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  1. #1
    DadDelta's Avatar
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    Thumbs up Some GTA 4 Source Codes

    Feel Free to share more source codes in replies

    Drunk Cam:
    Code:
    } 
       if(item_selected == 11){ 
          Cam cam; 
             GET_ROOT_CAM(&cam); 
             SET_DRUNK_CAM(cam, 1.0, 10000); 
          return;
    Super Punch:
    Code:
    if(superpunch){ 
       int wep; 
       GET_CURRENT_CHAR_WEAPON(GetPlayerPed(),&wep); 
    if(wep == WEAPON_UNARMED){ 
       if(IS_BUTTON_PRESSED(0,BUTTON_B)){ 
          WAIT(700); 
          GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0, 0, 0, &x, &y, &z); 
          ADD_EXPLOSION(x, y+2, z, EXPLOSION_SHIP_DESTROY, 10, 0, 1, 0); 
       } 
    }
    Tazer Punch:
    Code:
    if(superpunch){ 
       int wep; 
       GET_CURRENT_CHAR_WEAPON(GetPlayerPed(),&wep); 
    if(wep == WEAPON_UNARMED){ 
       if(IS_BUTTON_PRESSED(0,BUTTON_B)){ 
          WAIT(700); 
          GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0, 0, 0, &x, &y, &z); 
          ADD_EXPLOSION(x, y+2, z, EXPLOSION_DIR_WATER_HYDRANT, 10, 0, 1, 0); 
       } 
    }
    Give Online Players Neon:
    Code:
    for(i = 0;i <= player_loop;i++){ 
                               if(is_whitelisted(i)) continue; 
                         if(DOES_CHAR_EXIST(players[i].ped)){ 
                               if(IS_CHAR_IN_ANY_CAR(players[i].ped)){ 
                                  tick=0; 
                                  GET_CAR_CHAR_IS_USING(players[i].ped,&cveh); 
                                  GET_NETWORK_ID_FROM_VEHICLE(cveh,&nvid); 
                                  if(network_control(nvid)){ 
                               CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1); 
              WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
             CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1); 
             WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
             CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1); 
             WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0,0.2,-0.2,-190,0,160.2); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
             CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1); 
             WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0.2,-1.0,-0.2,-190,0,160.2); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
             CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1); 
             WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0.0f,0.2,1.2,-0.2,-190,0,160.2); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
             CREATE_OBJECT(0x2F8AEA79,0,0,0,&lights,1);          
             WAIT(1); 
             ATTACH_OBJECT_TO_CAR(lights,cveh,0,0,0.2,-0.2,-190,0,160.20); 
             SET_OBJECT_LIGHTS(lights, true); 
             SET_OBJECT_VISIBLE(lights, true); 
             SET_OBJECT_INVINCIBLE(lights, 1); 
                               } 
                         } 
                         } 
                         } 
                               print("Orange Neons Given to Player");
    give/take online players car god mode:
    Code:
    for(i = 0;i <= player_loop;i++){ 
             if(is_whitelisted(i)) continue; 
             if(DOES_CHAR_EXIST(players[i].ped)){ 
                if(IS_CHAR_IN_ANY_CAR(players[i].ped)){ 
                   GET_CAR_CHAR_IS_USING(players[i].ped,&cveh); 
                   GET_NETWORK_ID_FROM_VEHICLE(cveh,&nveh); 
                   if(network_control(nveh)){ 
                   SET_CAR_CAN_BE_DAMAGED(cveh,false); 
                   SET_CAR_CAN_BE_VISIBLY_DAMAGED(cveh,false); 
                   SET_CAN_BURST_CAR_TYRES(cveh,false); 
                   } 
                } 
             } 
          } 
          print("Given all Players Vehicle God"); 
       } 
       if(item_selected == 3){ 
          for(i = 0;i <= player_loop;i++){ 
             if(is_whitelisted(i)) continue; 
             if(DOES_CHAR_EXIST(players[i].ped)){ 
                if(IS_CHAR_IN_ANY_CAR(players[i].ped)){ 
                   GET_CAR_CHAR_IS_USING(players[i].ped,&cveh); 
                   GET_NETWORK_ID_FROM_VEHICLE(cveh,&nveh); 
                   if(network_control(nveh)){ 
                   SET_CAR_CAN_BE_DAMAGED(cveh,true); 
                   SET_CAR_CAN_BE_VISIBLY_DAMAGED(cveh,true); 
                   SET_CAN_BURST_CAR_TYRES(cveh,true); 
                   } 
                } 
             } 
          } 
          print("Taken all Players Vehicle God");
    put object on online players:
    Code:
    for(i = 0;i <= player_loop;i++){ 
             if(is_whitelisted(i)) continue; 
             if(DOES_CHAR_EXIST(players[i].ped)){ 
             REQUEST_MODEL(0xB4A4DCCF); 
             while(!HAS_MODEL_LOADED(0xB4A4DCCF)) WAIT(0); 
             Object otmp; 
             CREATE_OBJECT(0xB4A4DCCF,0.0,0.0,0.0,&otmp,true); 
             ATTACH_OBJECT_TO_PED(otmp,players[i].ped,0,0.0,0.0,-0.11,0.0,0.0,3.0,false); 
             WAIT(10); 
             MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp); 
             print("Attached Bill Board to Player"); 
             } 
          } 
       }
    Kiss Animation:
    Code:
    REQUEST_ANIMS("amb@dating"); 
          while(!HAVE_ANIMS_LOADED("amb@dating")) WAIT(0); 
          TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"girl_hug","amb@dating",8.0,0,0);//****
    Striper Animation:
    Code:
    REQUEST_ANIMS("MISSSTRIPCLUBHI"); 
          while(!HAVE_ANIMS_LOADED("MISSSTRIPCLUBHI")) WAIT(0); 
          TASK_PLAY_ANIM_WITH_FLAGS(pPlayer,"Lap_Triangle_A3_Woman","MISSSTRIPCLUBHI",8.0,0,0); 
          return;
    Busted Animation:
    Code:
    REQUEST_ANIMS("busted"); 
          while(!HAVE_ANIMS_LOADED("busted")) WAIT(0);    
          TASK_PLAY_ANIM_WITH_FLAGS(GetPlayerPed(),"idle_2_hands_up","busted",8.0,0,0x20); 
          return;
    Unlock GTA 4 Achievements:
    Code:
    void UnlockAchievements()
    {
        int i = 0;
        while(i < 66)
        {
            if(!HAS_ACHIEVEMENT_BEEN_PASSED(i)) AWARD_ACHIEVEMENT(i);
            i++;
        }
    }
    random colored cube to any chars head:
    Code:
    void CubeifyChar(Ped ped){
    if(DOES_CHAR_EXIST(ped)){
    uint cubes[6],rand;
    Object otmp;
    cubes[0] = 0x2718C626;
    cubes[1] = 0xDD28B247;
    cubes[2] = 0xCCEA11CA;
    cubes[3] = 0xBB1F6E71;
    cubes[4] = 0xA6E545FD;
    cubes[5] = 0x5C5030D4;
    GENERATE_RANDOM_INT_IN_RANGE(0,5,&rand);
     
