RavynousHunter Posted September 3, 2013 Share Posted September 3, 2013 Okay, so I'm trying to create my own custom bow for my mod. I've gotten the textures working, but I can't get it to actually fire arrows, or render the drawing icons like with the vanilla bow. Formatting and a few names and values aside, the code is almost verbatim what's found in the ItemBow class in vanilla. My code is thus: package KeepOfMetalAndGold.Items; import java.util.ArrayList; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class CompositeBow extends Item { private ArrayList<String> BowDrawingFrames = new ArrayList<String>(); private ArrayList<Icon> BowDrawingIcons = new ArrayList<Icon>(); public CompositeBow( int ID ) { super( ID ); this.setMaxStackSize( 1 ); this.setCreativeTab( CreativeTabs.tabCombat ); this.setUnlocalizedName( "KOMAGCompositeBow" ); this.setMaxDamage( 500 ); this.BowDrawingFrames.add( "komag:CompositeBow_drawing_1" ); this.BowDrawingFrames.add( "komag:CompositeBow_drawing_2" ); this.BowDrawingFrames.add( "komag:CompositeBow_drawing_3" ); } @Override public EnumAction getItemUseAction( ItemStack par1ItemStack ) { return EnumAction.bow; } public Icon getItemIconForUseDuration( int par1 ) { return this.BowDrawingIcons.get( par1 ); } @Override public void registerIcons( IconRegister register ) { this.itemIcon = register.registerIcon( "komag:CompositeBow" ); if ( this.BowDrawingFrames.size() >= 1 ) { for ( String string : this.BowDrawingFrames ) { this.BowDrawingIcons.add( register.registerIcon( string ) ); } } } @Override public int getItemEnchantability() { return 12; // A little bit less than iron. } @Override public ItemStack onItemRightClick( ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer ) { ArrowNockEvent event = new ArrowNockEvent( par3EntityPlayer, par1ItemStack ); MinecraftForge.EVENT_BUS.post( event ); if ( event.isCanceled() == true ) { return event.result; } if ( par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem( Item.arrow.itemID ) ) { par3EntityPlayer.setItemInUse( par1ItemStack, this.getMaxItemUseDuration() ); } return par1ItemStack; } public int getMaxItemUseDuration() { return 62000; // Faster draw than the vanilla bow, to make it more worth the investment. } /*@Override public ItemStack onEaten( ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer ) { return par1ItemStack; }*/ @Override public void onPlayerStoppedUsing( ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4ItemInUseCount ) { int charge = this.getMaxItemUseDuration() - par4ItemInUseCount; ArrowLooseEvent event = new ArrowLooseEvent( par3EntityPlayer, par1ItemStack, charge ); MinecraftForge.EVENT_BUS.post( event ); if ( event.isCanceled() == true ) { return; } charge = event.charge; boolean InfiniteUses = par3EntityPlayer.capabilities.isCreativeMode == true || EnchantmentHelper.getEnchantmentLevel( Enchantment.infinity.effectId, par1ItemStack ) > 0; if ( InfiniteUses == true || par3EntityPlayer.inventory.hasItem( Item.arrow.itemID ) ) { float f = ( float ) charge / 20.0F; f = ( f * f + f * 2.0F ) / 3.0F; if ( ( double ) f < 0.1D ) { return; } if ( f > 1.0F ) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow( par2World, par3EntityPlayer, f * 2.0F ); entityarrow.setIsCritical( f == 1.0F ); int k = EnchantmentHelper.getEnchantmentLevel( Enchantment.power.effectId, par1ItemStack ); if ( k > 0 ) { entityarrow.setDamage( entityarrow.getDamage() + ( double ) k * 0.5D + 0.5D ); } int l = EnchantmentHelper.getEnchantmentLevel( Enchantment.punch.effectId, par1ItemStack ); if ( l > 0 ) { entityarrow.setKnockbackStrength( l + 1 ); } else { entityarrow.setKnockbackStrength( 1 ); } if ( EnchantmentHelper.getEnchantmentLevel( Enchantment.flame.effectId, par1ItemStack ) > 0 ) { entityarrow.setFire( 100 ); } par1ItemStack.damageItem( 1, par3EntityPlayer ); par2World.playSoundAtEntity( par3EntityPlayer, "random.bow", 1.0F, 1.0F / ( itemRand.nextFloat() * 0.4F + 1.2F ) + f * 0.5F ); if ( InfiniteUses == true ) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem( Item.arrow.itemID ); } if ( par2World.isRemote == false ) { par2World.spawnEntityInWorld( entityarrow ); } } } } Can anyone see what I'm doing wrong, here? I'm seriously stumped...its also not rendering in the proper position in the player's hand, but that's a secondary issue. I just want the thing to work, at this point. It takes the arrows from your inventory, and while it damages the bow, the damage disappears the next time I draw the string back. Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 4, 2013 Share Posted September 4, 2013 extend ItemBow and change only what you need to. Quote Link to comment Share on other sites More sharing options...
