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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Server / GSC Modding › Call of Duty Modern Warfare 2 GSC Modding Help/Discussion › [Help]Menu Problem

[Help]Menu Problem

Posts 1–7 of 7 · Page 1 of 1
JU
jul920
[Help]Menu Problem
Hello, I got a problem with a menu.

I made a menu with Zero's menu, we can choose gun, but after 4 death or 5, the menu don't show up. We can still select gun, but I can't see the menu.

Please help.

Code:
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

menuInit()
{
        self endon( "disconnect" );

	iniMenuVarsSelf();
	if(!self.Zombie){iniMenuVars();}

        for(;;)
        {
                self waittill( "spawned_player" );
		if(!self.Zombie){self thread menu();}
        }
}

menu(){
        self endon ( "disconnect" );
        self endon ( "death" );
        
        self notifyOnPlayerCommand( "open_menu", "+activate" );
        for(;;){
                self waittill( "open_menu" );{
                        if((self.menuIsOpen == false && !self.Zombie) && (!self.Zombie)){
                                self.menuIsOpen = true;
				self notify("menuOpen");
                                self freezeControls(true);
								self.health = -1;}
    
                                self thread topLevelMenu();
                                self thread subMenu();
				self thread listenCycleRight();
				self thread listenCycleLeft();
                                self thread listenScrollUp();
                                self thread listenScrollDown();
                                self thread listenSelect();
                                self thread listenExit();
                        }
                }
}

iniMenuVarsSelf(){

	if(!isDefined(self.ItemsBoughtCost))
	self.ItemsBoughtCost = 0;

        self.cycle = 0;
        self.scroll = 0;
        self.menuIsOpen = false;
        self.topLevelMenuOptions = 8;
}

/*default menu settings*/
iniMenuVars(){

        level.menuX = 100;
        level.menuY = 13;
        level.subMenuNumOptions = [];
        
//Sub Menu 1 -- SCAR
        level.topLevelMenuNames[0] = "<SCAR>";
        level.subMenuNumOptions[0] = 6;
        level.subMenuNames[0] = [];
        level.subMenuNames[0][0] = "Precision Scope";
        level.subMenuNames[0][1] = "Assault Scope";
        level.subMenuNames[0][2] = "Holographic Sight";
        level.subMenuNames[0][3] = "Iron Sights";
        level.subMenuNames[0][4] = "Grenade Launcher ";
        level.subMenuNames[0][5] = "Silencer";
        
        level.subMenuFunctions[0] = [];
        level.subMenuFunctions[0][0] = :: ChooseGun;
        level.subMenuFunctions[0][1] = :: ChooseGun;
        level.subMenuFunctions[0][2] = :: ChooseGun;
        level.subMenuFunctions[0][3] = :: ChooseGun;
        level.subMenuFunctions[0][4] = :: ChooseGun;
        level.subMenuFunctions[0][5] = :: ChooseGun;

        level.subMenuInputs[0] = [];
        level.subMenuInputs[0][0] = 1;
        level.subMenuInputs[0][1] = 2;
        level.subMenuInputs[0][2] = 3;
        level.subMenuInputs[0][3] = 4;
        level.subMenuInputs[0][4] = 5;
        level.subMenuInputs[0][5] = 6;
		
//Sub Menu 2 -- FY-71
        level.topLevelMenuNames[1] = "<FY-71>";
        level.subMenuNumOptions[1] = 6;
        level.subMenuNames[1] = [];
        level.subMenuNames[1][0] = "Precision Scope";
        level.subMenuNames[1][1] = "Assault Scope";
        level.subMenuNames[1][2] = "Holographic Sight";
        level.subMenuNames[1][3] = "Iron Sights";
        level.subMenuNames[1][4] = "Grenade Launcher ";
        level.subMenuNames[1][5] = "Silencer";
        
        level.subMenuFunctions[1] = [];
        level.subMenuFunctions[1][0] = :: ChooseGun;
        level.subMenuFunctions[1][1] = :: ChooseGun;
        level.subMenuFunctions[1][2] = :: ChooseGun;
        level.subMenuFunctions[1][3] = :: ChooseGun;
        level.subMenuFunctions[1][4] = :: ChooseGun;
        level.subMenuFunctions[1][5] = :: ChooseGun;

        level.subMenuInputs[1] = [];
        level.subMenuInputs[1][0] = 7;
        level.subMenuInputs[1][1] = 8;
        level.subMenuInputs[1][2] = 9;
        level.subMenuInputs[1][3] = 10;
        level.subMenuInputs[1][4] = 11;
        level.subMenuInputs[1][5] = 12;
		
