &in)
    + Function: quaternion GetRotation()
    + Function: vec4 GetRotationVec4()
    + Function: EntityType GetType()
    + Function: void SetPlayer(bool)
    + Function: int GetNumPaletteColors()
    + Function: vec3 GetPaletteColor(int)
    + Function: void SetPaletteColor(int, const vec3 &in)
    + Function: vec3 GetTint()
    + Function: void SetTint(const vec3 &in)
    + Function: void ConnectTo(Object@)
    + Function: void AttachItem(Object@, AttachmentType, bool)
    + Function: void ReceiveScriptMessage(const string &in)
    + Function: void UpdateScriptParams()
    + Function: void SetCopyable(bool)
    + Function: void SetDeletable(bool)
    + Function: void SetScalable(bool)
    + Function: void SetTranslatable(bool)
    + Function: void SetRotatable(bool)
    + Function: ScriptParams@ GetScriptParams()
    - Function: void SetTranslation(const vec3 &in)
    - Function: vec3 GetTranslation()
    - Function: void SetScale(const vec3 &in)
    - Function: vec3 GetScale()
    - Function: void SetRotation(const quaternion &in)
    - Function: quaternion GetRotation()
    - Function: EntityType GetType()
    - Function: void SetPlayer(bool)
    - Function: int GetNumPaletteColors()
    - Function: vec3 GetPaletteColor(int)
    - Function: void SetPaletteColor(int, const vec3 &in)
    - Function: vec3 GetTint()
    - Function: void SetTint(const vec3 &in)
    - Function: void ConnectTo(Object@)
    - Function: void AttachItem(Object@, AttachmentType, bool)
    - Function: ScriptParams@ GetScriptParams()
    + Behaviour: asBEHAVE_REF_CAST
    - Behaviour: asBEHAVE_REF_CAST
  };
  Object PlaceholderObject {
    + Function: void SetBillboard(const string &in)
    + Function: void SetSpecialType(int)
    + Function: int GetConnectID()
  };
  - Object: TextStyle
  - Object: TextCanvasTexture
  - Object: Level
};
VM shared {
  + GlobalFunction: void f(int &in, int &in)
  + GlobalFunction: void StartStopwatch()
  + GlobalFunction: uint64 StopAndReportStopwatch()
  + GlobalFunction: vec3 Mult(quaternion, vec3)
  + GlobalFunction: quaternion invert(quaternion quat)
  + GlobalFunction: uint32 MakeParticle(string, vec3, vec3, vec3)
  + GlobalFunction: void TintParticle(uint32, const vec3 &in)
  + GlobalFunction: bool GetInputDown(int, const string &in)
  + GlobalFunction: bool GetInputPressed(int, const string &in)
  + GlobalFunction: int GetBloodLevel()
  + GlobalFunction: const vec3 &GetBloodTint()
  + GlobalFunction: float GetFriction(const vec3 &in)
  + GlobalFunction: int GetFontFaceID(const string &in path, int pixel_height)
  + GlobalFunction: bool EditorModeActive()
  + GlobalFunction: void ClearUndoHistory()
  + GlobalFunction: void RibbonItemSetEnabled(const string &in, bool)
  + GlobalFunction: void RibbonItemSetToggled(const string &in, bool)
  + GlobalFunction: void RibbonItemFlash(const string &in)
  + GlobalFunction: bool MediaMode()
  + GlobalFunction: void SetMediaMode(bool)
  + GlobalFunction: void SetGUIEnabled(bool)
  - GlobalFunction: vec3 Mult(quaternion, vec3)
  - GlobalFunction: bool GetInputDown(int, string)
  - GlobalFunction: bool GetInputPressed(int, string)
  + GlobalProperty: float the_time
  + GlobalProperty: Level level
  + Enum: CameraFlags
  Object string {
    + Function: string &opAddAssign(const string &in)
    + Function: bool opEquals(const string &in) const
    + Function: int opCmp(const string &in) const
    + Function: string opAdd(const string &in) const
    + Function: uint length() const
    + Function: void resize(uint)
    + Function: uint get_length() const
    + Function: void set_length(uint)
    + Function: bool isEmpty() const
    + Function: uint8 &opIndex(uint)
    + Function: const uint8 &opIndex(uint) const