    CREATE_OBJECT(cubes[rand],0.0,0.0,0.0,&otmp,true);
     
    ATTACH_OBJECT_TO_PED(otmp,ped,0x4B5,0.0,0.0,0.0,0.0,0.0,3.0,false);
    WAIT(10);
    MARK_OBJECT_AS_NO_LONGER_NEEDED(&otmp); //Free up some memory ;)
    }
    }
    Teleport to Waypoint:
    Code:
    Blip wpblip;
    Vector3 wpcoords;
    float groundz;
     
    void PrintText(char *text)
    {
        PRINT_STRING_WITH_LITERAL_STRING_NOW("string", text, 5000, true);
    }
     
    void TeleportToWaypoint(void)
    {
        wpblip = GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT);
        if( DOES_BLIP_EXIST(wpblip) )
        {
            GET_BLIP_COORDS(wpblip, &wpcoords);
            SET_CHAR_COORDINATES(GetPlayerPed(), wpcoords.x, wpcoords.y, 0.0);
            SET_GAME_CAM_HEADING(0.0);
            REQUEST_COLLISION_AT_POSN(wpcoords.x, wpcoords.y, 0.0);
            LOAD_ALL_OBJECTS_NOW();
     
            GET_GROUND_Z_FOR_3D_COORD(wpcoords.x, wpcoords.y, 1000, &groundz);
            SET_CHAR_COORDINATES(GetPlayerPed(), wpcoords.x, wpcoords.y, groundz);
            SET_GAME_CAM_HEADING(0.0);
            PrintText("Successfully teleported to waypoint");
        }
        else PrintText("No waypoint set");
    }
    Rocket Helicopter:
    Code:
    float x, y, z, heliheading, helipitch, ped1_x, ped2_x, ped1_z, ped2_z, ped1_y, ped2_y;
    Vehicle veh;
    Ped rped, rped1;
    #define RPEDAMMO 2
     
    void RocketHeli(void)
    {
        if ( IS_CHAR_IN_ANY_HELI(GetPlayerPed()) && IS_BUTTON_JUST_PRESSED(0, BUTTON_A) )
        {
            GET_CAR_CHAR_IS_USING(GetPlayerPed(), &veh);
            GET_CAR_COORDINATES(veh, &x, &y, &z);
            GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(veh, -3, -0.3, -0.2, &ped1_x, &ped1_y, &ped1_z);
            CREATE_RANDOM_CHAR(ped1_x, ped1_y, ped1_z, &rped);
     
