Premium masodikbela 1359 Posted October 17, 2015 Premium Share Posted October 17, 2015 M2 Download Center This is the hidden content, please Sign In or Sign Up ( Internal ) Hi there Devs, I successfully extended the maximum number of items in a stack, so I'd like to share it. Originally the type of the "count" variables are "BYTE", so the maximum number only 255. I changed this to "WORD" (unsigned short), so now its about 60k. client packet.h Search for this: typedef struct command_item_drop2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct command_item_move then replace this in the struct: BYTE num; To this: WORD num; Search for this: typedef struct SShopItemTable then replace this in the struct: BYTE count; to this: WORD count; Search for this: typedef struct packet_set_item2 then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct packet_update_item then replace this in the struct: BYTE count; to this: WORD count; Then search for this: typedef struct SEquipmentItemSet replace this: BYTE count; to this: WORD count; PythonNetworkPhaseGame.cpp->RecvExchangePacket function Replace this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); To this: CPythonExchange::Instance().SetItemToSelf(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); and this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (BYTE) exchange_packet.arg3); to this: CPythonExchange::Instance().SetItemToTarget(iSlotIndex, exchange_packet.arg1, (WORD) exchange_packet.arg3); pythonexchange.cpp: Replace this: BYTE CPythonExchange::GetItemCountFromTarget(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromTarget(BYTE pos) Then this: BYTE CPythonExchange::GetItemCountFromSelf(BYTE pos) With this: WORD CPythonExchange::GetItemCountFromSelf(BYTE pos) And this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToTarget(DWORD pos, DWORD vnum, WORD count) And then this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, BYTE count) With this: void CPythonExchange::SetItemToSelf(DWORD pos, DWORD vnum, WORD count) pythonexchange.h Replace this ones: BYTE GetItemCountFromTarget(BYTE pos); BYTE GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, BYTE count); void SetItemToSelf(DWORD pos, DWORD vnum, BYTE count); BYTE item_count[EXCHANGE_ITEM_MAX_NUM]; To this: WORD GetItemCountFromTarget(BYTE pos); WORD GetItemCountFromSelf(BYTE pos); void SetItemToTarget(DWORD pos, DWORD vnum, WORD count); void SetItemToSelf(DWORD pos, DWORD vnum, WORD count); WORD item_count[EXCHANGE_ITEM_MAX_NUM]; PythonNetworkStreamPhaseGameItem.cpp Replace the whole function: bool CPythonNetworkStream::SendShopSellPacketNew With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; bool CPythonNetworkStream::SendShopSellPacketNew(BYTE bySlot, WORD byCount) { if (!__CanActMainInstance()) return true; TPacketCGShop PacketShop; PacketShop.header = HEADER_CG_SHOP; PacketShop.subheader = SHOP_SUBHEADER_CG_SELL2; TfckOFF second; second.byCount = byCount; second.bySlot = bySlot; if (!Send(sizeof(TPacketCGShop), &PacketShop)) { Tracef("SendShopSellPacket Error\n"); return false; } if (!Send(sizeof(TfckOFF), &second)) { Tracef("SendShopAddSellPacket Error\n"); return false; } /*if (!Send(sizeof(WORD), &byCount)) { Tracef("SendShopAddSellPacket Error\n"); return false; }*/ Tracef(" SendShopSellPacketNew(bySlot=%d, byCount=%u)\n", bySlot, byCount); return SendSequence(); } Then replace this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount) To this: bool CPythonNetworkStream::SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num) bool CPythonNetworkStream::SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount) pythonplayermodule.cpp Replace the whole function: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) With this: PyObject * playerSetItemCount(PyObject* poSelf, PyObject* poArgs) { switch (PyTuple_Size(poArgs)) { case 2: { int iSlotIndex; if (!PyTuple_GetInteger(poArgs, 0, &iSlotIndex)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 1, &wCount)) return Py_BuildException(); if (0 == wCount) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(TItemPos (INVENTORY, iSlotIndex), wCount); return Py_BuildNone(); } case 3: { TItemPos Cell; if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); WORD