RavynousHunter Posted September 6, 2013 Author Share Posted September 6, 2013 Okay, I got it working, and it shoots arrows. My only two issues are that it doesn't render in the right spot in the player's hand, and doesn't render the drawing animations. Could it possibly be due to the fact that the bow's textures are 32x instead of 16x? Quote Link to comment Share on other sites More sharing options...
Jacknoshima Posted September 6, 2013 Share Posted September 6, 2013 Only way I've found to get the animation for the pull back is to use code from 1.5.2 combined with the newer code now, you've got yours set out completely different to mine, so I'm just gunna post my code and you can extrapolate from it what you need and see if it helps package advcombat; import advitems.Advitems; import advitems.EntityDespawnArrow; import advzelda.AdvZelda; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class ItemShortBow extends Item { public static final String[] bowPullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public ItemShortBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(160); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(AdvCombat.standardarrow.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityStandardArrow entityarrow = new EntityStandardArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(AdvCombat.standardarrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(AdvCombat.standardarrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon(this.func_111208_A() + "_standby"); this.iconArray = new Icon[bowPullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(this.func_111208_A() + "_" + bowPullIconNameArray[i]); } } @SideOnly(Side.CLIENT) /** * used to cycle through icons based on their used duration, i.e. for the bow */ public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (player.inventory.hasItem(AdvCombat.standardarrow.itemID)) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 18) { return iconArray[2]; } else if (Pulling > 13) { return iconArray[1]; } else if (Pulling > 0) { return iconArray[0]; } return itemIcon; } return itemIcon; } } as for rendering it in the right position, you need a custom item render there's a few places that have it posted online but they're kinda hard to find from what I've seen, extending ItemBow or using .setFull3D does nothing really Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 6, 2013 Share Posted September 6, 2013 Extend. ItemBow. :'( Quote Link to comment Share on other sites More sharing options...
Jacknoshima Posted September 6, 2013 Share Posted September 6, 2013 ... extending ItemBow does nothing... I'm pretty sure I tested it when I made my first bow in 1.6.2 originally and I literally just tested it now and the pull back animation doesn't work when you just extend ItemBow... Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 6, 2013 Share Posted September 6, 2013 Remove. Copied. Code. :'( Quote Link to comment Share on other sites More sharing options...
Jacknoshima Posted September 6, 2013 Share Posted September 6, 2013 I tested it with a new class that extends ItemBow with no other code than the constructor unless there's certain code that needs to be copied over and certain code that doesn't, it doesn't work if you know how to do it without having to use the method I used in my original code, why don't you just show it and/or explain it instead of being so vague? because, honestly, at this point, it kinda seems like you don't really know what you're talking about with this one... EDIT: Also, RavynousHunter this is the ItemRender for the bow https://gist.github.com/SanAndreasP/5608824 and you need to add MinecraftForgeClient.registerItemRenderer(YourMod.custombow.itemID, new RenderCustomBow()); under your load method in the main mod file Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 6, 2013 Share Posted September 6, 2013 Well, you don't know anything about Java. Did you ever asked yourself why you extend Item ? Anyway, if you want to change the bow textures, do as you would with any item. Override the registerIcons. Then, to animate, override : public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) Quote Link to comment Share on other sites More sharing options...
RavynousHunter Posted September 6, 2013 Author Share Posted September 6, 2013 I tested it with a new class that extends ItemBow with no other code than the constructor unless there's certain code that needs to be copied over and certain code that doesn't, it doesn't work if you know how to do it without having to use the method I used in my original code, why don't you just show it and/or explain it instead of being so vague? because, honestly, at this point, it kinda seems like you don't really know what you're talking about with this one... EDIT: Also, RavynousHunter this is the ItemRender for the bow https://gist.github.com/SanAndreasP/5608824 and you need to add MinecraftForgeClient.registerItemRenderer(YourMod.custombow.itemID, new RenderCustomBow()); under your load method in the main mod file First off, thankee for the pointer with the item renderer, I'll be putting it to use soon. As for what I've done to make it work? Here ya go. Basically, just copy/pasted the ItemBow code and changing the texture mapping to match the composite bow's actual texture. Well, you don't know anything about Java. Did you ever asked yourself why you extend Item ? Anyway, if you want to change the bow textures, do as you would with any item. Override the registerIcons. Then, to animate, override : public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) Thanks for the pointer. Yes, I've experience with Java, and your little "comment" really isn't appreciated. I've been writing code since I was 11 (I'm 24 now); I figured that I'd inherit from Item and not ItemBow in case I wanted to do any fine-tuning that I might not be able to do if I'd inherited from ItemBow. Yes, I'm learning modding Minecraft as I go, but not Java. Big difference. Quote Link to comment Share on other sites More sharing options...
