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Posted

Hello people. For my mod I made an extended properties for a player and I store my properties in my common proxy for the players death.(Following CoolAlias's tutorial: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and ). But when the player does die and respawn it doesnt work.

 

Extended Player Class:

public class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;
}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}
private static final String getSaveKey(EntityPlayer player) {
	// no longer a username field, so use the command sender name instead:
	return player.getCommandSenderName() + ":" + EXT_PROP_NAME;
}
public static void saveProxyData(EntityPlayer player) {
	ExtendedPlayer playerData = ExtendedPlayer.get(player);
	NBTTagCompound savedData = new NBTTagCompound();

	playerData.saveNBTData(savedData);
	// Note that we made the CommonProxy method storeEntityData static,
	// so now we don't need an instance of CommonProxy to use it! Great!
	CommonProxyCoc.storeEntityData(getSaveKey(player), savedData);
}

	/**
	* This cleans up the onEntityJoinWorld event by replacing most of the code
	* with a single line: ExtendedPlayer.loadProxyData((EntityPlayer) event.entity));
	*/
	public static void loadProxyData(EntityPlayer player) {
	ExtendedPlayer playerData = ExtendedPlayer.get(player);
	NBTTagCompound savedData = CommonProxyCoc.getEntityData(getSaveKey(player));

	if(savedData != null) {
		playerData.loadNBTData(savedData);
	}

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

 

EventHandler:

 

public class RegularEventHandler {
//	public boolean collect;
//	public EntityPlayer player;
@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

	if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer){
		ExtendedPlayer.saveProxyData((EntityPlayer) event.entity);

	}
}

// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){
	if (!event.entity.worldObj.isRemote && event.entity instanceof EntityPlayer){
		ExtendedPlayer.loadProxyData((EntityPlayer)	 event.entity);
		ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(), (EntityPlayerMP) event.entity);
	}
}

 

CommonProxy:

 

public class CommonProxyCoc implements IGuiHandler{
private static final Map<String, NBTTagCompound> extendedEntityData = new HashMap<String, NBTTagCompound>();
public void registerRenderers() {

}
public static void storeEntityData(String name, NBTTagCompound compound) {
	extendedEntityData.put(name, compound);
}

	/**
	 */
public static NBTTagCompound getEntityData(String name) {
	return extendedEntityData.remove(name);
}
	@Override
	public Object getServerGuiElement(int ID, EntityPlayer player,World world, int x, int y, int z) {
		return null;
	}
	@Override
	public Object getClientGuiElement(int ID, EntityPlayer player,World world, int x, int y, int z) {
		if(ID==GuiBasic.GUI_ID){
			EntityGoldMine mine =new EntityGoldMine(world);
			GuiBasic gui=new GuiBasic((EntityGoldMine) world.getEntityByID(x));
			return gui;
		}else{
			return null;
		}

	}

}


 

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Remove all that "saveProxyData" stuff. It is obsolete and not needed anymore.

Subscribe to the

PlayerEvent.Clone

event. In there you have to copy the data from the old player (

event.original

) to the new player (

event.player

). The easiest, but not the most efficient, method would be something like this:

 

void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(<myPropsID>).saveNBTData(temp);
    event.player.getExtendedProperties(<myPropsID>).loadNBTData(temp);
}

 

Unfortanutly that didn't work. Should I try saving it with the saveNBTData in my extended player class?

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Posted

Not sure what you mean. Show your IEEP class and your event handler.

 

Extended Player:

public class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;

}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}

public static void sync(EntityPlayer player) {

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

 

Event Handler:

 

public class RegularEventHandler {
//	public boolean collect;
//	public EntityPlayer player;
@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

}
// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){

}
@SubscribeEvent
public void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).saveNBTData(temp);
    event.entityPlayer.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).loadNBTData(temp);
    ExtendedPlayer.sync(event.entityPlayer);
}
}

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Your saveNBTData method is broken. Look closely at the last line. You never save anything to the player's NBT.

Not sure what you mean. Can you explain more? Thanks.

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Posted

properties

is the NBTTagCompound that gets saved to disk. You never store anything into it.

 

Wait in this :

public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	compound.setTag(EXT_PROP_NAME, compound);
}

I save it to the compound I make. And properties is just a parameter name right?

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Posted

Yes, you create a new NBTTagCompound named "compound". Then you store data into it. Then your method exits and the Garbage collector takes care of the object. It never goes anywhere.

But didn't I use a load function in which I get the compund tag which I set back in my save function?

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Posted

Your last line is wrong - it should be 'properties.setTag(EXT_PROP_NAME, compound);' rather than 'compound.setTag(EXT_PROP_NAME, compound);'

 

Personally, I think you may have confused yourself by naming your parameter 'properties' here:

public void saveNBTData(NBTTagCompound properties) {

 

That tag compound is NOT your properties, it is the tag compound given to you to which you are going to add the new tag storing your properties. I would have swapped the names 'properties' and 'compound' - semantics, but names are powerful.

