IMMORTALZ NEVER DIE

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» No feAr ImMoRTaLz aRe HErE ·|-<
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» IMMORTALZ NEVER DIE ( I.N.D ) Updates / News ~
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» NEWS --> Team Updates ~ XMAS
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» !! NEWS !! UPDATEZ !! -
Wed Nov 09, 2011 9:40 am by IMMORTALZ

» Unreal Immortalz 2
Fri Oct 28, 2011 8:11 pm by IMMORTALZ

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    IMMORTALZ

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    Post by IMMORTALZ on Sat Jun 05, 2010 6:23 pm

    [list]Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.


    Effect Code
    Unknown _attack
    Unknown _back
    Switch to indicated weapon slot, regardless if you have a weapon there _button0
    Switch to indicated weapon slot, regardless if you have a weapon there _button1
    Switch to indicated weapon slot, regardless if you have a weapon there _button2
    Switch to indicated weapon slot, regardless if you have a weapon there _button3
    Switch to indicated weapon slot, regardless if you have a weapon there _button4
    Switch to indicated weapon slot, regardless if you have a weapon there _button5
    Switch to indicated weapon slot, regardless if you have a weapon there _button6
    Switch to indicated weapon slot, regardless if you have a weapon there _button7
    Unknown aas_goalArea
    Unknown aas_pullPlayer
    Unknown aas_randomPullPlayer
    Unknown aas_showAreas
    Unknown aas_showFlyPath
    Unknown aas_showHideArea
    Unknown aas_showPath
    Unknown aas_showPushIntoArea
    Unknown aas_showWallEdges
    Unknown aas_test
    Show AAS stats aasStats
    Adds debug arrow addarrow
    Core to game chat lines addChatLine
    Add debug line addline
    Scale contact friction af_contactFrictionScale
    Force the given friction value af_forceFriction
    Name of the body to highlight af_highlightBody
    Name of the constraint to highlight af_highlightConstraint
    Scale the joint friction af_jointFrictionScale
    Maximum angular velocity af_maxAngularVelocity:
    Maximum linear velocity af_maxLinearVelocity
    Show structures of articulated figures not at rest af_showActive
    Show bodies af_showBodies
    Show body names af_showBodyNames
    Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
    Show constraint names af_showConstraintNames
    Show constraints af_showConstraints
    Show the inertia tensor of each body af_showInertia
    Show joint limits af_showLimits
    Show mass of each body af_showMass
    Show primary constraints only af_showPrimaryOnly
    Show articulated figure CPU usage af_showTimings
    Show the total mass of each articulated figure af_showTotalMass
    Show tree-like structures af_showTrees
    Show velocity of each body af_showVelocity
    Skip friction af_skipFriction
    Skip joint limits af_skipLimits
    Skip self collision detection af_skipSelfCollision
    Test for bodies initially stuck in solid af_testSolid
    Scale time af_timeScale
    Use impulse-based contact friction af_useImpulseFriction
    Use impulse-based joint friction af_useJointImpulseFriction
    Use linear time algorithm for tree-like structures af_useLinearTime
    Use constraint matrix symmetry af_useSymmetry
    Enable blocked fail safe handling ai_blockedFailSafe
    Draw movement information for monsters ai_debugMove
    Display script calls for the specified monster entity number ai_debugScript
    Draw trajectory tests for monsters ai_debugTrajectory
    Draw attack cones for monsters ai_showCombatNodes
    Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
    Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
    Draw path_* entities ai_showPaths:
    Unknown ai_testPredictPath
    Write .AVI for a command demo aviCmdDemo
    Save demo in .AVI format avidemo
    Write .AVI for a demo aviDemo
    Write .AVI for the current game aviGame
    Game benchmark benchmark
    Benchmark benchmark
    Bind command to a key bind
    Unknown bindlist
    Bind ragdoll at the current drag position bindRagdoll
    Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
    Blink a debug line blinkline
    Center view centerview