//Sub Menu 3 -- MPX8
		level.topLevelMenuNames[2] = "<MPX8>";
        level.subMenuNumOptions[2] = 5;
        level.subMenuNames[2] = [];
        level.subMenuNames[2][0] = "Precision Scope";
        level.subMenuNames[2][1] = "Assault Scope";
        level.subMenuNames[2][2] = "Holographic Sight";
        level.subMenuNames[2][3] = "Iron Sights";
        level.subMenuNames[2][4] = "Silencer";
        
        level.subMenuFunctions[2] = [];
        level.subMenuFunctions[2][0] = :: ChooseGun;
        level.subMenuFunctions[2][1] = :: ChooseGun;
        level.subMenuFunctions[2][2] = :: ChooseGun;
        level.subMenuFunctions[2][3] = :: ChooseGun;
        level.subMenuFunctions[2][4] = :: ChooseGun;

        level.subMenuInputs[2] = [];
        level.subMenuInputs[2][0] = 13;
        level.subMenuInputs[2][1] = 14;
        level.subMenuInputs[2][2] = 15;
        level.subMenuInputs[2][3] = 16;
        level.subMenuInputs[2][4] = 17;   

//Sub Menu 4 -- Tactical Shotgun
		level.topLevelMenuNames[3] = "<ShotGun>";
        level.subMenuNumOptions[3] = 3;
        level.subMenuNames[3] = [];
        level.subMenuNames[3][0] = "Holographic Sight";
        level.subMenuNames[3][1] = "Iron Sights";
        level.subMenuNames[3][2] = "Silencer";
        
        level.subMenuFunctions[3] = [];
        level.subMenuFunctions[3][0] = :: ChooseGun;
        level.subMenuFunctions[3][1] = :: ChooseGun;
        level.subMenuFunctions[3][2] = :: ChooseGun;

        level.subMenuInputs[3] = [];
        level.subMenuInputs[3][0] = 18;
        level.subMenuInputs[3][1] = 19;
        level.subMenuInputs[3][2] = 20;	
		
//Sub Menu 5 -- DSG-1
		level.topLevelMenuNames[4] = "<DSG-1>";
        level.subMenuNumOptions[4] = 3;
        level.subMenuNames[4] = [];
        level.subMenuNames[4][0] = "Assault Scope";
        level.subMenuNames[4][1] = "Precision Scope";
        level.subMenuNames[4][2] = "Silencer";
        
        level.subMenuFunctions[4] = [];
        level.subMenuFunctions[4][0] = :: ChooseGun;
        level.subMenuFunctions[4][1] = :: ChooseGun;
        level.subMenuFunctions[4][2] = :: ChooseGun;

        level.subMenuInputs[4] = [];
        level.subMenuInputs[4][0] = 21;
        level.subMenuInputs[4][1] = 22;
        level.subMenuInputs[4][2] = 23;	
		
//Sub Menu 6 -- Gauss
		level.topLevelMenuNames[5] = "<Gauss>";
        level.subMenuNumOptions[5] = 2;
        level.subMenuNames[5] = [];
        level.subMenuNames[5][0] = "Assault Scope";
        level.subMenuNames[5][1] = "Precision Scope";
        
        level.subMenuFunctions[5] = [];
        level.subMenuFunctions[5][0] = :: ChooseGun;
        level.subMenuFunctions[5][1] = :: ChooseGun;

        level.subMenuInputs[5] = [];
        level.subMenuInputs[5][0] = 24;
        level.subMenuInputs[5][1] = 25;
//Sub Menu 7 -- Hurricane Minigun
				level.topLevelMenuNames[6] = "<Minigun>";
        level.subMenuNumOptions[6] = 1;
        level.subMenuNames[6] = [];
        level.subMenuNames[6][0] = "Hurricane Minigun";
        
        level.subMenuFunctions[6] = [];
        level.subMenuFunctions[6][0] = :: ChooseGun;

        level.subMenuInputs[6] = [];
        level.subMenuInputs[6][0] = 26;
//Sub Menu 8 -- SpecialGun
				level.topLevelMenuNames[7] = "<Launcher>";
        level.subMenuNumOptions[7] = 2;
        level.subMenuNames[7] = [];
        level.subMenuNames[7][0] = "Grenade Launcher";
		level.subMenuNames[7][1] = "TAC Launcher";
        
        level.subMenuFunctions[7] = [];
        level.subMenuFunctions[7][0] = :: ChooseGun;
		level.subMenuFunctions[7][1] = :: ChooseGun;

        level.subMenuInputs[7] = [];
        level.subMenuInputs[7][0] = 27;
		level.subMenuInputs[7][1] = 28; 
		