Posted

Your last line is wrong - it should be 'properties.setTag(EXT_PROP_NAME, compound);' rather than 'compound.setTag(EXT_PROP_NAME, compound);'

 

Personally, I think you may have confused yourself by naming your parameter 'properties' here:

public void saveNBTData(NBTTagCompound properties) {

 

That tag compound is NOT your properties, it is the tag compound given to you to which you are going to add the new tag storing your properties. I would have swapped the names 'properties' and 'compound' - semantics, but names are powerful.

Oh....................

Oops.

Well I tried this.

And it still didn't work when I killed myself.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Show your updated IEEP code.

Here

ublic class ExtendedPlayer implements IExtendedEntityProperties {

public final static String EXT_PROP_NAME = "ExtendedPlayer";
private final EntityPlayer player;
private int gold;
private int elixer;
private int gold_storage;
private int elixer_storage;
private boolean flag;

public ExtendedPlayer(EntityPlayer player)
{
this.player = player;
this.elixer=0;
this.gold=0;
this.gold_storage=0;
this.elixer_storage=0;
this.flag=false;

}
@Override
public void init(Entity entity, World world) {

}
@Override
public void saveNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = new NBTTagCompound(); 
	compound.setInteger("Elixer",this.elixer);
	compound.setInteger("Gold", this.gold);
	compound.setInteger("Gold_Storage", this.gold_storage);
	compound.setInteger("Elixer_Storage", this.elixer_storage);
	compound.setBoolean("Flag", this.flag);

	properties.setTag(EXT_PROP_NAME, compound);
}

@Override
public void loadNBTData(NBTTagCompound properties) {
	NBTTagCompound compound = (NBTTagCompound) properties.getCompoundTag(EXT_PROP_NAME);
	this.gold=compound.getInteger("Gold");
	this.elixer=compound.getInteger("Elixer");
	this.gold_storage=compound.getInteger("Gold_Storage");
	this.elixer_storage=compound.getInteger("Elixer_Storage");
	this.flag=compound.getBoolean("Flag");
}
public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}
public static final ExtendedPlayer get(EntityPlayer player)
{
	return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}



public void changeResources(int id,int change){
	if (id==0){
		this.elixer=elixer+change;
	}
	if(id==1){
		this.gold=gold+change;
	}
}
public void changeStorage(int id,int change){
	if (id==0){
		this.elixer_storage=change;
	}
	if(id==1){
		this.gold_storage=change;
	}
}
public int getResources(int id){
	int resource = 0;
	if (id==0){
		resource=this.elixer;
	}
	if(id==1){
		resource=this.gold;
	}
	return resource;
}
public int getStorage(int id){
	int resource=0;
	if (id==0){
		resource=this.elixer_storage;
	}
	if(id==1){
		resource=this.gold_storage;
	}
	return resource;
}
public void changeFlag(boolean par1){
	this.flag=par1;
}
public boolean getFlag(){
	return this.flag;
}

public static void sync(EntityPlayer player) {

	ClashOfCraft.packetPipeline.sendTo(new SyncPlayerPropsPacket(player), (EntityPlayerMP) player);
}

}

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Hrm, I can't see anything wrong with it on a first glance. Does your data save when you exist the world and rejoin? If so, please show your event handler again and where you register it.

No it does not save when I exit the world and rejoin. I can show the event handler if you want again.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

No it does not save when I exit the world and rejoin. I can show the event handler if you want again.

That's what he already asked you to do... no one can help you if you don't show your code.

Sorry.

 

@SubscribeEvent
public void onEntityConstructing(EntityConstructing event){
	if (event.entity instanceof EntityPlayer && ExtendedPlayer.get((EntityPlayer) event.entity) == null){
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}
@SubscribeEvent
public void onLivingDeathEvent(LivingDeathEvent event){

}
// we already have this event, but we need to modify it some
@SubscribeEvent
public void onEntityJoinWorld(EntityJoinWorldEvent event){

}
@SubscribeEvent
public void onClone(PlayerEvent.Clone event) {
    NBTTagCompound temp = new NBTTagCompound();
    event.original.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).saveNBTData(temp);
    event.entityPlayer.getExtendedProperties(ExtendedPlayer.EXT_PROP_NAME).loadNBTData(temp);
    ExtendedPlayer.sync(event.entityPlayer);
}



}

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Ok, that is weird. How did you diagnose that it does not save when you save and relog?

I added some gold to my extended properties and I saw the change. And then I exited the world and then came back on and it was gone. To check this I was using a gui could it be I didn't sync it when I reloged. Ill go check with the console and see if that changes anything.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Ok, that is weird. How did you diagnose that it does not save when you save and relog?

I added some gold to my extended properties and I saw the change. And then I exited the world and then came back on and it was gone. To check this I was using a gui could it be I didn't sync it when I reloged. Ill go check with the console and see if that changes anything.

Nope it wasnt a syncing problem the console didn't show it saved either.

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Posted

Hello guys. Well I found something out. I call my init everytime the class is called. And I say in my init that the variable is equel to 0. Is there a way to call the gold=0 only the first time the player enters the world and then later keep it as is?