wCount; if (!PyTuple_GetInteger(poArgs, 2, &wCount)) return Py_BuildException(); CPythonPlayer::Instance().SetItemCount(Cell, wCount); return Py_BuildNone(); } default: return Py_BuildException(); } } PythonNetworkStreamModule.cpp Replace the following function: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) With this: PyObject* netSendItemMovePacket(PyObject* poSelf, PyObject* poArgs) { TItemPos Cell; TItemPos ChangeCell; int num; switch (PyTuple_Size(poArgs)) { case 3: if (!PyTuple_GetInteger(poArgs, 0, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 2, &num)) return Py_BuildException(); break; case 5: { if (!PyTuple_GetByte(poArgs, 0, &Cell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 1, &Cell.cell)) return Py_BuildException(); if (!PyTuple_GetByte(poArgs, 2, &ChangeCell.window_type)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 3, &ChangeCell.cell)) return Py_BuildException(); if (!PyTuple_GetInteger(poArgs, 4, &num)) return Py_BuildException(); } break; default: return Py_BuildException(); } CPythonNetworkStream& rkNetStream=CPythonNetworkStream::Instance(); rkNetStream.SendItemMovePacket(Cell, ChangeCell, (WORD) num);//ez a sor az return Py_BuildNone(); } GameType.h Search for this: typedef struct packet_item Then replace this: BYTE count; With this: WORD count; Search for this: typedef struct packet_shop_item And edit this: BYTE count; to this: WORD count; AbstractPlayer.h Replace this: virtual void SetItemCount(TItemPos itemPos, BYTE byCount) = 0; With this: virtual void SetItemCount(TItemPos itemPos, WORD byCount) = 0; PythonPlayer.cpp Replace this: void CPythonPlayer::SetItemCount(TItemPos Cell, BYTE byCount) With this: void CPythonPlayer::SetItemCount(TItemPos Cell, WORD byCount) PythonPlayer.h Replace this: void SetItemCount(TItemPos Cell, BYTE byCount); With this: void SetItemCount(TItemPos Cell, WORD byCount); PythonNetworkStream.h And this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, BYTE byCount); bool SendShopSellPacketNew(BYTE bySlot, BYTE byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, BYTE num); With this: bool SendSafeBoxItemMovePacket(BYTE bySourcePos, BYTE byTargetPos, WORD byCount); bool SendShopSellPacketNew(BYTE bySlot, WORD byCount); bool SendItemMovePacket(TItemPos pos, TItemPos change_pos, WORD num); Now we are done with the client, you can build it now. server common/tables.h Search this: typedef struct SShopItemTable Then replace this: BYTE count; To this: WORD count; packet.h Search for this: typedef struct command_item_drop2 Then edit this: BYTE count; To this: WORD count; Then search this:: typedef struct command_item_move Replace this: BYTE count; With this: WORD count; Then search this: typedef struct packet_item_set Replace this: BYTE count; To this: WORD count; Search this: typedef struct packet_item_update Replace this: BYTE count; To this: WORD count; Search this: struct packet_shop_item Replace this: BYTE count; To this: WORD count; Search this: typedef struct pakcet_view_equip Then replace this: BYTE count; To this: WORD count; input_main.cpp Replace this whole function: int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) With this: typedef struct fckOFF { BYTE bySlot; WORD byCount; } TfckOFF; int CInputMain::Shop(LPCHARACTER ch, const char * data, size_t uiBytes) { TPacketCGShop * p = (TPacketCGShop *) data; if (uiBytes < sizeof(TPacketCGShop)) return -1; if (test_server) sys_log(0, "CInputMain::Shop() ==> SubHeader %d", p->subheader); const char * c_pData = data + sizeof(TPacketCGShop); uiBytes -= sizeof(TPacketCGShop); switch (p->subheader) { case SHOP_SUBHEADER_CG_END: sys_log(1, "INPUT: %s SHOP: END", ch->GetName()); CShopManager::instance().StopShopping(ch); return 0; case SHOP_SUBHEADER_CG_BUY: { if (uiBytes < sizeof(BYTE) + sizeof(BYTE)) return -1; BYTE bPos = *(c_pData + 1); sys_log(1, "INPUT: %s SHOP: BUY %d", ch->GetName(), bPos); CShopManager::instance().Buy(ch, bPos); return (sizeof(BYTE) + sizeof(BYTE)); } case SHOP_SUBHEADER_CG_SELL: { if (uiBytes < sizeof(BYTE)) return -1; BYTE pos = *c_pData; sys_log(0, "INPUT: %s SHOP: SELL", ch->GetName()); CShopManager::instance().Sell(ch, pos); return sizeof(BYTE); } case