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HUD editing: short questions, quick answers
posted in Customization
6511
#6511
0 Frags +

https://youtu.be/YjauaHJ1GfY?t=1127

What hud is sigh using here, I want to get the same Advanced Spectator hud thing that he has. Also how do I edit Advanced Spectator thing?

https://youtu.be/YjauaHJ1GfY?t=1127

What hud is sigh using here, I want to get the same Advanced Spectator hud thing that he has. Also how do I edit Advanced Spectator thing?
6512
#6512
0 Frags +

how do I add in shortcuts bound to certain keys?

I'm switching to an older hud which doesn't have shortcut keys for example

Continue (E)

Back (Q)

1-9 to different class loadouts

I can't think of any others atm but it would be nice to know how to add shortcuts for these.

how do I add in shortcuts bound to certain keys?

I'm switching to an older hud which doesn't have shortcut keys for example

Continue (E)

Back (Q)

1-9 to different class loadouts

I can't think of any others atm but it would be nice to know how to add shortcuts for these.
6513
#6513
0 Frags +
dipp_https://youtu.be/YjauaHJ1GfY?t=1127

What hud is sigh using here, I want to get the same Advanced Spectator hud thing that he has. Also how do I edit Advanced Spectator thing?

https://github.com/Hypnootize/Broesel-Old
spectatortournament.res
spectatortournamentguihealth.res

kronhow do I add in shortcuts bound to certain keys?

I'm switching to an older hud which doesn't have shortcut keys for example

Continue (E)

Back (Q)

1-9 to different class loadouts

I can't think of any others atm but it would be nice to know how to add shortcuts for these.

change the labeltext, add the parenthesis, ampersand and the shortcut key:
"labelText" "Back (&Q)"

example:
charinfopanel.res, BackButton section

for the class selection (taken from m0rehud):

"ScoutSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"ScoutSelectNumber"
		"xpos"				"9999"
		"labelText"			"&1"
		"Command"			"loadout scout"
		"visible"				"1"
	}
	"SoldierSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"SoldierSelectNumber"
		"xpos"				"9999"
		"labelText"			"&2"
		"Command"			"loadout soldier"
		"visible"				"1"
	}
	"PyroSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"PyroSelectNumber"
		"xpos"				"9999"
		"labelText"			"&3"
		"Command"			"loadout pyro"
		"visible"				"1"
	}
	"DemomanSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"DemomanSelectNumber"
		"xpos"				"9999"
		"labelText"			"&4"
		"Command"			"loadout demoman"
		"visible"				"1"
	}
	"HeavySelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"HeavySelectNumber"
		"xpos"				"9999"
		"labelText"			"&5"
		"Command"			"loadout heavy"
		"visible"				"1"
	}
	"EngineerSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"EngineerSelectNumber"
		"xpos"				"9999"
		"labelText"			"&6"
		"Command"			"loadout engineer"
		"visible"				"1"
	}
	"MedicSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"MedicSelectNumber"
		"xpos"				"9999"
		"labelText"			"&7"
		"Command"			"loadout medic"
		"visible"				"1"
	}
	"SniperSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"SniperSelectNumber"
		"xpos"				"9999"
		"labelText"			"&8"
		"Command"			"loadout sniper"
		"visible"				"1"
	}
	"SpySelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"SpySelectNumber"
		"xpos"				"9999"
		"labelText"			"&9"
		"Command"			"loadout spy"
		"visible"				"1"
	}
	"BackpackSelectNumber"
	{
		"ControlName"			"CExButton"
		"fieldName"			"BackpackSelectNumber"
		"xpos"				"9999"
		"labelText"			"&0"
		"Command"			"backpack"
		"visible"				"1"
	}

add this to charinfoloadoutsubpanel.res

[quote=dipp_]https://youtu.be/YjauaHJ1GfY?t=1127

What hud is sigh using here, I want to get the same Advanced Spectator hud thing that he has. Also how do I edit Advanced Spectator thing?[/quote]
https://github.com/Hypnootize/Broesel-Old
spectatortournament.res
spectatortournamentguihealth.res[quote=kron]how do I add in shortcuts bound to certain keys?