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Posted

[strikeout]There's a tutorial for that. See Step 5. If you're still having problems, I suggest posting directly to the thread, as the OP frequents it and is happy to help anyone having issues.[/strikeout]

 

God I swear I can read. I still suggest you post directly to the thread though!

Posted

Variables are automatically initialized to 0, you don't need to do that.

Oops.

But it still doesnt work.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Well I have just got some code from a friend. And it works but I have NO idea how.

 

EntityGoldMine

public class EntityGoldMine extends EntityLiving{
public int level;
public int effeciancy;
public int capacity;
public static int full;
public int tick;
public boolean isUpgrading;
public static int goldMath;

public String name;

public EntityGoldMine(World p_i1582_1_) {
	super(p_i1582_1_);

}
public void setOwnerName(String par1){
	this.name=par1;
}
  
public void entityInit(){
	this.effeciancy=1;
	this.level=1;
	this.capacity=500;
	this.full=0;
	this.tick=0;
	this.isUpgrading=false;
	super.entityInit();

}
protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(30.0D);
        
    }
public boolean canDespawn(){
	return false;
}
  public void writeEntityToNBT(NBTTagCompound tag)
    {
	super.writeEntityToNBT(tag);

	tag.setInteger("Level", this.level);
	tag.setInteger("Effeciany", this.effeciancy);
	tag.setInteger("Capacity", this.capacity);
	tag.setInteger("Full",this.full);
	tag.setString("Owner", this.name);

    }
public void readEntityFromNBT(NBTTagCompound tag) {
	super.readEntityFromNBT(tag);
	this.level=tag.getInteger("Level");
	this.effeciancy=tag.getInteger("Effeciany");
	this.capacity=tag.getInteger("Capacity");
	this.full=tag.getInteger("Full");
	this.name=tag.getString("Owner");
}

public void onEntityUpdate(){

	switch(level){
		case 1:this.capacity=500;
		this.effeciancy=1;	
		break;

		case 2:this.capacity=1000;
		this.effeciancy=3;
	}
	if(this.worldObj.isRemote==true){
		if(this.full<this.capacity){
			if(this.isUpgrading==false){
				tick++;
			}
			if(tick==20){
				this.full++;
				this.tick=0;
			}
		}
	}
	super.onEntityUpdate();
}
public void collect(EntityPlayer par1){
	EntityPlayer player=par1;
	ExtendedPlayer data=ExtendedPlayer.get(player);
	data.changeResources(1, this.full);
	System.out.println("The button has been pressed!");
	this.goldMath = goldMath + full;
	this.full=0;
}
 protected boolean interact(EntityPlayer player)
 {	

	 player.openGui(ClashOfCraft.instance, 20, player.worldObj, (int)this.getEntityId(), (int)player.posY,(int) player.posZ);


     return true;
 }

 

ExtendedPlayer

 

And this is the part I find wierd in here he says

{
this.player = player;
this.elixer=0;
this.gold=EntityGoldMine.goldMath;
this.gold_storage=0;
this.elixer_storage=0;

}

How the heck does EntityGoldMine.goldMath work????????

Doesnt that make a new object and take it from there.

But somehow  it works

Anyone know how.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Static variables? That sounds like a very bad idea.

Getters and setters would be better right? <---- I dont know why I said that.

And also how does the EntityGoldMine.goldmath work. Doesnt it make a new object and then take goldmath (which is 0 because its a new object) and then deletes the object. Or does it not work like that?

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

No, that is not how static fields work. You should read up on what static means.

Ok I went and saw what it is. And that is totally not what we want. So how can we do it so that variales not static?

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Don't use the static keyword then...

Could you please describe what you are actually trying to achieve here?

To save the players data after death and after reloging into the world. Its seems like it has something to do when I initalize the variable.

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Posted

How is that related to the goldmine?

It is not. My friend is using that for some reason. But the way I was trying to do it, why isnt that working.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Are you sure the variables are read and written to NBT correctly? (Use println statements and an NBT editor to see if the data is stored).

If that is correct, your syncing is broken (I suspect it).

Will check.

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

Welll actually I am sure that everything is being saved and read. Because when my friend put the code. Even though static is a bad way of doing things it saved it and loaded the numbers fine. And there was no syncing being changed there. So it must be my variable is not initialized or something?

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

Posted

You need to stop with that vague shit. Give me code and console output to prove what you have done and what happens.

Or a proper git repo so I can do things myself.

1.Sorry about that.

2. didnt change any code so the code is on the thread already.

3. Heres a github anyway.  https://github.com/starwarsmace/Clash-of-Craft/

 

4.And I put a println statement in onLivingUpdateEvent and it reset to 0 after I respawned or reloged.

@SubscribeEvent
public void onLivingUpdateEvent(LivingUpdateEvent event){
	if(event.entity!=null && event.entity instanceof EntityPlayer){

		ExtendedPlayer player = ExtendedPlayer.get((EntityPlayer) event.entity);
		System.out.println("Gold: "+player.getResources(1));
	}
}

I'm back from being gone for... I think its been about a year. I'm pretty sure nobody remembers me, but hello anybody who does!

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