    Check if new version of the game is available checkNewVersion
    Clear the console clear
    Unknown clearlights
    Clear all lights clearLights
    Drop current weapon clientDropWeapon
    In-game GUI message mode clientMessageMode
    Voice chats clientVoiceChat
    Team voice chats clientVoiceChatTeam
    Close the view showing any notes for this map closeViewNotes
    Cull back facing polygons cm_backFaceCul
    Debug collision detection cm_debugCollision
    Color used to draw the collision models cm_drawColor
    Draw filled polygons cm_drawFilled
    Draw internal edges green cm_drawInternal
    Collision mask cm_drawMask
    Draw polygon and edge normals cm_drawNormals
    Unknown cm_testAngle
    Unknown cm_testBox
    Unknown cm_testBoxRotation
    Unknown cm_testCollision
    Unknown cm_testLength
    Unknown cm_testModel
    Unknown cm_testOrigin
    Unknown cm_testRadius
    Unknown cm_testRandomMany
    Unknown cm_testReset
    Unknown cm_testRotation
    Unknown cm_testTimes
    Unknown cm_testWalk
    Show collision model info collisionModelInfo
    Use ~ to toggle console com_allowConsole
    Sample input from the async thread com_asyncInput
    Mix sound from the async thread com_asyncSound
    Unknown com_aviDemoHeight
    Unknown com_aviDemoSamples
    Unknown com_aviDemoTics
    Unknown com_aviDemoWidth
    Unknown com_compressDemos
    Compress saved games com_compressSaveGame
    Unknown com_fixedTic
    Force generic platform independent SIMD com_forceGenericSIMD
    Unknown com_guid
    Record journal com_journal 1
    Play back journal com_journal 2
    Unknown com_logDemos
    Set hardware classification to com_machineSpec
    Set hardware classification to not detected, com_machineSpec -1
    Set hardware classification to low quality, com_machineSpec 0
    Set hardware classification to medium quality, com_machineSpec 1
    Set hardware classification to high quality, com_machineSpec 2
    Set hardware classification to ultra quality com_machineSpec 3
    Make a build com_makingBuild 1
    Marker for memory stats com_memoryMarker
    Unknown com_minTics
    Run one game tick every async thread update com_preciseTic
    Unknown com_preloadDemos
    Purge everything between level loads com_purgeAll
    Unknown com_showAngles
    Show async network stats com_showAsyncStats
    Unknown com_showDemo
    Show frame rate com_showFPS
    Show framerate com_showfps 1
    Show total and per frame memory usage com_showMemoryUsage
    Show sound decoders com_showSoundDecoders
    Unknown com_showTics
    Unknown com_skipGameDraw
    Skip the renderer completely com_skipRenderer
    Show engine timings com_speeds
    Print time in milliseconds with each console print com_timestampPrints 1
    Print time in seconds with each console print com_timestampPrints 2
    Update the load size after loading a map com_updateLoadSize
    Hold last amount of detected video RAM com_videoRam
    Unknown com_wipeSeconds
    Combine six images for roq compression combineCubeImages
    Compress a demo file compressDemo
    Print on the console but not onscreen when console is displayed con_noPrint
    Time messages displayed when console is displayed con_notifyTime
    Speed at which the console moves con_speed <number>
    Dump the console text to a file conDump
    Connect to a server connect
    Crash game crash
    Restart the cvar system cvar_restart
    Unknown cvarlist
    Apply damage to an entity damage
    Launch script debugger debugger
    Print parses decl_show 1
    Print parses and references developer decl_show 2
    Delete selected entity deleteSelected
    Save screenshot for a demo demoShot
    Load a map in developer mode devmap
    List a folder dir
    List a folder with sub-folders dirtree
    Unknown dirtyfeet
    Disassembles script disasmScript
    Disables connection for current multi-player game disconnect
    Disconnect from a game disconnect
    Compile map dmap
    Print indicated text echo <text>
    Launch in-game Articulated Figure Editor editAFs
    Launch in-game Declaration Editor editDecls
    Launch GUI Editor editGUIs
    Change lighting editlight
    Launch in-game Light Editor editLights
    Open the in-game editor editor
    Launch in-game Particle Editor editParticles