I'm switching to an older hud which doesn't have shortcut keys for example

Continue (E)

Back (Q)

1-9 to different class loadouts

I can't think of any others atm but it would be nice to know how to add shortcuts for these.[/quote]

change the labeltext, add the parenthesis, ampersand and the shortcut key:
"labelText" "Back (&Q)"

example:
charinfopanel.res, BackButton section

for the class selection (taken from m0rehud):
[code]"ScoutSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "ScoutSelectNumber"
"xpos" "9999"
"labelText" "&1"
"Command" "loadout scout"
"visible" "1"
}
"SoldierSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "SoldierSelectNumber"
"xpos" "9999"
"labelText" "&2"
"Command" "loadout soldier"
"visible" "1"
}
"PyroSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "PyroSelectNumber"
"xpos" "9999"
"labelText" "&3"
"Command" "loadout pyro"
"visible" "1"
}
"DemomanSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "DemomanSelectNumber"
"xpos" "9999"
"labelText" "&4"
"Command" "loadout demoman"
"visible" "1"
}
"HeavySelectNumber"
{
"ControlName" "CExButton"
"fieldName" "HeavySelectNumber"
"xpos" "9999"
"labelText" "&5"
"Command" "loadout heavy"
"visible" "1"
}
"EngineerSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "EngineerSelectNumber"
"xpos" "9999"
"labelText" "&6"
"Command" "loadout engineer"
"visible" "1"
}
"MedicSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "MedicSelectNumber"
"xpos" "9999"
"labelText" "&7"
"Command" "loadout medic"
"visible" "1"
}
"SniperSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "SniperSelectNumber"
"xpos" "9999"
"labelText" "&8"
"Command" "loadout sniper"
"visible" "1"
}
"SpySelectNumber"
{
"ControlName" "CExButton"
"fieldName" "SpySelectNumber"
"xpos" "9999"
"labelText" "&9"
"Command" "loadout spy"
"visible" "1"
}
"BackpackSelectNumber"
{
"ControlName" "CExButton"
"fieldName" "BackpackSelectNumber"
"xpos" "9999"
"labelText" "&0"
"Command" "backpack"
"visible" "1"
}[/code]
add this to charinfoloadoutsubpanel.res
6514
#6514
0 Frags +

edit: found the vid https://youtu.be/HsRWTihTrto?t=317
does anyone know what color code he's using for the buffed number color here?

edit: found the vid https://youtu.be/HsRWTihTrto?t=317
does anyone know what color code he's using for the buffed number color here?
6515
#6515
0 Frags +

what do i edit in sourcescheme.res to control the console scheme?

what do i edit in sourcescheme.res to control the console scheme?
6516
#6516
-5 Frags +

SOLVED

SOLVED
6517
#6517
0 Frags +

How would I go about editing the casual end of the match scoreboard? Is there a way to force it to appear or do I have to sit through the entire game every time?

How would I go about editing the casual end of the match scoreboard? Is there a way to force it to appear or do I have to sit through the entire game every time?
6518
#6518
2 Frags +
mmrarkteedit: found the vid https://youtu.be/HsRWTihTrto?t=317
does anyone know what color code he's using for the buffed number color here?

(198, 164, 170, 255)

[quote=mmrarkte]edit: found the vid https://youtu.be/HsRWTihTrto?t=317
does anyone know what color code he's using for the buffed number color here?[/quote]
(198, 164, 170, 255)
6519
#6519
0 Frags +

Is it possible to scale the MvM player list horizontally? I want to make it less wide, but it just truncates the list. Have tried a few values of "autoresize" with no success.