    + Function: string &opAssign(double)
    + Function: string &opAddAssign(double)
    + Function: string opAdd(double) const
    + Function: string opAdd_r(double) const
    + Function: string &opAssign(int)
    + Function: string &opAddAssign(int)
    + Function: string opAdd(int) const
    + Function: string opAdd_r(int) const
    + Function: string &opAssign(uint)
    + Function: string &opAddAssign(uint)
    + Function: string opAdd(uint) const
    + Function: string opAdd_r(uint) const
    + Function: string &opAssign(bool)
    + Function: string &opAddAssign(bool)
    + Function: string opAdd(bool) const
    + Function: string opAdd_r(bool) const
    + Function: string substr(uint start = 0, int count = -1) const
    + Function: int findFirst(const string &in, uint start = 0) const
    + Function: int findLast(const string &in, int start = -1) const
    + Function: array<string>@ split(const string &in) const
    + Function: string &opAssign(vec3)
    + Function: string &opAddAssign(vec3)
    + Function: string opAdd(vec3) const
    + Function: string opAdd_r(vec3) const
    - Function: string &opAddAssign(const string &in)
    - Function: bool opEquals(const string &in) const
    - Function: int opCmp(const string &in) const
    - Function: string opAdd(const string &in) const
    - Function: uint length() const
    - Function: void resize(uint)
    - Function: uint get_length() const
    - Function: void set_length(uint)
    - Function: bool isEmpty() const
    - Function: uint8 &opIndex(uint)
    - Function: const uint8 &opIndex(uint) const
    - Function: string &opAssign(double)
    - Function: string &opAddAssign(double)
    - Function: string opAdd(double) const
    - Function: string opAdd_r(double) const
    - Function: string &opAssign(int)
    - Function: string &opAddAssign(int)
    - Function: string opAdd(int) const
    - Function: string opAdd_r(int) const
    - Function: string &opAssign(uint)
    - Function: string &opAddAssign(uint)
    - Function: string opAdd(uint) const
    - Function: string opAdd_r(uint) const
    - Function: string &opAssign(bool)
    - Function: string &opAddAssign(bool)
    - Function: string opAdd(bool) const
    - Function: string opAdd_r(bool) const
    - Function: string substr(uint start = 0, int count = -1) const
    - Function: int findFirst(const string &in, uint start = 0) const
    - Function: int findLast(const string &in, int start = -1) const
    - Function: array<string>@ split(const string &in) const
    - Function: string &opAssign(vec3)
    - Function: string &opAddAssign(vec3)
    - Function: string opAdd(vec3) const
    - Function: string opAdd_r(vec3) const
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object array<class T> {
    + Behaviour: asBEHAVE_TEMPLATE_CALLBACK
    - Behaviour: asBEHAVE_TEMPLATE_CALLBACK
  };
  Object vec2 {
    + Function: vec2 &opAddAssign(const vec2 &in)
    + Function: vec2 &opSubAssign(const vec2 &in)
    + Function: vec2 &opMulAssign(float)
    + Function: vec2 &opDivAssign(float)
    + Function: bool opEquals(const vec2 &in) const
    + Function: vec2 opAdd(const vec2 &in) const
    + Function: vec2 opSub(const vec2 &in) const
    + Function: vec2 opMul(float) const
    + Function: vec2 opMul_r(float) const
    + Function: vec2 opDiv(float) const
    - Function: vec2 &opAddAssign(const vec2 &in)
    - Function: vec2 &opSubAssign(const vec2 &in)
    - Function: vec2 &opMulAssign(float)
    - Function: vec2 &opDivAssign(float)
    - Function: bool opEquals(const vec2 &in) const
    - Function: vec2 opAdd(const vec2 &in) const
    - Function: vec2 opSub(const vec2 &in) const
    - Function: vec2 opMul(float) const