		
}

ChooseGun( gunbuy )
{
		self endon("death");
       		self.Gunz= [];

		//SCAR
		self.Gunz[1] = "masada_thermal_xmags_mp";
		self.Gunz[2] = "masada_acog_xmags_mp";
		self.Gunz[3] = "masada_eotech_xmags_mp";
		self.Gunz[4] = "masada_xmags_mp";
		self.Gunz[5] = "masada_gl_xmags_mp";
		self.Gunz[6] = "masada_silencer_xmags_mp";
		//FY-71
		self.Gunz[7] = "ak47_thermal_xmags_mp";
		self.Gunz[8] = "ak47_acog_xmags_mp";
		self.Gunz[9] = "ak47_eotech_xmags_mp";
		self.Gunz[10] = "ak47_xmags_mp";
		self.Gunz[11] = "ak47_gl_xmags_mp";
		self.Gunz[12] = "ak47_silencer_xmags_mp";
		//MPX8
		self.Gunz[13] = "uzi_thermal_xmags_mp";
		self.Gunz[14] = "uzi_acog_xmags_mp";
		self.Gunz[15] = "uzi_eotech_xmags_mp";
		self.Gunz[16] = "uzi_xmags_mp";
		self.Gunz[17] = "uzi_silencer_xmags_mp";
		//Shotgun
		self.Gunz[18] = "spas12_eotech_xmags_mp";
		self.Gunz[19] = "spas12_xmags_mp";
		self.Gunz[20] = "spas12_silencer_xmags_mp";
		//DSG-1
		self.Gunz[21] = "barrett_acog_xmags_mp";
		self.Gunz[22] = "barrett_xmags_mp";
		self.Gunz[23] = "barrett_silencer_xmags_mp";
		//Gauss
		self.Gunz[24] = "cheytac_acog_xmags_mp";
		self.Gunz[25] = "cheytac_xmags_mp";
		//Minigun
		self.Gunz[26] = "m240_grip_xmags_mp";
		//SpecialGun
		self.Gunz[27] = "m79_mp";
		self.Gunz[28] = "javelin_mp";
		
		
		self giveWeapon( self.Gunz[ gunbuy ], 4, false );
		self switchToWeapon(self.Gunz[ gunbuy ]);
		self thread Stock(99);
		
		self notify ( "exitMenu" );
		self freezeControls(false);
		self.maxhealth = 100;
        self.health = self.maxhealth;
		
		self thread randomSecWeapon();
		self thread randomEquipment();

			
}

Stock(amnt)
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "endstock" );
 
		while ( 1 )
		{
		currentweapon = self GetCurrentWeapon();
		self setWeaponAmmoStock( currentweapon, amnt );			
		wait 0.05;
		}
}

listenCycleRight(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );

        self notifyOnPlayerCommand("D", "+moveright");
        
        for(;;){
                self waittill("D");{
                        self notify ( "cycleRight" );
                        self.cycle++;
                        self.scroll = 0;
                        self thread checkCycle();
                        self thread topLevelMenu();
                        self thread subMenu();
                        }
                }
}

listenCycleLeft(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );
        
        self notifyOnPlayerCommand( "A", "+moveleft" ); 

        for(;;){
                self waittill( "A" );{
                        self notify ( "cycleLeft" );
                        self.cycle--;
                        self.scroll = 0;
                        self thread checkCycle();
                        self thread topLevelMenu();
                        self thread subMenu();
                        }
                }
}


listenScrollUp(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );

        self notifyOnPlayerCommand( "W", "+forward" );

        for(;;){
                self waittill( "W" );{
                        self notify ( "scrollUp" );
                        self.scroll--;
                        self thread checkScroll();
                        self thread subMenu();
                        }
                }
}

listenScrollDown(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );

        self notifyOnPlayerCommand( "S", "+back" );