Jacknoshima Posted September 6, 2013 Share Posted September 6, 2013 Well, you don't know anything about Java. Did you ever asked yourself why you extend Item ? Anyway, if you want to change the bow textures, do as you would with any item. Override the registerIcons. Then, to animate, override : public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) Yes, I know about Java. I know that extending a class means the class inherits everything from the class you've extended I didn't need to override register icons because I use the func_111206_d way of getting icons, so the item icon was the same if it hadn't been for RavynousHunter explaining in the post below yours, I would've assumed the way that the animation textures are called is the same way, as I didn't know you had to call each individual texture in the array from your location, I just assumed it took the location specified in func_111206_d and added it on, which is what the "this.func_111208_A() + "_" + bowPullIconNameArray" thing does. My error using the vanilla code is simply that I didn't know you had to add the modid in front of the file names in the array, which I hardly think is indicative of me not knowing java. And RavynousHunter, thanks for the code it is a lot more compact than my way haha I hope the ItemRenderer works for you Quote Link to comment Share on other sites More sharing options...
Jacknoshima Posted September 6, 2013 Share Posted September 6, 2013 Thanks for the pointer. Yes, I've experience with Java, and your little "comment" really isn't appreciated. I've been writing code since I was 11 (I'm 24 now); I figured that I'd inherit from Item and not ItemBow in case I wanted to do any fine-tuning that I might not be able to do if I'd inherited from ItemBow. Yes, I'm learning modding Minecraft as I go, but not Java. Big difference. I think that about inexperience with Java was aimed at me, but he really could do with making himself clearer anyway, not being as vague as possible. Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 6, 2013 Share Posted September 6, 2013 Guys who copy/paste code trying to look experienced...right. Quote Link to comment Share on other sites More sharing options...
RavynousHunter Posted September 6, 2013 Author Share Posted September 6, 2013 Only way I've found to get the animation for the pull back is to use code from 1.5.2 combined with the newer code now, you've got yours set out completely different to mine, so I'm just gunna post my code and you can extrapolate from it what you need and see if it helps package advcombat; import advitems.Advitems; import advitems.EntityDespawnArrow; import advzelda.AdvZelda; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class ItemShortBow extends Item { public static final String[] bowPullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; public ItemShortBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(160); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(AdvCombat.standardarrow.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityStandardArrow entityarrow = new EntityStandardArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(AdvCombat.standardarrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(AdvCombat.standardarrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon(this.func_111208_A() + "_standby"); this.iconArray = new Icon[bowPullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(this.func_111208_A() + "_" + bowPullIconNameArray[i]); } } @SideOnly(Side.CLIENT) /** * used to cycle through icons based on their used duration, i.e. for the bow */ public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (player.inventory.hasItem(AdvCombat.standardarrow.itemID)) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 18) { return iconArray[2]; } else if (Pulling > 13) { return iconArray[1]; } else if (Pulling > 0) { return iconArray[0]; } return itemIcon; } return itemIcon; } } as for rendering it in the right position, you need a custom item render there's a few places that have it posted online but they're kinda hard to find from what I've seen, extending ItemBow or using .setFull3D does nothing really Woohoo! That worked, thanks much! One down, one to go! Guys who copy/paste code trying to look experienced...right. Experience with Java, not Minecraft modding. Besides, that's like saying you don't learn anything about drawing by tracing. However, this isn't the place for such a debate, and I'm not looking for recognition, just assistance. Quote Link to comment Share on other sites More sharing options...
GotoLink Posted September 6, 2013 Share Posted September 6, 2013 Besides, that's like saying you don't learn anything about drawing by tracing. I never said that. I said that taking a picture of a drawing doesn't teach you how to draw. Write your own code. You'll get a lot more experience that way, i promise. Quote Link to comment Share on other sites More sharing options...
RavynousHunter Posted September 6, 2013 Author Share Posted September 6, 2013 Besides, that's like saying you don't learn anything about drawing by tracing. I never said that. I said that taking a picture of a drawing doesn't teach you how to draw. Write your own code. You'll get a lot more experience that way, i promise. I am, its just easier for me to learn by modifying things that work. I've learned that jumping in head-long into the deep end usually only ends up with frustration, and I want this project to continue being something which I enjoy doing. I'm not just taking the code and leaving it at that; I love poking things and seeing what makes them tick. Quote Link to comment Share on other sites More sharing options...
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