    Launch in-game PDA Editor editPDAs
    Launch in-game Script Editor editScripts
    Launch in-game Sound Editor editSounds
    Unknown EntityPlacement
    Take an environment shot envshot
    Cause an error error
    Execute a config file exec
    Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
    Exit game exit
    Exit command demo exitCmdDemo
    Export models exportmodels
    Unknown fillrate
    Finish the build process finishBuild
    Unknown flashlight
    Unknown focussoundseditor
    Freeze everything on screen freeze
    Freeze game for indicated number of seconds freeze <number>
    Unknown fs_basepath
    Unknown fs_caseSensitiveOS
    Unknown fs_cdpath
    Unknown fs_copyfiles
    Unknown fs_debug
    Unknown fs_devpath
    Unknown fs_game
    Unknown fs_restrict
    Unknown fs_savepath
    Armor takes this percentage of damage g_armorProtection <number>
    Armor takes this percentage of damage in MP g_armorProtectionMP <number>
    Maintain even teams g_balanceTDM
    Unknown g_blobSize
    Unknown g_blobTime
    Show blood splats, sprays, and gibs g_bloodEffects
    Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
    Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime <number>
    Pregame countdown in seconds g_countDown <number>
    Scale final damage on player by this factor g_damageScale <number>
    Display information on which animations are playing on specified entity; -1 disables g_debugAnim <number>
    Check for models with bounds over 2048 g_debugBounds
    Unknown g_debugCinematic
    Unknown g_debugDamage
    Unknown g_debugMove
    Unknown g_debugMover
    Unknown g_debugScript
    Unknown g_debugTriggers
    Unknown g_debugWeapon
    Show decals (bullet holes, etc.) g_decals
    Disassemble script into base/script disasm.txt when script is compiled g_disasm
    Show double vision when taking damage g_doubleVision
    Unknown g_dragDamping
    Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
    Unknown g_dragShowSelection
    Unknown g_dropItemRotation
    Unknown g_dvAmplitude
    Unknown g_dvFrequency
    Unknown g_dvTime
    Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode <0-7>
    Unknown g_exportMask
    Toggle disable buffer file writing for save games g_flushSave <0 or 1>
    Unknown g_fov
    Display timing information for each game frame g_frametime
    Score review time in seconds at end game g_gameReviewPause
    Unknown g_gravity
    Unknown g_gunX
    Unknown g_gunY
    Unknown g_gunZ
    Set how much health to take in nightmare mode g_healthTakeAmt <number>
    Set how low can health get taken in nightmare mode g_healthTakeLimit <number>
    Set how often to take health in nightmare mode g_healthTakeTime <number>
    Unknown g_kickAmplitude
    Unknown g_kickTime
    Unknown g_maxShowDistance
    Unknown g_monsters
    Control the weapon sway in MP g_mpWeaponAngleScale <number>
    Show muzzle flashes g_muzzleFlash <0 or 1>
    If nightmare mode is allowed g_nightmare <0 or 1>
    Game password g_password <password>
    Show dynamic lights on projectiles g_projectileLights
    Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
    Enable ejected shells from weapon g_showBrass
    Display current frame number for camera when playing cinematics g_showcamerainfo
    Unknown g_showCollisionModels
    Unknown g_showCollisionTraces
    Unknown g_showCollisionWorld
    Draw boxes around monsters that targeted player g_showEnemies
    Unknown g_showEntityInfo
    Unknown g_showHud
    Enable shadow of player model g_showPlayerShadow
    Enable display of player hit percentage g_showProjectilePct
    Toggle hit % to HUD g_showprojectilepct 1
    Unknown g_showPVS
    Draw entities and their targets; hidden entities are gray g_showTargets
    Display current animation and frame number for testmodels. g_showTestModelFrame
    Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
    Unknown g_showviewpos
    Unknown g_skill
    Unknown g_skipFX
    Unknown g_skipParticles
    Skip damage and other view effects g_skipViewEffects
    Let spectators talk to everyone during game g_spectatorChat
    Unknown g_stopTime
    Draw arrows over teammates in team deathmatch g_TDMArrows
    Unknown g_testDeath
    Unknown g_testHealthVision
    Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
    Number of frames to blend g_testModelBlend
    Test model rotation speed g_testModelRotate
    Test particle visualation; set by the particle editor g_testParticle
    Name of the particle being tested by the particle editor g_testParticleName
    Name of material to draw over screen g_testPostProcess
    When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
    scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
    Unknown g_vehicleForce
    Unknown g_vehicleVelocity
    Unknown g_viewNodalX
    Unknown g_viewNodalZ
    Show available memory game_memory
    Cause a game error gameError
    Kick player from multi-player game gameKick <name>
    Print current view position getviewpos
    Display graphics card details gfxinfo
    Spawn indicated item give <item name>
    Full weapons and ammunition give all
    Full ammunition for current weapons give ammo
    Armor to 125 give armor
    Health to 100 give health
    All keys give keys
    BFG give weapon_bfg
    Chainsaw give weapon_chainsaw
    Machine gun give weapon_machinegun
    Plasmagun give weapon_plasmagun
    Rocket launcher give weapon_rocketlauncher
    Shotgun give weapon_shotgun
    God mode1 god
    Unknown gui_configServerRate
    Unknown gui_debug
    Unknown gui_edit
    Gametype filter gui_filter_gameType
    Password filter gui_filter_password
    Players filter gui_filter_players
    Unknown gui_mediumFontLimit
    Unknown gui_smallFontLimit
    Send heartbeat to master servers Heartbeat
    Show help help
    Hitch the game hitch
    Show IK debug lines ik_debug
    Enable IK ik_enable
    Name of log file; if empty "qconsole.log" will be used ilFileName
    Set the maximum texture anisotropy if available image_anisotropy <number>
    Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs <number>
    Maximum KB of precompressed files to read at specification time image_cacheMinK <number>
    See texture MIP usage image_colorMipLevels
    Control texture downsampling image_downSize
    Control normal map downsampling image_downSizeBump
    Control normal map downsample limit image_downSizeBumpLimit
    Control diffuse map downsample limit image_downSizeLimit
    Control specular downsampling image_downSizeSpecular
    Control specular downsampled limit image_downSizeSpecularLimit
    Change texture filtering on mipmapped images image_filter
    Unknown image_forceDownSize
    Ignore high quality setting on materials image_ignoreHighQuality
    Change lod bias on mipmapped images image_lodbias
    If 0, dynamically load all images image_preload <0 or 1>
    Round bad sizes down to nearest power of two image_roundDown
    If 1, print number of outstanding background loads image_showBackgroundLoads<0 or 1>
    Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
    If 1, do background load image caching image_useCache <0 or 1>
    If 0, force everything to high quality image_useCompression <0 or 1>
    If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression <0-2>
    Write batch file for offline compression of .DDS files image_useOfflineCompression
    Use .DDS files if present image_usePrecompressedTextures
    Write .tgas of the final normal maps for debugging image_writeNormalTGA
    Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
    Write .DDS files if necessary image_writePrecompressedTextures
    Write .TGAs of the non normal maps for debugging image_writeTGA
    Always run (reverse _speed button) in multi-player mode in_alwaysRun
    Angle change scale when holding _speed button in_anglespeedkey
    Look around with mouse (reverse _mlook button) in_freeLook
    Enable mouse input in_mouse
    Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
    Restart the input system in_restart
    Yaw change speed when holding _left or _right button in_yawspeed
    Keep last test model in the game keepTestModel
    Kick client by connection number kick
    Kill current target; suicide if no one is targeted kill
    Kill the player kill
    Kill all monsters in current level killmonsters
    Kill all moving enemies killmoveables
    Kill all non-moving enemies killragdolls
    Scan LAN for servers LANScan
    Show LCP solver failures lcp_showFailures