Is it possible to scale the MvM player list horizontally? I want to make it less wide, but it just truncates the list. Have tried a few values of "autoresize" with no success.
6520
#6520
0 Frags +

https://i.imgur.com/tL7s2vM.jpg

how would i go about making the health numbers actually change to blue with overheal? nothing i'm messing with in my custom animations file is working with overheal or low health

https://i.imgur.com/tL7s2vM.jpg

how would i go about making the health numbers actually change to blue with overheal? nothing i'm messing with in my custom animations file is working with overheal or low health
6521
#6521
0 Frags +
sharktrashhow would i go about making the health numbers actually change to blue with overheal? nothing i'm messing with in my custom animations file is working with overheal or low health

You need to modify the values found in these lines @ Scripts/hudanimations_custom:

event HudHealthBonusPulse
{
Animate PlayerStatusHealthValue FgColor "RED GREEN BLUE OPACITY or color name"
}

event HudHealthBonusPulseStop
{
Animate PlayerStatusHealthValue FgColor "Original color, found in Resource/UI/HUDPlayerHealth => "PlayerStatusHealthValue""
}

If absent, just add the lines. Should you wish to do the same for low health, do the same to HudHealthDyingPulse and HudHealthDyingPulseStop.

[quote=sharktrash]how would i go about making the health numbers actually change to blue with overheal? nothing i'm messing with in my custom animations file is working with overheal or low health[/quote]
You need to modify the values found in these lines @ Scripts/hudanimations_custom:

event HudHealthBonusPulse
{
Animate PlayerStatusHealthValue FgColor "RED GREEN BLUE OPACITY or color name"
}

event HudHealthBonusPulseStop
{
Animate PlayerStatusHealthValue FgColor "Original color, found in Resource/UI/HUDPlayerHealth => "PlayerStatusHealthValue""
}

If absent, just add the lines. Should you wish to do the same for low health, do the same to HudHealthDyingPulse and HudHealthDyingPulseStop.
6522
#6522
-1 Frags +

I want avatars on in-game voice notifications and I cant seem to get them to appear using the default default hud even after enabling them in hudlayout.res located in custom\hud\scripts, also have tried a hudlayout file from a custom hud that already had them enabled, as well as a modified hudlayout file I copied straight out of tf2_misc_dir.
at this point I feel like an idiot that's missing something simple cause when installing the custom hud (pvhud) in full the voice avatars work when i turn them on/off in hudlayout.res.
the only other files in my hud custom folder are some class icons for and a main menu bg, all of which i use perfectly fine when a custom hud is installed. if anyone can help please let me know cause I just want to use the default hud with voip avatars and every time ive tried this in the past ive failed and went back to using custom huds where i can enable/disable them no problem

I want avatars on in-game voice notifications and I cant seem to get them to appear using the default default hud even after enabling them in hudlayout.res located in custom\hud\scripts, also have tried a hudlayout file from a custom hud that already had them enabled, as well as a modified hudlayout file I copied straight out of tf2_misc_dir.
at this point I feel like an idiot that's missing something simple cause when installing the custom hud (pvhud) in full the voice avatars work when i turn them on/off in hudlayout.res.
the only other files in my hud custom folder are some class icons for and a main menu bg, all of which i use perfectly fine when a custom hud is installed. if anyone can help please let me know cause I just want to use the default hud with voip avatars and every time ive tried this in the past ive failed and went back to using custom huds where i can enable/disable them no problem
6523
#6523
0 Frags +
cheri

taken from https://github.com/bakkerthehacker/BSPlusHUD

HudVoiceStatus
	{
		"fieldName" "HudVoiceStatus"
		"visible" "1"
		"enabled" "1"
		"xpos" "r145" 
                "ypos" "0"
	        "wide" "145"
		"tall" "400"

		"item_wide"	"135"

		"show_avatar" "1"

		"avatar_xpos" "0"
		"avatar_ypos" "0"
		"avatar_wide" "16"
		"avatar_tall" "16"

