Commit Graph

1448 Commits

Author SHA1 Message Date
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
rockdtben
29e89b008b A good catch by Derp__
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1921 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 01:57:45 +00:00
rockdtben
b1415003b4 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1920 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 01:34:07 +00:00
Superxpdude@gmail.com
dd4cecc845 Accidentally forgot to add the files for the syndicate strike team. Whoops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1919 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 01:03:21 +00:00
rockdtben
9f35159905 There that will be the temp fix on the infinite loop. Fixing the actual problem now. This is a revert btw.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1918 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 00:46:14 +00:00
rockdtben
532046cd35 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1917 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 00:40:31 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.

Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 23:50:57 +00:00
firecage@hotmail.com
6a761a49bc R&D can now make an Energy Crossbow and a Heavy Laser Cannon. Syndies can now also spawn cyanide rounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1915 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 16:41:18 +00:00
rockdtben
04536d308f Quick Fix
This fix will make my code more efficients haha

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1914 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 00:06:23 +00:00
rockdtben
d339d37531 Created a method for powernets called /datum/powernet/proc/merge_powernets(var/datum/powernet/P)
This method takes an input of a powernet and merges it with the powernet that called merge_powernets

This is the first step in my updated cable logic. The code should look cleaner as a result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1913 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 00:00:16 +00:00
firecage@hotmail.com
be755cf975 Quick fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1912 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:36:06 +00:00
firecage@hotmail.com
4cf5d86451 Laser Cannon added to R&D(still needs a good sprite). Two Security Combat Shotguns added to armory. R&D can now make Stun Shells for shotguns. Traitors gets two new items. Suffocation rounds and syndicate shoes.
If I missed anything, forgive me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1911 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:32:00 +00:00
rockdtben
833da927ae Fixed up a few bugs. If this doesn't fix the knots let me know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1910 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 16:26:34 +00:00
vageyenaman@gmail.com
4ce68ee286 Changed some descriptions up.
Fixed a bug where you could not draw blood from anything. This has been fixed! (It was throwing a runtime error related to the virus2 system) You can't draw blood from Metroids though because they have no blood.

Fixed some silly typo.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1909 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 06:44:33 +00:00
firecage@hotmail.com
d1b3c809e4 Added some new drinks to the bar. This includes Erika Surprise, Anti-freeze, snowwhite, syndicate bomb, irish car bomb, devils kiss, demons blood, changeling sting, booger, barefoot, aloe, andalusia and alliescocktail.
Added monkey suit and sexy mime suit to theatre costume storage. Credits for sprites goes to Pybro.

Added the holy flask into chaplains office.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1908 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 01:58:54 +00:00
vageyenaman@gmail.com
cd0e6df228 I forgot to include some files in the last revision, sorry about that!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1906 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 22:49:49 +00:00
vageyenaman@gmail.com
c9d1e3452f I ain't gonna lie, this is a pretty big revision.
Chemistry:
     I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.


Viruses:
     Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.


!!BUGFIXES!!:
     Wow, there's so many I'm having a hard time keeping track of it all!

     A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors. 

     It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.

     There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
     


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 22:42:59 +00:00
n3ophyt3
c8a01f0b29 Bombs are now less laggy.
To go into details: Was some talk going on in the IRC about how bombs were far less laggy in ye olde days, and having a copy of oldcode, I decided to compare the code side by side a bit. With no particularly obvious difference between the two, we assumed atmos was the culprit, it being the laggy cesspool of mystery that it is. CPU profiling a test wherein atmos processing was turned off on tiles being exploded, we discovered that it was in fact the lighting code causing the lag.

So exploded walls no longer call sd_SetOpacity. This will likely cause some lighting quirks until we come up with a proper fix, but bombs are much quicker now.

http://pastebin.com/raw.php?i=jDAHH9x7 The CPU profile where the culprit was discovered. I kept the start and end times as close to the explosion as possible. Compare /proc/explosion's Total CPU (cpu usage of the proc and all procs called by it (and all procs called by THOSE, etc etc)) to /atom/proc/sd_SetOpacity's self CPU, which is the CPU use only the proc itself used. Notice how it accounts for over half of explosion's total CPU usage? So did I.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1904 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 05:37:13 +00:00
panurgomatic
33c291fdb5 - Fixed issue 131
The Particle Accelerator now stops firing after power failure. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1903 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 00:59:49 +00:00
rastaf.zero@gmail.com
befc1ecaa3 balagi updates:
-biogenerator added to the hydroponics
-roller beds added to surgery
-trashbag added to janitor's closet
-candles added to chaplain's closet
-continued cleanup of machines code