    List active game entities listActiveEntities
    List articulated figures listAF
    List all animations listAnims
    List audios listAudios
    List key bindings listBinds
    List game classes listClasses
    List commands listCmds
    List collision models listCollisionModels
    List cvars listCvars
    List all decls listDecls
    List all keys used by dictionaries listDictKeys
    List all values used by dictionaries listDictValues
    List emails listEmails
    List game entities listEntities
    Lists indicated def file settings listentitydefs
    List FX systems listFX
    List game commands listGameCmds
    List GUIs listGuis
    List decl text character frequencies listHuffmanFrequencies
    List images listImages
    Lists indicated def file settings listlightdefs
    List all debug lines listLines
    List materials listMaterials
    List model defs listModelDefs
    List all models listModels
    List all video modes listModes
    Lists images of monsters listmonsters
    List particle systems listParticles
    List PDAs listPDAs
    List the entity defs listRenderEntityDefs
    List renderer commands listRendererCmds
    List the light defs listRenderLightDefs
    List scanned servers listServers
    List skins listSkins
    List sound commands listSoundCmds
    List active sound decoders listSoundDecoders
    List all sounds listSounds
    List sound shaders listSoundShaders
    List the spawn args of an entity listSpawnArgs
    List system commands listSystemCmds
    List tables listTables
    List script threads listThreads
    List tool commands listToolCmds
    List type info listTypeInfo
    List vertex cache listVertexCache
    List videos listVideos
    Load a game loadGame
    Localize GUIs localizeGuis
    Localize maps localizeMaps
    If 1, buffer log; if 2, flush after each print logFile <1 or 2>
    Mouse pitch scale m_pitch
    Show mouse movement m_showMouseRate
    Number of samples blended for mouse viewing m_smooth
    Mouse strafe movement scale m_strafeScale
    Number of samples blended for mouse moving m_strafeSmooth
    Mouse yaw scale m_yaw
    Make an ambient map makeAmbientMap
    Process giant images MakeMegaTexture
    Play indicated map map game/<map name>
    Create memory dump memoryDump
    Create a compressed memory dump memoryDumpCompressed
    Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
    Modify shader parms on all lights modulateLights
    Show next animation on test model nextAnim
    Show next animation frame on test model nextFrame
    Teleport player to the next func_static with a GUI nextGUI
    Load next map on the server nextMap
    Disable collision detection for the player noclip
    Ignored by most enemies notarget
    Unknown overlaygui
    Print tokenized string parse
    Unknown parsewait
    List search paths path
    Play back a command demo playCmdDemo
    Play back a demo playDemo
    Set the given model on the player playerModel <model name>
    Milliseconds the player can go without air before damage starts pm_air <number>
    x/y size of player's bounding box pm_bboxwidth
    Unknown pm_bobpitch
    Unknown pm_bobroll
    Unknown pm_bobup
    Bob much faster when crouched pm_crouchbob
    Height of player's bounding box while crouched pm_crouchheight <number>
    Time it takes for player's view to change from standing to crouching pm_crouchrate <number>
    Speed the player can move while crouched pm_crouchspeed <number>
    Height of player's view while crouched pm_crouchviewheight <number>
    Height of player's bounding box while dead pm_deadheight <number>
    Height of player's view while dead pm_deadviewheight <number>
    Approximate height the player can jump pm_jumpheight <number>
    Amount player's view can look down pm_maxviewpitch <number>
    Amount player's view can look up; negative values are up pm_minviewpitch <number>
    Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView <1 or 2>
    Speed the player can move while in noclip pm_noclipspeed <number>
    Height of player's bounding box while standing pm_normalheight <number>
    Height of player's view while standing pm_normalviewheight <number>
    Bob faster when running pm_runbob
    Unknown pm_runpitch
    Unknown pm_runroll