		"show_dead_icon"	"1"
		"dead_xpos"			"28"
		"dead_ypos"			"0"
		"dead_wide"			"16"
		"dead_tall"			"16"

		"show_voice_icon"	"1"
		"icon_ypos"			"0"
		"icon_xpos"			"42"
		"icon_tall"			"16"
		"icon_wide"			"16"

		"text_xpos"			"60"
	}

copy and paste it to hudlayout.res (replace the default HudVoiceStatus)
https://imgur.com/yxlAiPX

[quote=cheri][/quote]
taken from https://github.com/bakkerthehacker/BSPlusHUD

[code]HudVoiceStatus
{
"fieldName" "HudVoiceStatus"
"visible" "1"
"enabled" "1"
"xpos" "r145"
"ypos" "0"
"wide" "145"
"tall" "400"

"item_wide" "135"

"show_avatar" "1"

"avatar_xpos" "0"
"avatar_ypos" "0"
"avatar_wide" "16"
"avatar_tall" "16"

"show_dead_icon" "1"
"dead_xpos" "28"
"dead_ypos" "0"
"dead_wide" "16"
"dead_tall" "16"

"show_voice_icon" "1"
"icon_ypos" "0"
"icon_xpos" "42"
"icon_tall" "16"
"icon_wide" "16"

"text_xpos" "60"
}
[/code]
copy and paste it to hudlayout.res (replace the default HudVoiceStatus)
https://imgur.com/yxlAiPX
6524
#6524
0 Frags +

ive gotten the spydisguiseoutline enabled on sunset hud and even added the class_spy_outline.vtf in the hud file but the image is a blank white square. how do i fix this? same problem like this post here : https://www.reddit.com/r/tf2/comments/dtqzak/disguise_animation_image_missing/

ive gotten the spydisguiseoutline enabled on sunset hud and even added the class_spy_outline.vtf in the hud file but the image is a blank white square. how do i fix this? same problem like this post here : https://www.reddit.com/r/tf2/comments/dtqzak/disguise_animation_image_missing/
6525
#6525
0 Frags +

Looking for the file to move the position of the speedo, anyone know which hud file?

https://i.imgur.com/sxBj4sT.jpg

Looking for the file to move the position of the speedo, anyone know which hud file?
[img]https://i.imgur.com/sxBj4sT.jpg[/img]
6526
#6526
0 Frags +

https://i.imgur.com/RGnNtPe.png

What do I edit to change the font of the ubercharge percentage of someone healing me?

[img]https://i.imgur.com/RGnNtPe.png[/img]

What do I edit to change the font of the ubercharge percentage of someone healing me?
6527
#6527
0 Frags +

In the scoreboard, any selected palyer will have a highlight around them, how do I change the hight of the highlight/playerspacing to make it a little more compact?
ex: https://imgur.com/ku9tWpo

In the scoreboard, any selected palyer will have a highlight around them, how do I change the hight of the highlight/playerspacing to make it a little more compact?
ex: https://imgur.com/ku9tWpo
6528
#6528
2 Frags +
AussirxithIn the scoreboard, any selected palyer will have a highlight around them, how do I change the hight of the highlight/playerspacing to make it a little more compact?
ex: https://imgur.com/ku9tWpo

Pretty sure it's "linespacing" in the BluePlayerList/RedPlayerList part of scoreboard.res

[quote=Aussirxith]In the scoreboard, any selected palyer will have a highlight around them, how do I change the hight of the highlight/playerspacing to make it a little more compact?
ex: https://imgur.com/ku9tWpo[/quote]

Pretty sure it's "linespacing" in the BluePlayerList/RedPlayerList part of scoreboard.res
6529
#6529
0 Frags +

At the Old Garm3n OLX
https://youtu.be/imEKYJ6skMQ?t=29
The charge meter label become Ready from Not Ready
How can I make it my OLX

At the Old Garm3n OLX
https://youtu.be/imEKYJ6skMQ?t=29
The charge meter label become Ready from Not Ready
How can I make it my OLX
6530
#6530
1 Frags +
Meganhttps://i.imgur.com/RGnNtPe.png

What do I edit to change the font of the ubercharge percentage of someone healing me?