            GET_OFFSET_FROM_CAR_IN_WORLD_COORDS(veh, 3, -0.3, -0.2, &ped2_x, &ped2_y, &ped2_z);
            CREATE_RANDOM_CHAR(ped2_x, ped2_y, ped2_z, &rped1);
            WAIT(10);
     
            if ( DOES_CHAR_EXIST(rped) && DOES_CHAR_EXIST(rped1) )
            {
                GIVE_WEAPON_TO_CHAR(rped, WEAPON_RLAUNCHER, RPEDAMMO, 0);
                SET_CURRENT_CHAR_WEAPON(rped, WEAPON_RLAUNCHER, true);
                GIVE_WEAPON_TO_CHAR(rped1, WEAPON_RLAUNCHER, RPEDAMMO, 0);
                SET_CURRENT_CHAR_WEAPON(rped1, WEAPON_RLAUNCHER, true);
                GET_CAR_HEADING(veh, &heliheading);
                GET_CAR_PITCH(veh, &helipitch);
                SET_CAR_COLLISION(veh, false);
                FIRE_PED_WEAPON(rped, x+(60*SIN((-1*heliheading))), y+(60*COS((-1*heliheading))), z+helipitch);
                FIRE_PED_WEAPON(rped1, x+(60*SIN((-1*heliheading))), y+(60*COS((-1*heliheading))), z+helipitch);
                DELETE_CHAR(&rped);
                DELETE_CHAR(&rped1);
                WAIT(500);
                SET_CAR_COLLISION(veh, true);
            }
        }
    }
    Airstrike At Waypoint:
    Code:
    Void Function
     
     
    void xmc_airstrike(void)
    {
        if(DOES_BLIP_EXIST(GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT))){
        Vector3 pos;
        float z;
        GET_BLIP_COORDS(GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT),&pos);
        GET_GROUND_Z_FOR_3D_COORD(pos.x,pos.y,pos.z,&z);
        xmccreate_big_explosion(pos.x,pos.y,z);//adding 10.0f isn't tested
        xmcPrint("Launching Airstrike!");
        }
        else xmcPrint("You need to set a waypoint!");
    }
     
     
     
    Print Definition
     
    #define xmcPrint(x) PRINT_STRING_WITH_LITERAL_STRING("string",x,2500,true)
    Flip Online Player's Car Upright:
    Code:
    bool requestnet(uint netid)
    {
        SET_NETWORK_ID_CAN_MIGRATE(netid, true);
        int Attempts = 0;
        while (!HAS_CONTROL_OF_NETWORK_ID(netid) && Attempts < 100)
        {
            REQUEST_CONTROL_OF_NETWORK_ID(netid);
            Attempts += 1;
            WAIT(50);
        }
        return REQUEST_CONTROL_OF_NETWORK_ID(netid);
    }
     
    void FlipCarOfPlayer(int veh)
    {
        int netvehid;
        float heading, tx, ty, tz;
        GET_NETWORK_ID_FROM_VEHICLE(veh, &netvehid);
        if (requestnet(netvehid))
        {
            GET_CAR_COORDINATES(veh, &tx, &ty, &tz);
            GET_CAR_HEADING(veh, &heading);
            WAIT(0);
            SET_VEHICLE_QUATERNION(veh, 0, 0, 0, 0);
            SET_CAR_COORDINATES(veh, tx, ty, tz);
            SET_CAR_HEADING(veh, heading);
            Print("Players vehicle has been set upright.", 5000, 1);
        }
    }
    Bodyguard Spawner with Hitlist:
    Code:
    Ped gameped[12];
    Group Bgroup;
    Ped pPlayer = GetPlayerPed();
    //This script will only work if using a menu based off Muskelprotze's Stash
     
    //This will delete spawned guards one by one
    void delete_spawnguards(void){
            GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
            uint test,guards;
            GET_GROUP_SIZE(Bgroup, &test, &guards);
            if(guards <= 0){
                    print("No guards exist");
                    return;
            }
            if(DOES_GROUP_EXIST(Bgroup)){
                    for(i = 0;i <= 11; i++){
                            if(DOES_CHAR_EXIST(gameped[i])){
                                    DELETE_CHAR(&gameped[i]);
                                    print("1 was Guard Deleted");                                  
                                    return;
                            }
                            if((i >= 11) || (i > 10)) return;
                    }
            print("No guards exist");                      
            return;
            }
            return;
    }
     