SHOP_SUBHEADER_CG_SELL2: { if (uiBytes < sizeof(TfckOFF)) return -1; TfckOFF*p2 = (TfckOFF*)c_pData; /*BYTE pos = *(c_pData++); WORD count = *(c_pData);*/ sys_log(0, "INPUT: %s SHOP: SELL2", ch->GetName()); CShopManager::instance().Sell(ch, p2->bySlot, p2->byCount); return sizeof(TfckOFF); } default: sys_err("CInputMain::Shop : Unknown subheader %d : %s", p->subheader, ch->GetName()); break; } return 0; } shop_manager.cpp Replace this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount) To this: void CShopManager::Sell(LPCHARACTER ch, BYTE bCell, WORD bCount) shop.h Search this: typedef struct shop_item Replace this: BYTE count; To this: WORD count; shop_manager.h Replace this: void Sell(LPCHARACTER ch, BYTE bCell, BYTE bCount=0); To this: void Sell(LPCHARACTER ch, BYTE bCell, WORD bCount=0); char_item.cpp Replace this: bool CHARACTER::DropItem(TItemPos Cell, BYTE bCount) To this: bool CHARACTER::DropItem(TItemPos Cell, WORD bCount) Then replace this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, BYTE count) To this: bool CHARACTER::MoveItem(TItemPos Cell, TItemPos DestCell, WORD count) And replace this in this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); Then replace this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, BYTE bCount, int iRarePct, bool bMsg) To this: LPITEM CHARACTER::AutoGiveItem(DWORD dwItemVnum, WORD bCount, int iRarePct, bool bMsg) And replace this in this function: BYTE bCount2 = MIN(200 - item->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item->GetCount(), bCount); And replace this inside the PickupItem function: BYTE bCount = item->GetCount(); To this: WORD bCount = item->GetCount(); And this (still inside this function): BYTE bCount2 = MIN(200 - item2->GetCount(), bCount); To this: WORD bCount2 = MIN(ITEM_MAX_COUNT - item2->GetCount(), bCount); item.cpp->DWORD CItem::GetCount() Replace this: return MIN(m_dwCount, 200); To this: return MIN(m_dwCount, ITEM_MAX_COUNT); safebox.cpp Replace this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, BYTE count) To this: bool CSafebox::MoveItem(BYTE bCell, BYTE bDestCell, WORD count) Then replace this inside this function: count = MIN(200 - item2->GetCount(), count); To this: count = MIN(ITEM_MAX_COUNT - item2->GetCount(), count); common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, (I changed this to 300, just for the test) char.h Replace this: bool DropItem(TItemPos Cell, BYTE bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, BYTE num); LPITEM AutoGiveItem(DWORD dwItemVnum, BYTE bCount=1, int iRarePct = -1, bool bMsg = true); To this: bool DropItem(TItemPos Cell, WORD bCount=0); bool MoveItem(TItemPos pos, TItemPos change_pos, WORD num); LPITEM AutoGiveItem(DWORD dwItemVnum, WORD bCount=1, int iRarePct = -1, bool bMsg = true); safebox.h Replace this: bool MoveItem(BYTE bCell, BYTE bDestCell, BYTE count); To this: bool MoveItem(BYTE bCell, BYTE bDestCell, WORD count); oxevent.cpp Replace this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, BYTE count) To this: bool COXEventManager::GiveItemToAttender(DWORD dwItemVnum, WORD count) oxevent.h Replace this: bool GiveItemToAttender(DWORD dwItemVnum, BYTE count); With this: bool GiveItemToAttender(DWORD dwItemVnum, WORD count); Now we are done with the server, don't foget to build the db and the gamefile too! database We have to do 2 more things: Go to the player database, right click on the item table -> desing table, then edit the count column's type from tinyint to smallint and the lenght from 3 to 4. shop_item table->desing table: edit the count column's type from tinyint to smallint And we are done I also captured the "progress" like in my "Expand maximum level" topic, its about 40 minutes long again, its not necessary at all to watch it, but if you are interested about the progress, or you just bored and have 40-50 minute freetime, watch it, if you want Special thanks to TheSLZ for testing the edits. If you have any problem/remark/question, or you've just found a bug, feel free to tell/ask it here or in PM. Have a nice day, ~masodikbela 141 2 1 1 1 1 1 2 43 3 131 The one and only UI programming guideline Link to comment Share on other sites More sharing options...