Edit TargetDataLabel "font" line in TargetID

[quote=Megan][img]https://i.imgur.com/RGnNtPe.png[/img]

What do I edit to change the font of the ubercharge percentage of someone healing me?[/quote]

Edit TargetDataLabel "font" line in TargetID
6531
#6531
0 Frags +

During the pregame in casual the team ready status elements appear even though you can't actually ready up. They also stay on screen on some community servers without timelimits. I've looked through hudtournament.res but couldn't find any obvious way to disable them in casual, whereas for mvm or individual readymode you can specify what to do with them with the "if_mvm" or "if_readymode" statements. Is there any way to disable or hide them when they're not usable?

edit: adding "if_competitive" and defining the visibility in it worked.

During the pregame in casual the team ready status elements appear even though you can't actually ready up. They also stay on screen on some community servers without timelimits. I've looked through hudtournament.res but couldn't find any obvious way to disable them in casual, whereas for mvm or individual readymode you can specify what to do with them with the "if_mvm" or "if_readymode" statements. Is there any way to disable or hide them when they're not usable?

edit: adding "if_competitive" and defining the visibility in it worked.
6532
#6532
0 Frags +

Which hud panel is the server info when you join the game?

I want to add the 'continue' shortcut for this hud panel.

How do I add the round win 'dots' like in https://www.youtube.com/watch?v=VF5siMMzmvI&t=100s in match hud panel?

Also, how do I change the notification background? (E.g. New match found, trade notification, new item)

And why does my game lag immensely when I open up a new hud panel/reload hud on my current hud compared to a different hud, peachhud for example. Currently using an edited version of flarepunch. It also lags a lot when party chat is being used as compared to when I had an integrated collyhud chat with my peachhud which barely lagged when a friend was typing in party chat. Is there a reason to this, maybe the 'default' folder in flarepunch?

Which hud panel is the server info when you join the game?

I want to add the 'continue' shortcut for this hud panel.

How do I add the round win 'dots' like in https://www.youtube.com/watch?v=VF5siMMzmvI&t=100s in match hud panel?

Also, how do I change the notification background? (E.g. New match found, trade notification, new item)

And why does my game lag immensely when I open up a new hud panel/reload hud on my current hud compared to a different hud, peachhud for example. Currently using an edited version of flarepunch. It also lags a lot when party chat is being used as compared to when I had an integrated collyhud chat with my peachhud which barely lagged when a friend was typing in party chat. Is there a reason to this, maybe the 'default' folder in flarepunch?
6533
#6533
0 Frags +
kron

textwindow.res and textwindowcustomserver.res

i'm not sure but i think the dots are located in hudroundcounter.res
RoundIndicatorPanel_kv, RoundWinPanelRed_kv, RoundWinPanelBlue_kv try that

change bgcolor_override value if you want to change the background color

i think if you have a lot of font definition in clientscheme.res the game can lag

[quote=kron][/quote]
textwindow.res and textwindowcustomserver.res

i'm not sure but i think the dots are located in hudroundcounter.res
RoundIndicatorPanel_kv, RoundWinPanelRed_kv, RoundWinPanelBlue_kv try that

change bgcolor_override value if you want to change the background color

i think if you have a lot of font definition in clientscheme.res the game can lag
6534
#6534
0 Frags +

I'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)

I'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)
6535
#6535
0 Frags +
kronI'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)

You can find all the files that control notifications in resource/ui/notifications. The background is the "Notification_Background" element, and is changed among all the files in that folder. I had some issue editing that element directly as it seems to be hardcoded in relation to size and what not, so changing it to "visible" "0" and adding your own ImagePanel for the background in base_notification.res is a good start.