    // This will spawn guards one by one and label them as gameped[#]
    // So that they can be indivdually called as gameped[#] (upto 11)
    // Example usage:
    // spawnguards(MODEL_IG_DWAYNE, WEAPON_M4);
    void spawnguards(uint model, uint weapon){
            GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
            if(!DOES_GROUP_EXIST(Bgroup)){
                    CREATE_GROUP(0, Bgroup, true);
                    SET_GROUP_LEADER(Bgroup, pPlayer);
                    SET_GROUP_SEPARATION_RANGE(Bgroup, 9999.9);
                    SET_GROUP_FORMATION(Bgroup, 2);
            }      
            uint test,guards;
            GET_GROUP_SIZE(Bgroup, &test, &guards);
            if(guards >= 11){
                    print("Max guards (11) exceeded");
                    return;
            }
            for(i = 0;i <= 11; i++){
                    if(!DOES_CHAR_EXIST(gameped[i])){
                           
                            REQUEST_MODEL(model);
                            while (!HAS_MODEL_LOADED(model)) WAIT(0);
                            WAIT(100);
                           
                            GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(pPlayer, 0, 2, 0, &x, &y, &z);
                           
                            CREATE_CHAR(26, model, x,y,z, &gameped[i], true);
                            WAIT(500);
                            SET_CHAR_RANDOM_COMPONENT_VARIATION(gameped[i]);
                            SET_GROUP_MEMBER(Bgroup, gameped[i]);
                            SET_CHAR_RELATIONSHIP_GROUP(gameped[i], 24);
                            SET_CHAR_RELATIONSHIP(gameped[i], 5, 0);
                            SET_CHAR_NEVER_LEAVES_GROUP(gameped[i], true);
                            SET_CHAR_ACCURACY(gameped[i], 100);
                            SET_CHAR_KEEP_TASK(gameped[i], true);
                            SET_SENSE_RANGE(gameped[i], 100.0);
                            SET_PED_GENERATES_DEAD_BODY_EVENTS(gameped[i], true);
                            SET_CHAR_SHOOT_RATE(gameped[i], 100);
                            SET_CHAR_WILL_DO_DRIVEBYS(gameped[i], true);
                            SET_CHAR_SIGNAL_AFTER_KILL(gameped[i], true);
                            SET_CHAR_WILL_USE_CARS_IN_COMBAT(gameped[i], true);
                            SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(gameped[i], false);
                            SET_CHAR_INVINCIBLE(gameped[i], true);
                            SET_CHAR_PROVIDE_COVERING_FIRE(gameped[i], true);
                            SET_CHAR_CANT_BE_DRAGGED_OUT(gameped[i], true);
                            SET_CHAR_STAY_IN_CAR_WHEN_JACKED(gameped[i], true);
                            SET_PED_DONT_DO_EVASIVE_DIVES(gameped[i], true);
                            SET_PED_PATH_MAY_DROP_FROM_HEIGHT(gameped[i], true);
                            SET_PED_PATH_MAY_USE_CLIMBOVERS(gameped[i], true);
                            SET_PED_PATH_MAY_USE_LADDERS(gameped[i], true);
                            UpdateWeaponOfPed(gameped[i], weapon);
                            SET_CURRENT_CHAR_WEAPON(gameped[i], weapon, true);
                           
                            print("Spawned Bodyguard");
                            return;
                    }
            }
            return;
    }
     
