Обход античита EXP 3.1 KillAura RW

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RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
 
RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
прикол в том что любая ротка бупасит рв, но нет, этот умник решил слить ротацию под рв xD
 
RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
дай метод random
 
прикол в том что любая ротка бупасит рв, но нет, этот умник решил слить ротацию под рв xD
ну воообще то нет..

если ротка хуни то удары просто не будет регать, но автор темы тоже как то палку перегнул можно было раз так в 3 легче сделать
 
спасибо тебе большое
 
ну воообще то нет..

если ротка хуни то удары просто не будет регать, но автор темы тоже как то палку перегнул можно было раз так в 3 легче сделать
хз, у меня дефолт снапы байпасят ( немного смещение аима)
 
RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
Так под рв(grim) любая роталка работает не? Смысл делать какие то отдельные и выдавать: Килка рабочая на рв.
ну воообще то нет..

если ротка хуни то удары просто не будет регать, но автор темы тоже как то палку перегнул можно было раз так в 3 легче сделать
Ну так рв это grim, ну а точнее GrimAc вроде бы с чуть чуть переделками. И то даже с переделками всё равно будет обходить любая роталка. Ну если я не прав подправьте, я на рв давно не был, ну и в целом на любых серверах. Раньше чё то писал чё то выходило под фт например тот же, ну а щас забил на это и перестал в целом что то делать. Так что простите если не прав
 
Так под рв(grim) любая роталка работает не? Смысл делать какие то отдельные и выдавать: Килка рабочая на рв.

Ну так рв это grim, ну а точнее GrimAc вроде бы с чуть чуть переделками. И то даже с переделками всё равно будет обходить любая роталка. Ну если я не прав подправьте, я на рв давно не был, ну и в целом на любых серверах. Раньше чё то писал чё то выходило под фт например тот же, ну а щас забил на это и перестал в целом что то делать. Так что простите если не прав
ты шо бро, там матрикс стоит, лол
 
У меня ошибок много
 
RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
(спойлер можно было сделать так
case "RW":
float yawRandomness = ThreadLocalRandom.current().nextFloat(-1.5F, 1.5F);
float pitchRandomness = ThreadLocalRandom.current().nextFloat(-1.5F, 1.5F);
float yawv = targetYaww + yawRandomness;
float pitchvv = clamp(targetPitchh + pitchRandomness, -70.0F, 70.0F);
if (!this.shouldPlayerFalling()) {
yaw = targetYaww + yawRandomness;
pitch = clamp(targetPitchh + pitchRandomness, -70.0F, 70.0F);
}
float gcdg = SensUtils.getGCDValue();
yawv -= (yawv - this.rotateVector.x) % gcdg;
pitchvv -= (pitchvv - this.rotateVector.y) % gcdg;
this.rotateVector = new Vector2f(yawv, pitchvv);
if ((Boolean) this.options.getValueByName("Коррекция движения").get()) {
Minecraft.player.rotationYawOffset = yawv;
}
break;)
 
RW KillAura EXPENSIVE 3.1

RW KillAura:
Expand Collapse Copy
case "RW" -> {
float baseYawSpeed = 52.0f;
float basePitchSpeed = 44.0f;

float targetYaw = (float) MathHelper.wrapDegrees(Math.toDegrees(Math.atan2(vec.z, vec.x)) - 90);
float targetPitch = (float) (-Math.toDegrees(Math.atan2(vec.y, hypot(vec.x, vec.z))));
targetPitch = clamp(targetPitch, -89.0F, 89.0F);

float yawDelta1 = wrapDegrees(targetYaw - rotateVector.x);
float pitchDelta1 = wrapDegrees(targetPitch - rotateVector.y);

float newYaw;
float newPitch;

if (attack && selected != target) {
float snapFactor = 0.88f + (Math.min(Math.abs(yawDelta1) / 90.0f, 1.0f) * 0.12f);
newYaw = rotateVector.x + yawDelta1 * snapFactor;
newPitch = rotateVector.y + pitchDelta1 * snapFactor;
} else {
float yawSpeed = Math.min(Math.abs(yawDelta1), baseYawSpeed);
float pitchSpeed = Math.min(Math.abs(pitchDelta1), basePitchSpeed);

newYaw = rotateVector.x + (yawDelta1 > 0 ? yawSpeed : -yawSpeed);
newPitch = rotateVector.y + (pitchDelta1 > 0 ? pitchSpeed : -pitchSpeed);
}

long time = System.currentTimeMillis();
float timeFactor = time * 0.001f;

if (mc.player.ticksExisted % (3 + (int)(Math.sin(timeFactor) * 2)) == 0) {
float shakeIntensity = 0.12f + (float) Math.sin(timeFactor * 2.5f) * 0.06f;
newYaw += (random.nextFloat() - 0.5f) * shakeIntensity;
newPitch += (random.nextFloat() - 0.5f) * shakeIntensity * 0.8f;
}

newYaw += (random.nextFloat() - 0.5f) * 0.018f;
newPitch += (random.nextFloat() - 0.5f) * 0.014f;

float gcd = SensUtils.getGCDValue();
float gcdVariation = 0.985f + (random.nextFloat() * 0.03f);
newYaw -= (newYaw - rotateVector.x) % (gcd * gcdVariation);
newPitch -= (newPitch - rotateVector.y) % (gcd * gcdVariation * 0.95f);

float maxChange = attack ? 38.0f : 28.0f;
newYaw = rotateVector.x + MathHelper.clamp(newYaw - rotateVector.x, -maxChange, maxChange);
newPitch = rotateVector.y + MathHelper.clamp(newPitch - rotateVector.y, -maxChange * 0.85f, maxChange * 0.85f);

newPitch = clamp(newPitch, -89.0F, 89.0F);

float smoothFactor = 0.78f + (random.nextFloat() * 0.22f);
newYaw = rotateVector.x + (newYaw - rotateVector.x) * smoothFactor;
newPitch = rotateVector.y + (newPitch - rotateVector.y) * smoothFactor;

rotateVector = new Vector2f(newYaw, newPitch);

if (options.getValueByName("Коррекция движения").get()) {
mc.player.rotationYawOffset = newYaw;
mc.player.renderYawOffset = newYaw;
if (mc.player.ticksExisted % 8 == 0) {
mc.player.rotationYawHead += (random.nextFloat() - 0.5f) * 0.6f;
}
}
lastYaw = newYaw;
lastPitch = newPitch;

if (time % 2000 < 100) {
float randomizer = 0.9f + (random.nextFloat() * 0.2f);
rotateVector = new Vector2f(
rotateVector.x * randomizer,
clamp(rotateVector.y * randomizer, -89.0F, 89.0F)
);
}
}
лол так это обычная ротка 3.1 плавная прост переделаная чутка
 
дайте метод attack plz :roflanzdarova:
 
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