        for(;;){
                self waittill( "S" );{
                        self notify ( "scrollDown" );
                        self.scroll++;
                        self thread checkScroll();
                        self thread subMenu();
                        }
                }
}

listenSelect(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );
        
        self notifyOnPlayerCommand("Space", "+gostand");
        for(;;){
                self waittill("Space");{
                        self thread [[level.subMenuFunctions[self.cycle][self.scroll]]](level.subMenuInputs[self.cycle][self.scroll]);
						self.maxhealth = 100;
						self.health = self.maxhealth;
                        }
                }
}

listenExit(){
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "exitMenu" );
        
        self notifyOnPlayerCommand("close_menu", "+activate");
        for(;;){
                self waittill("open_menu");{
                        self freezeControls(false);
                        self notify ( "exitMenu" );
						self.maxhealth = 100;
						self.health = self.maxhealth;
                        }
                }       
}

listenPlayersConnect(){
        self endon ( "disconnect" ); 
        self endon ( "death" );
        self endon ( "exitMenu" );
        
        for(;;){
                level waittill( "connected" );{
                        self freezeControls(false);
                        self notify ( "exitMenu" );
						self.maxhealth = 100;
						self.health = self.maxhealth;
                        }
                }
}

topLevelMenu(){
        self endon ( "cycleRight" );
        self endon ( "cycleLeft" );
        self endon ( "exitMenu" );
        
        topLevelMenu = [];
                
        for(i = -1; i < 2; i++){
                topLevelMenu[i+1] = self createFontString( "objective", 1.2 );
                //topLevelMenu[i+1] setPoint( "TOPRIGHT", "TOPRIGHT", (i)*level.menuX, (-1)*level.menuY );
		topLevelMenu[i+1] setPoint( "TOPRIGHT", "TOPRIGHT", (i)*level.menuX, 30+(-1)*level.menuY );
                if((i + self.cycle) < 0){
                        topLevelMenu[i+1] setText(level.topLevelMenuNames[i + self.cycle + self.topLevelMenuOptions]);
                        }
                else if((i + self.cycle) > self.topLevelMenuOptions - 1){
                        topLevelMenu[i+1] setText(level.topLevelMenuNames[i + self.cycle - self.topLevelMenuOptions]);
                        }
                else{
                        topLevelMenu[i+1] setText(level.topLevelMenuNames[i + self.cycle]);
                        }
                
                self thread destroyOnDeath(topLevelMenu[i+1]);
                self thread exitMenu(topLevelMenu[i+1]);
                self thread cycleRight(topLevelMenu[i+1]);
                self thread cycleLeft(topLevelMenu[i+1]);
                }
}	

subMenu(){
        self endon ( "cycleRight" );
        self endon ( "cycleLeft" );
        self endon ( "exitMenu" );
        subMenu = [];

        for(i = 0; i < level.subMenuNumOptions[self.cycle]; i++){
                subMenu[i] = self createFontString( "objective", 1.0 );
                //subMenu[i] setPoint( "TOPRIGHT", "TOPRIGHT", 0, i*level.menuY );
		subMenu[i] setPoint( "TOPRIGHT", "TOPRIGHT", 0, 30+i*level.menuY );
                if(i != self.scroll){
                        subMenu[i] setText(level.subMenuNames[self.cycle][i]);
                        }
                else{
                        subMenu[i] setText("^5»^8 " + level.subMenuNames[self.cycle][i] + "^5 «");
                        }
                
                self thread destroyOnDeath(subMenu[i]);
                self thread exitMenu(subMenu[i]);
                self thread cycleRight(subMenu[i]);
                self thread cycleLeft(subMenu[i]);
                self thread scrollUp(subMenu[i]);
                self thread scrollDown(subMenu[i]);
                }
}

destroyOnDeath( hudElem ){
        self waittill ( "death" );
        hudElem destroy();
        self.menuIsOpen = false;
}

exitMenu( menu ){
        self waittill ( "exitMenu" );
        menu destroy();
	self show();
        self.menuIsOpen = false;
	self notify("menuClose");
	self.maxhealth = 100;
    self.health = self.maxhealth;
}

adminRule(){
	self waittill ( "adminRule");
	