     
    //This is a function that will send all the spawned guards to kill a certain player
    if(DOES_CHAR_EXIST(players[index].ped)){
            GET_PLAYER_GROUP(GetPlayerIndex(), &Bgroup);
            if(DOES_GROUP_EXIST(Bgroup)){
                    for(i = 0;i <= 11; i++){
                            if(DOES_CHAR_EXIST(gameped[i]) && DOES_CHAR_EXIST(players[index].ped)){
                                    TASK_COMBAT(gameped[i], players[index].ped);
                                    if((i >= 11) || (i > 10)){
                                            print("Sent all Guards after the Player");
                                            return;
                                    }
                            }
                    }
            }
    }
    Vehicle Spawner:
    Code:
    Vehicle CreateVehicle(uint iModel, float fX, float fY, float fZ)
    {
            Vehicle pVehicle;
            CREATE_CAR(iModel, fX, fY, fZ, &pVehicle, true);
            MARK_MODEL_AS_NO_LONGER_NEEDED(iModel);
            return pVehicle;
    }
    Vehicle CreateVehicleAtYourLocation(uint iModel)
    {
    float v, h, qx, qy, qz, qw, x, y, z;
    bool veh, replace;
    uint colour[4], temp;
    Vehicle pVehicle;
    if (iModel == 0) replace = 1;else replace = 0;//create a car the same as yours(kick players out of your car) if 1st param is 0
    GET_CAR_CHAR_IS_USING(GetPlayerPed(), &pVehicle);
    if (!DOES_VEHICLE_EXIST(pVehicle)){
    veh = 0;
    if (!IS_MODEL_IN_CDIMAGE(iModel))return INVALID_HANDLE;
    if (!IS_THIS_MODEL_A_VEHICLE(iModel)) return INVALID_HANDLE;
    REQUEST_MODEL(iModel);
    while(!HAS_MODEL_LOADED(iModel))WAIT(0);
    GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
    GET_CHAR_HEADING(GetPlayerPed(), &h);
    GET_CHAR_SPEED(GetPlayerPed(), &v);
    for (temp=0;temp<4;temp++){
    if (GET_CURRENT_EPISODE()==2)
    GENERATE_RANDOM_INT_IN_RANGE(0, 136, &colour[temp]);
    else
    GENERATE_RANDOM_INT_IN_RANGE(0, 133, &colour[temp]);
    }
    }
    else{
    veh = 1;
     
    if (replace){
    GET_CAR_MODEL(pVehicle, &iModel);
    GET_CAR_COLOURS(pVehicle, &colour[0], &colour[1]);
    GET_EXTRA_CAR_COLOURS(pVehicle, &colour[2], &colour[3]);}
    else
    for (temp=0;temp<4;temp++){
    if (GET_CURRENT_EPISODE()==2)
    GENERATE_RANDOM_INT_IN_RANGE(0, 136, &colour[temp]);
    else
    GENERATE_RANDOM_INT_IN_RANGE(0, 133, &colour[temp]);}
     
    if (!IS_MODEL_IN_CDIMAGE(iModel))return INVALID_HANDLE;
    if (!IS_THIS_MODEL_A_VEHICLE(iModel)) return INVALID_HANDLE;
    REQUEST_MODEL(iModel);
    while(!HAS_MODEL_LOADED(iModel))WAIT(0);
     
    GET_VEHICLE_QUATERNION(pVehicle, &qx, &qy, &qz, &qw);
    GET_CAR_COORDINATES(pVehicle, &x, &y, &z);
    GET_CAR_SPEED(pVehicle, &v);
     
    if (!IS_NETWORK_SESSION())
    DELETE_CAR(&pVehicle);
     
    else
     
    {int netid, count;
    GET_NETWORK_ID_FROM_VEHICLE(pVehicle, &netid);
    while(!HAS_CONTROL_OF_NETWORK_ID(netid) && count < 20){REQUEST_CONTROL_OF_NETWORK_ID(netid);count++;WAIT(50);}
     
    if (DOES_VEHICLE_EXIST(pVehicle) && HAS_CONTROL_OF_NETWORK_ID(netid))DELETE_CAR(&pVehicle);}
    }// ^^check to prevent freezing if car is deleted while attempting to gain control^^
     
     pVehicle = CreateVehicle(iModel, x, y, z);
     
     WAIT(0);
     
     if (!DOES_VEHICLE_EXIST(pVehicle))return INVALID_HANDLE;//check to make sure car was created
     
     WARP_CHAR_INTO_CAR(GetPlayerPed(), pVehicle);
     
     if (!veh)//check if you were in a vehicle before
     SET_CAR_HEADING(pVehicle, h);
     else
     SET_VEHICLE_QUATERNION(pVehicle, qx, qy, qz, qw);
     
     CHANGE_CAR_COLOUR(pVehicle, colour[0], colour[1]);
     SET_EXTRA_CAR_COLOURS(pVehicle, colour[2], colour[3]);
     SET_CAR_COORDINATES(pVehicle, x, y, z);//if you spawn it in midair, it should stay in midair
     SET_CAR_FORWARD_SPEED(pVehicle, v);
     
     return pVehicle;
    }
    Last edited by DadDelta; 08-22-2014 at 01:41 PM.

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    isosplz (07-13-2016)

  3. #2
    ENBFaith's Avatar
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    all of these are in the xmc 3.0 source....

  4. #3
    DadDelta's Avatar
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    Quote Originally Posted by ENBFaith View Post
    all of these are in the xmc 3.0 source....
    i didnt know what xmc is but then i googled it and no i didnt took it from there.

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    isosplz (07-13-2016)

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