    - Function: vec2 opMul_r(float) const
    - Function: vec2 opDiv(float) const
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object vec3 {
    + Function: vec3 &opAddAssign(const vec3 &in)
    + Function: vec3 &opSubAssign(const vec3 &in)
    + Function: vec3 &opMulAssign(float)
    + Function: vec3 &opDivAssign(float)
    + Function: bool opEquals(const vec3 &in) const
    + Function: vec3 opAdd(const vec3 &in) const
    + Function: vec3 opSub(const vec3 &in) const
    + Function: vec3 opMul(float) const
    + Function: vec3 opMul_r(float) const
    + Function: vec3 opDiv(float) const
    + Function: float &opIndex(int)
    - Function: vec3 &opAddAssign(const vec3 &in)
    - Function: vec3 &opSubAssign(const vec3 &in)
    - Function: vec3 &opMulAssign(float)
    - Function: vec3 &opDivAssign(float)
    - Function: bool opEquals(const vec3 &in) const
    - Function: vec3 opAdd(const vec3 &in) const
    - Function: vec3 opSub(const vec3 &in) const
    - Function: vec3 opMul(float) const
    - Function: vec3 opMul_r(float) const
    - Function: vec3 opDiv(float) const
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object vec4 {
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object quaternion {
    + Function: quaternion opAdd(const quaternion &in) const
    + Function: quaternion opMul(quaternion) const
    - Function: quaternion opAdd(const quaternion &in) const
    - Function: quaternion opMul(const quaternion &in) const
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object mat4 {
    + Function: mat4 opMul(mat4) const
    + Function: vec3 opMul(vec3) const
    + Function: vec3 opMul(vec4) const
    + Function: void SetTranslationPart(vec3)
    + Function: vec3 GetTranslationPart() const
    + Function: void SetRotationPart(mat4)
    + Function: mat4 GetRotationPart() const
    + Function: void SetColumn(int, vec3)
    + Function: vec3 GetColumn(int)
    - Function: mat4 opMul(mat4) const
    - Function: vec3 opMul(vec3) const
    - Function: void SetTranslationPart(vec3)
    - Function: vec3 GetTranslationPart() const
    - Function: void SetRotationPart(mat4)
    - Function: mat4 GetRotationPart() const
    - Function: void SetColumn(int, vec3)
    - Function: vec3 GetColumn(int)
    + Behaviour: asBEHAVE_CONSTRUCT
    + Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
    - Behaviour: asBEHAVE_CONSTRUCT
  };
  Object Camera {
    + Function: int GetFlags()
    + Function: void SetFlags(int)
  };
  + Object: AnimationClient
  + Object: Skeleton
  + Object: RiggedObject
  Object MovementObject {
    + Function: RiggedObject@ rigged_object()
    + Function: int GetID()
    + Function: void OverrideCharAnim(const string &in, const string &in)
    + Function: bool VisibilityCheck(const vec3 &in observer)
    + Function: void UpdateWeapons()
    - Function: void SetAnimUpdatePeriod(int)
    - Function: void UnStickItem(int id)
    - Function: void SetPrimaryWeaponID(int)
    - Function: void SetLayerItemID(int, int,int)
    - Function: void SetAnimatedItemID(int,int)
    - Function: void DrawBody()
    - Function: void RefreshRagdoll()
    - Function: void ApplyForceToRagdoll(vec3, vec3)
    - Function: void MoveRagdollPart(string, vec3, float)
    - Function: vec3 GetCenterOfMass()
    - Function: vec3 ApplyFlipToVector(vec3)
    - Function: vec3 ApplyInverseFlipToVector(vec3)
    - Function: vec3 GetAvgPosition()
    - Function: vec3 GetAvgVelocity()
    - Function: void AddAnimationOffset(vec3)
    - Function: void AddAnimationRotOffset(float)
    - Function: void SetSpeedMult(float)
    - Function: int AddLayer(string, float, int8)
    - Function: int RemoveLayer(int, float)
    - Function: void SetLayerOpacity(int, float)