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1902 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 20:14:06 +00:00
baloh.matevz
a7290faeae Completely reverted r1897 due to loss of interest in updating solars. Better to have the old set back than a half-finished set after all. (Only kept the space suit select equipment thing.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1901 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 17:10:01 +00:00
baloh.matevz
1fa9d1806e - Replaced medical computer sprite with the one ISaidNo donated
- Added mailman jumpsuit and hat as well as the vice jumpsuit. Not used on the map yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1900 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 04:37:55 +00:00
baloh.matevz
33b75af46c I missed a file in the previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1898 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 03:00:52 +00:00
baloh.matevz
809ba1710d Solars fix. Needs the powernet fix to actually work properly.
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 02:58:03 +00:00
baloh.matevz
044ab25cf8 Damage system changes:
- Environmental heat damage increased by a factor of 1.5 (meaning space and fires cause 50% more damage)
- Being without oxygen causes from 0 to 12 damage instead of 0 to 7, depending on how much oxygen is in the atmosphere. Means that if the room's just began to leak there will be no change in the oxygen damage you take compared to the damage prior to this update, but space does 12 damage per tick instead of 7.
- Fire suit now protects up to a temperature of 10000 degrees, which is the temperature at which floors start to melt. A toxin + oxy fire usually generates temperatures around 8000-9000 degrees. It used to protect up to 4500 degrees.
- Added a standard spacesuit loadout to the admin select equipment menu (LJ's request)

I've tested all the changed numbers a lot and they seem to work well. Space and fires are a lot more deadly, while normal circumstances remain at the same level as they are now.

I've also researched the bug which allowed you to spend infinity on tiles in space. The problem is that turfs don't process temperature properly, but even after spending 4 hours looking into it (I wish I was joking), I wasn't able to determine where this gets updated on the lowest of levels.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1896 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-20 21:37:05 +00:00
baloh.matevz
ce62286c70 - First aid kits now also have different sprites (sprites by Arcalane) (applies to fire first aid and tox first aid. The sprite is chosen at random. Empty first aid kits will always have the default sprite. First aid bots have the normal red-cross sprite)
- Map fix for xenobio by trubble_bass so xenos can't acid the field generators.
- Added the red first aid kits and purple first aid kit by Arcalane for future use if needed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1895 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-20 16:22:41 +00:00
vageyenaman@gmail.com
0cbf0df8d8 Fixed a bunch of bugs in this one. There were some problems with projectiles not powering the singularity field generators, which is clearly a very, very bad thing!!
I also fixed some/a problems with conveyer belts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1894 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-20 00:57:59 +00:00
firecage@hotmail.com
5a698e6924 Shock gun is fixed so it will function like it is supposed to.
Also a new weapon added called the Rapid Syringe Gun. It can only be made via R&D.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1893 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 19:05:13 +00:00
vageyenaman@gmail.com
cca0d9f8d3 Fixed a bug: ghosts can now not be shot by projectiles ever.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 18:22:08 +00:00
vageyenaman@gmail.com
5969c43ca9 Fixed a problem with pockets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1891 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 17:30:50 +00:00
vageyenaman@gmail.com
204ae607d6 This is a fix that addresses Issue 138.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1890 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 01:09:43 +00:00
firecage@hotmail.com
4d0f92bc29 Small bugfix for decloner.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1889 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 00:36:33 +00:00
firecage@hotmail.com
16154386aa A new gun is added to R&D research called the decloner. It does clone damage.
Note: This gun requires high research levels to be able to construct.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1888 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 23:56:17 +00:00
vageyenaman@gmail.com
059d93c142 Fixed a very serious runtime error spam that I may have unintentionally caused a while ago. This may or may not actually speed up the server a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1887 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 22:58:45 +00:00
vageyenaman@gmail.com
0c0e87ce6b Very small porta-turret hotfix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1886 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 20:22:25 +00:00
firecage@hotmail.com
22a5a69379 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1885 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-18 20:19:37 +00:00
vageyenaman@gmail.com
7cb9429a85 Okay, so this is a pretty big change.
Guns: 
     The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!