[quote=kron]I'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)[/quote]
You can find all the files that control notifications in resource/ui/notifications. The background is the "Notification_Background" element, and is changed among all the files in that folder. I had some issue editing that element directly as it seems to be hardcoded in relation to size and what not, so changing it to "visible" "0" and adding your own ImagePanel for the background in base_notification.res is a good start.
6536
#6536
0 Frags +
StaticVoidkronI'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)
You can find all the files that control notifications in resource/ui/notifications. The background is the "Notification_Background" element, and is changed among all the files in that folder. I had some issue editing that element directly as it seems to be hardcoded in relation to size and what not, so changing it to "visible" "0" and adding your own ImagePanel for the background in base_notification.res is a good start.

Where would I add the image?

[quote=StaticVoid][quote=kron]I'm still unable to figure out how to change the notification background, in which file do I change this, or is this a .vtf thing?

Where is the hud animation(?) for when players I'm looking at are below a certain HP drops to a different colour (E.g red)[/quote]
You can find all the files that control notifications in resource/ui/notifications. The background is the "Notification_Background" element, and is changed among all the files in that folder. I had some issue editing that element directly as it seems to be hardcoded in relation to size and what not, so changing it to "visible" "0" and adding your own ImagePanel for the background in base_notification.res is a good start.[/quote]

Where would I add the image?
6537
#6537
0 Frags +

Hey, this might have been asked before but anyway, I am trying to modify the x and y coordinates for my ammo but there is a limit and if I enter x/y coordinates beyond this limit the numbers get cut off. Is there any way to fix this? Thanks in advance. https://imgur.com/a/r7DuiIq

Hey, this might have been asked before but anyway, I am trying to modify the x and y coordinates for my ammo but there is a limit and if I enter x/y coordinates beyond this limit the numbers get cut off. Is there any way to fix this? Thanks in advance. https://imgur.com/a/r7DuiIq
6538
#6538
1 Frags +
sixtenHey, this might have been asked before but anyway, I am trying to modify the x and y coordinates for my ammo but there is a limit and if I enter x/y coordinates beyond this limit the numbers get cut off. Is there any way to fix this? Thanks in advance. https://imgur.com/a/r7DuiIq

Instead of editing the xpos and ypos for each element like ammoinclip, ammoinreserve etc you should move the main ammo panel from scripts/hudlayout.res > HudWeaponAmmo.
If you are still interested in moving the elements individually then you can make HudWeaponAmmo have a bigger wide and tall.

[quote=sixten]Hey, this might have been asked before but anyway, I am trying to modify the x and y coordinates for my ammo but there is a limit and if I enter x/y coordinates beyond this limit the numbers get cut off. Is there any way to fix this? Thanks in advance. https://imgur.com/a/r7DuiIq[/quote]

Instead of editing the xpos and ypos for each element like ammoinclip, ammoinreserve etc you should move the main ammo panel from scripts/hudlayout.res > HudWeaponAmmo.
If you are still interested in moving the elements individually then you can make HudWeaponAmmo have a bigger wide and tall.
6539
#6539
0 Frags +

I started using Yak hud and for some reason the item menu looks like this:
https://cdn.discordapp.com/attachments/689195821119701122/767878051354116136/unknown.png

It only shows the character model when I hover over it. How do I make it so the character models stay?

edit: nvm it fixed itself randomly :/

I started using Yak hud and for some reason the item menu looks like this:
https://cdn.discordapp.com/attachments/689195821119701122/767878051354116136/unknown.png

It only shows the character model when I hover over it. How do I make it so the character models stay?

edit: nvm it fixed itself randomly :/
6540
#6540
0 Frags +

When I load up tf2, certain buttons such as the class selection buttons and the loadout buttons appear invisible until I hover my cursor over all of them. Is there something I need to edit in the hud to stop it from doing this?

When I load up tf2, certain buttons such as the class selection buttons and the loadout buttons appear invisible until I hover my cursor over all of them. Is there something I need to edit in the hud to stop it from doing this?
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