Honorable Member xP3NG3Rx 19656 Posted October 17, 2015 Honorable Member Share Posted October 17, 2015 Thanks, I love it! Buuut, what is that TfckOFF? Link to comment Share on other sites More sharing options...
Premium masodikbela 1359 Posted October 17, 2015 Author Premium Share Posted October 17, 2015 Thanks, I love it! Buuut, what is that TfckOFF? I've got a big problem with the "sell packet", (you can see it in the video, about a quarter of this about this problem -.-) And after one hour trying I realized that I should use "struct", so it got this nice name 1 1 The one and only UI programming guideline Link to comment Share on other sites More sharing options...
Honorable Member xP3NG3Rx 19656 Posted October 17, 2015 Honorable Member Share Posted October 17, 2015 Hmm, I can't watch the video because of my mobile-internet is limited. But I will test with this: case SHOP_SUBHEADER_CG_SELL2: { if (uiBytes < sizeof(WORD) + sizeof(WORD) + sizeof(BYTE)) return -1; //WORD wPos = *(c_pData); const WORD wPos = *reinterpret_cast<const WORD*>(c_pData);//c_pData[0:sizeof(WORD)] const WORD wCount = *(c_pData + sizeof(WORD));//c_pData[sizeof(WORD):(2*sizeof(WORD))] const BYTE bType = *(c_pData + sizeof(WORD) + sizeof(WORD));//c_pData[(2*sizeof(WORD)):] sys_log(0, "INPUT: %s SHOP: SELL2", ch->GetName()); sys_log(0, " wPos: %d, wCount: %d, bType: %d", wPos, wCount, bType); CShopManager::instance().Sell(ch, wPos, wCount, bType); return sizeof(WORD) + sizeof(WORD) + sizeof(BYTE); } Because I implemented the items selling from the DS-Inventory. 2 Link to comment Share on other sites More sharing options...
Premium masodikbela 1359 Posted October 17, 2015 Author Premium Share Posted October 17, 2015 Well, now I see that my problem was that I just changed the variable type, and I didn't add the size of the word to the "c_pData", so it copied only the size of a "byte", so I couldn't sell more than 255 items in a stack, and if I wanted to, I've got "overflow". Finally, the "struct" solved this problem, but now I know this way too ^^ The one and only UI programming guideline Link to comment Share on other sites More sharing options...
terrorr 15 Posted October 22, 2015 Share Posted October 22, 2015 (edited) shop_manager.cpp:258: error: prototype for 'void CShopManager::Sell(CHARACTER*, BYTE, WORD)' does not match any in class 'CShopManager' shop_manager.h:26: error: candidate is: void CShopManager::Sell(CHARACTER*, BYTE, BYTE) LoL xD fixed... Edited October 22, 2015 by terrorr Link to comment Share on other sites More sharing options...
xCoRPeR 21 Posted October 23, 2015 Share Posted October 23, 2015 (edited) https://metin2.download/picture/J94fjwXqJm4oVyYBP40X8GEBU5bFhBOl/.png lol xd Edited August 31, 2022 by Metin2 Dev Core X - External 2 Internal 5 1 2 3 2 Link to comment Share on other sites More sharing options...
Premium masodikbela 1359 Posted October 23, 2015 Author Premium Share Posted October 23, 2015 (edited) https://metin2.download/picture/J94fjwXqJm4oVyYBP40X8GEBU5bFhBOl/.png lol xd What kind of window is this? Maybe its possible, that you have different systems/features than me. Edited August 31, 2022 by Metin2 Dev Core X - External 2 Internal 1 The one and only UI programming guideline Link to comment Share on other sites More sharing options...
terrorr 15 Posted October 23, 2015 Share Posted October 23, 2015 (edited) https://metin2.download/picture/J94fjwXqJm4oVyYBP40X8GEBU5bFhBOl/.png lol xd This one is not about stack problem. I have before same one but I don't remember what was it:/ What do you changed last time? Probably problem is about more slots in shops Regards. Check again if you do corectly all files... Edited August 31, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
zmyl3 2 Posted October 23, 2015 Share Posted October 23, 2015 (edited) Thanks mesodikbela ! It`s fully working ! https://metin2.download/picture/r3F9504x09DVmF8K988YXgTtGTP6KMUj/.gif/ Edited September 11, 2022 by Metin2 Dev Core X - External 2 Internal 1 Link to comment Share on other sites More sharing options...