Miscellaneous:
     I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:58:29 +00:00
rastaf.zero@gmail.com
4f7030a426 Jack Rost updates:
-more dismantable consoles:
--Teleporter
--Supply ordering console
--Supply shuttle console
--Power Monitor
-new circuit boards (both constructable and destructable)
--Supply ordering console (programming 2)
--Supply shuttle console (programming 3)
--Outpost Status Display(programming 2)
--Operating Computer (programming 2, biotech 2)
-R&D Console circuit now requires programming 4 (was 6).


Balagi updates:
-Trash bag: works as mining satchels but for trash.
-Started redesign computers code
-fixed candles sprites
-trashbag now has "in hands" sprite
-fixed emagging supply shuttle console

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1883 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:17:58 +00:00
firecage@hotmail.com
6bc651f9ab Added a new chef utensil named the Butcher's Cleaver. For now it functions like a kitchen knife, but it does slightly more damage and can only be gotten from a hacked/emagged kitchen vending machine.
A few new foods are added, namely the following. Brain Burger, Chocolate Egg, Mystery Soup, Sausage and Fish Fingers.

Service/butler cyborg has a new sprite to pick from, the Maximillion one.

Chaplain now has a Flash of Holy Water in his office using the new holy water reagent.

Chef also now has an alternative apron he can find in the kitchen vending machine.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1882 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 18:25:03 +00:00
musketstgstation@gmail.com
22ec2a84ad BY CONSENSUS OF THE ADMIN TEAM:
Music buttons and song files removed.
Consequently, bananaphone kitchen recipe removed.
This saves over 10MB from the resource download, making it go faster for everyone and reducing lag.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1881 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 17:46:20 +00:00
rastaf.zero@gmail.com
338c826d1c - invented new machine for botanists: Biogenerator. Biogenerator converts unneeded biomass to useful substances like milk. Avaylable only trough admin powers at the moment.
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.

- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.

Code by Balagi, sprites by Farart.

-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming  3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 03:48:37 +00:00
rastaf.zero@gmail.com
1f31f809cd Fixed some runtime errors.
Backporting from ss13.ru:
- added trash: foor eaten food leaves empty картонный boxes and plates, husks. Janitors are doomed.
- new sprite for Soylent Viridians
- randomized pill sprite offset (as for fruits, tiles, papers).
- now chemmaster first assign label to pill, then dispence it.
- added sprite for trash bag. Wil be added to code soon.
Code by Jack Rost, sprites by Farart.

- added candle. Code by Balagi, sprites by Farart.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1879 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 03:02:45 +00:00
Superxpdude@gmail.com
9b894f0e0f Changed around the jobprocs file so that all jobs should spawn with PDAs under any circumstance.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1878 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 01:30:27 +00:00
baloh.matevz
bfb8668883 Closets:
- Added wall mounted first aid closet for later use with the medicine and alternative treatments project
- Added lockable mounted medical closet for later use (medicine project)
- Wall mounted closets can now be walked on even when closed (set the wall_mounted variable to 1) - does not apply to fire extinguisher and axe closet as those use special code.
- Set hydrant closet as wall-mounted for later use (dangercon project)

Bugfixes:
- If you open and close an emagged closet, it will now show as broken, not normal unlocked.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1877 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 00:11:39 +00:00
Superxpdude@gmail.com
8daf95e7c9 Some more tech levels added to some more items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1876 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 21:33:44 +00:00
firecage@hotmail.com
bc6ad80924 Bodybags removed again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1875 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 18:47:58 +00:00
firecage@hotmail.com
7f01b6fa9b Added two new sprites for cyborgs to choose from. A new medborg one and a new cyborg one.
AI can also choose a new sprite for itself, the Yes-man one.

Bodybags are now also added and 3 can be found in medbay. They are not entirely finished yet, but they will serve their purpose.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1874 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 17:46:04 +00:00
musketstgstation@gmail.com
e72cd0fdbd Fixed EMP area logging.
Fixed some incorrect messages associated with EMP grenades.
Unchecked an unused file.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1873 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 13:52:40 +00:00
Superxpdude@gmail.com
c9df2ae62e Updated a couple tech level requirements.
Medical and Security HUDs now give tech levels in the destructive analyzer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1872 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 05:08:30 +00:00
musketstgstation@gmail.com
bc1ba41731 Fixed some improperly merged files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1871 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 23:22:42 +00:00