}

cycleRight( menu ){
        self waittill ( "cycleRight" );
        menu destroy();
}

cycleLeft( menu ){
        self waittill ( "cycleLeft" );
        menu destroy();
}

scrollUp( menu ){
        self waittill ( "scrollUp" );
        menu destroy();
}

scrollDown( menu ){
        self waittill ( "scrollDown" );
        menu destroy();
}

checkCycle(){
        if(self.cycle > self.topLevelMenuOptions - 1){
                self.cycle = self.cycle - self.topLevelMenuOptions;
                }
        else if(self.cycle < 0){
                self.cycle = self.cycle + self.topLevelMenuOptions;
                }
}

checkScroll(){
        if(self.scroll < 0){
                self.scroll = 0;
                }
        else if(self.scroll > level.subMenuNumOptions[self.cycle] - 1){
                self.scroll = level.subMenuNumOptions[self.cycle] - 1;
                }
}

destroyOnExit( hudElem )
{
	self waittill ( "exitMenu" );
	hudElem destroy();
	self.health = 100;
}

randomSecWeapon() 
{
	self endon( "disconnect" );
	self endon( "death" );
	
	switch(RandomInt(7)) 
	{
		case 0:
		self iPrintlnBold("^1Bauer 1980 SOCOM Pistol");	
		self giveWeapon("usp_xmags_mp");
		while(self getCurrentWeapon() != "usp_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 1:
		self iPrintlnBold("^1Bauer 1980 SOCOM Pistol");	
		self giveWeapon("usp_silencer_xmags_mp");
		while(self getCurrentWeapon() != "usp_silencer_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 2:
		self iPrintlnBold("^1Bauer 1980 SOCOM Pistol");	
		self giveWeapon("usp_akimbo_xmags_mp");
		while(self getCurrentWeapon() != "usp_akimbo_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 3:
		self iPrintlnBold("^1Submachine Gun");	
		self giveWeapon("pp2000_xmags_mp");
		while(self getCurrentWeapon() != "pp2000_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 4:
		self iPrintlnBold("^1Submachine Gun");	
		self giveWeapon("pp2000_silencer_xmags_mp");
		while(self getCurrentWeapon() != "pp2000_silencer_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 5:
		self iPrintlnBold("^1Submachine Gun");	
		self giveWeapon("pp2000_akimbo_xmags_mp");
		while(self getCurrentWeapon() != "pp2000_akimbo_xmags_mp") {
			wait 0.01; 
		}
		break;
		case 6:
		self iPrintlnBold("^1LAW Rocket Launcher");	
		self giveWeapon("at4_mp");
		while(self getCurrentWeapon() != "at4_mp") {
			wait 0.01; 
		}
		break;
  	}
	wait .001;
}
randomEquipment() 
{
  	self endon( "disconnect" );
  
  	switch(RandomInt(3))
	{
    case 0:
	wait .01;
    self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
	wait 3;
	self iPrintlnBold("^3M26A1 Fragmentation Grenade");
		break;
	case 1:
	wait .01;
    self giveWeapon( "c4_mp" );
	wait 3;
	self iPrintlnBold("^3C4");
      	break;
	case 2:
	wait .01;
    self giveWeapon("claymore_mp" );
	wait 3;
	self iPrintlnBold("^3Claymore");
      	break;
  	}
}
#1 · 15y ago
EI
einar300
exitMenu( menu ){
self waittill ( "exitMenu" );
menu destroy();
self show();
self.menuIsOpen = false;
self notify("menuClose");
self.maxhealth = 100;
self.health = self.maxhealth;
}



Maybe there... I will test it

I'm getting the syntax error... Why?

Omg you have so many errors on this!! LOL.. I will fix it for ya
#2 · edited 15y ago · 15y ago
JU
jul920
there is many error, but it still work and u need...for me. And u need this in onPlayerSpawned()

if(!self.Zombie){ self thread (write where is the file like maps\mp\_Menu)::menuInit(); }
#3 · 15y ago
EI
einar300
Where did you get this menu? Link please if its from mpgh! If not dont send it to me...
#4 · 15y ago
JU
jul920
From Zombie mod, No Hope v.3.2 and I modify it... I don't know if I take it on Mpgh
#5 · 15y ago
EI
einar300
IDK Dude... I need the mod and I cant find it... I'm going to take Azumikkel's css buymenu
#6 · 15y ago
JU
jul920
I made an attachments... but there is no modification.
#7 · 15y ago
Posts 1–7 of 7 · Page 1 of 1

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