Kamylek 10 Posted November 8, 2015 Share Posted November 8, 2015 With shops everything is okey... 1 1 2 Link to comment Share on other sites More sharing options...
Premium masodikbela 1359 Posted November 8, 2015 Author Premium Share Posted November 8, 2015 On 11/8/2015 at 8:48 PM, Kamylek said: With shops everything is okey... I still don't know what kind of window is that. Its possible, that windows in connection with belt system/dragon soul system won't work properly, because I not use any of them, so I didn't tested them. 2 The one and only UI programming guideline Link to comment Share on other sites More sharing options...
Kamylek 10 Posted November 8, 2015 Share Posted November 8, 2015 On 11/8/2015 at 8:56 PM, masodikbela said: On 11/8/2015 at 8:48 PM, Kamylek said: With shops everything is okey... I still don't know what kind of window is that. Its possible, that windows in connection with belt system/dragon soul system won't work properly, because I not use any of them, so I didn't tested them. Every shop(not player shop) i open looks like on ss 1 1 Link to comment Share on other sites More sharing options...
Premium masodikbela 1359 Posted November 8, 2015 Author Premium Share Posted November 8, 2015 (edited) But its not the default shop window, I mean its size is different, so its edited by someone else. For me its OK: Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal The one and only UI programming guideline Link to comment Share on other sites More sharing options...
Piecia139 4 Posted November 28, 2015 Share Posted November 28, 2015 Lol http://scr.hu/5rif/07zr1 4 1 Link to comment Share on other sites More sharing options...
Cyxer 140 Posted November 30, 2015 Share Posted November 30, 2015 how to change 200 to 250? Link to comment Share on other sites More sharing options...
Premium tierrilopes 452 Posted December 1, 2015 Premium Share Posted December 1, 2015 On 30/11/2015, 13:33:32, Cyxer said: how to change 200 to 250? Do the tutorial and set it to 250 in this part: common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, Link to comment Share on other sites More sharing options...
Cyxer 140 Posted December 1, 2015 Share Posted December 1, 2015 2 hours ago, tierrilopes said: Do the tutorial and set it to 250 in this part: common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, thnx you tierrilopes! Link to comment Share on other sites More sharing options...
Cyxer 140 Posted December 2, 2015 Share Posted December 2, 2015 23 hours ago, tierrilopes said: Do the tutorial and set it to 250 in this part: common/item_lenght.h Here you can set the maximum number in a stack. Change this as big as you want (between 0 and ~60k) ITEM_MAX_COUNT = 200, dont work!!..i change 200 to 250 and again max stack is 200. Link to comment Share on other sites More sharing options...
Premium tierrilopes 452 Posted December 2, 2015 Premium Share Posted December 2, 2015 5 hours ago, Cyxer said: dont work!!..i change 200 to 250 and again max stack is 200. Thank you missd a step on the tutorial. I set mine for 30k and its working fine. Link to comment Share on other sites More sharing options...
Cyxer 140 Posted December 3, 2015 Share Posted December 3, 2015 16 hours ago, tierrilopes said: Thank you missd a step on the tutorial. I set mine for 30k and its working fine. what; xd Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted December 31, 2015 Management Share Posted December 31, 2015 (edited) Hello, Spoiler https://www.youtube.com/watch?v=sE8QqxVjqLw When I buy something from a shop, I just have packs 50, but when I click to buy the client blocks and or close or goes back to the login part, when I login in again 1074 itens on my inventory... How do I resolve this? Thanks Kind regards, charparodar EDIT: #RemoveThisPost #ProblemSolved I was missing just 1 part <.< Edited December 31, 2015 by charparodar Problem Solved 1 1 1 Link to comment Share on other sites More sharing options...
alper40s 1 Posted August 21, 2016 Share Posted August 21, 2016 http://pastebin.com/cSZ02Bzc Client src error please help me ... skype -EDIT- 1 1 Link to comment Share on other sites More sharing options...
xRooT 24 Posted December 8, 2016 Share Posted December 8, 2016 and this ? config.cpp BYTE g_bItemCountLimit = 200; Link to comment Share on other sites More sharing options...
xRooT 24 Posted December 8, 2016 Share Posted December 8, 2016 (edited) i have problem Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
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