    - Function: void SetAnimationCallback(string)
    - Function: void SetBlendCoord(string, float)
    - Function: void CutPlane(vec3,vec3,vec3,int)
    - Function: void Stab(vec3,vec3,int)
    - Function: void SetIKEnabled(bool)
    - Function: vec3 GetAvgAngularVelocity()
    - Function: vec3 GetIKTargetPosition(string)
    - Function: mat4 GetIKTargetTransform(string)
    - Function: mat4 GetAvgIKChainTransform(string)
    - Function: vec3 GetAvgIKChainPos(string)
    - Function: mat4 GetIKChainTransform(string, int)
    - Function: vec3 GetIKChainPos(string, int)
    - Function: vec3 GetIKTargetAnimPosition(string)
    - Function: float GetIKWeight(string)
    - Function: void SetIKTargetOffset(string, vec3)
    - Function: void SetMorphTargetWeight(string, float, float)
    - Function: void SetRagdollDamping(float)
    - Function: float GetStatusKeyValue(string)
    - Function: void AddDecalAtBone(string, string)
    - Function: void MaterialDecalAtBone(string, string)
    - Function: void ChangeLastDecalDirection(string, vec3 new_dir)
    - Function: void ChangeLastMaterialDecalDirection(string, vec3 new_dir)
    - Function: void SetRagdollStrength(float)
    - Function: void DisableSleep()
    - Function: void EnableSleep()
    - Function: bool VisibilityCheck(vec3 observer)
    - Function: float GetFriction(vec3)
    - Function: void SetRagdollFadeSpeed(float)
    - Function: void CreateBloodDrip(string, int, vec3)
    - Function: void CleanBlood()
    - Function: float GetAnimationEventTime(string)
    - Function: float GetTimeUntilEvent(string)
    - Function: void SheatheItem(int, bool)
    - Function: void UnSheatheItem(int, bool)
  };
  Object ItemObject {
    + Function: const string& GetLabel()
    + Function: void SetThrownStraight()
    + Function: float GetMass()
    + Function: bool HasSheatheAttachment()
    + Function: int GetNumHands()
    + Function: int GetType()
    + Function: vec3 GetPoint(string)
    + Function: int GetNumLines()
    + Function: vec3 GetLineStart(int)
    + Function: vec3 GetLineEnd(int)
    + Function: string GetLineMaterial(int)
    + Function: const string &GetSoundModifier()
    + Function: float GetRangeExtender()
    + Function: float GetRangeMultiplier()
    + Function: bool CheckThrownSafe()
    + Function: void SetSafe()
    - Function: void AddBlood()
    - Function: float GetMass()
    - Function: bool HasSheatheAttachment()
    - Function: int GetNumHands()
    - Function: int GetType()
    - Function: vec3 GetPoint(string)
    - Function: int GetNumLines()
    - Function: vec3 GetLineStart(int)
    - Function: vec3 GetLineEnd(int)
    - Function: string GetLineMaterial(int)
    - Function: const string &GetSoundModifier()
    - Function: float GetRangeExtender()
    - Function: float GetRangeMultiplier()
  };
  Object ScriptParams {
    + Function: void Remove (const string &in)
  };
  + Object: TextStyle
  + Object: TextMetrics
  + Object: TextCanvasTexture
  + Object: Level
};
Attachments
a205.zip
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User avatar
last
Posts: 2154
Joined: Fri Jan 07, 2011 7:02 am
Location: Estonia

Re: (Angel/Java)Script dump

Post by last » Mon Feb 03, 2014 6:15 am

Cool. Thank you for update.

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: (Angel/Java)Script dump

Post by Korban3 » Sun Jul 20, 2014 1:12 am

holy shit these still happen
dear god

I'd kill for an a206 one, but even 205 is awesome.

User avatar
Thomason1005
Posts: 713
Joined: Sat Apr 20, 2013 9:44 am
Location: GerMany

Re: (Angel/Java)Script dump

Post by Thomason1005 » Sun Dec 07, 2014 7:06 am

thanks again m8

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