    Speed the player can move while running pm_runspeed <number>
    Size of the spectator bounding box pm_spectatebbox <number>
    Speed the player can move while spectating pm_spectatespeed <number>
    Length of time player can run pm_stamina <number>
    Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate <number>
    When stamina is below this value, player slows to a walk pm_staminathreshold <number>
    Maximum height player can step up without jumping pm_stepsize <number>
    Toggle third person view pm_thirdperson <0 or 1>
    Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle <0-180>
    Clip third person view into world space pm_thirdPersonClip
    Enable third person view when player dies pm_thirdPersonDeath
    Height of camera from normal view height in third person pm_thirdPersonHeight <number>
    Camera distance from player in third person pm_thirdPersonRange <number>
    Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
    Bob slowly when walking pm_walkbob
    Player's walking speed pm_walkspeed <number>
    Remove last created light popLight
    Show previous animation on test model prevAnim
    Show previous animation frame on test model prevFrame
    Print an articulated figure printAF
    Print an Audio printAudio
    Print an email printEmail
    Print an entity def printEntityDef
    Print an FX system printFX
    Print a material printMaterial
    Print model info printModel
    Print a model def printModelDefs
    Print a particle system printParticle
    Print a PDA printPDA
    Unknown printshader
    Print a skin printSkin
    Print a sound shader printSoundShader
    Print a table printTable
    Print an Video printVideo
    Prompt and set the CD Key promptKey
    Quit the game quit
    Change gamma tables r_brightness
    Set brightness level r_brightness <number>
    arbfp1, fp30 r_cgFragmentProfile
    arbvp1, vp20, vp30 r_cgVertexProfile
    Compare all surface bounds with precalculated ones r_checkBounds
    Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear <1, 2, or R G B value>
    Custom screen height r_customHeight <number>
    Custom screen width r_customWidth <number>
    Step size of arrow cone line rotation in degrees r_debugArrowStep <number>
    Perform depth test on debug lines r_debugLineDepthTest
    Width of debug lines r_debugLineWidth <number>
    Draw a filled polygon r_debugPolygonFilled
    Used during development to show IHV's their problems r_demonstrateBug
    Optional display refresh rate option for vid mode r_displayRefresh
    Force a call to glFinish() every frame r_finish
    Scale flare deforms from the material def r_flareSize
    Draw all images to screen after registration r_forceLoadImages
    Draw to front buffer for debugging r_frontBuffer
    0 = windowed, 1 = full screen r_fullscreen <0 or 1>
    Change gamma tables r_gamma
    Set gamma level r_gamma <0-3>
    "opengl32", etc. r_glDriver <value>
    Fraction to smear across neighbors r_hdr_bloomFraction
    Maximum light scale r_hdr_exposure
    Monitor gamma power r_hdr_gamma
    Random dither in monitor space r_hdr_monitorDither
    Use a floating point rendering buffer r_hdr_useFloats
    Random debugging without defining new vars r_ignore
    Random debugging without defining new vars r_ignore2
    Ignore GL errors r_ignoreGLErrors
    Ignore the fragment program extension r_inhibitFragmentProgram
    Randomly subpixel jitter the projection matrix r_jitter
    Offset of joint names when r_showskel is set to 1 r_jointNameOffset
    Size of joint names when r_showskel is set to 1 r_jointNameScale
    Light all the back faces, even when they would be shadowed r_lightAllBackFaces
    All light intensities are multiplied by this r_lightScale
    Soft-shadow sampling r_lightSourceRadius
    Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
    Number of frames to emit GL logs r_logFile
    Override all materials r_materialOverride
    Draw only a specific level r_megaTextureLevel
    Combine model surfaces with the same material r_mergeModelSurfaces
    Video mode number r_mode
    Number of antialiasing samples r_multiSamples
    Near Z clip plane distance r_near
    Polygon offset parameter r_offsetfactor
    Polygon offset parameter r_offsetunits
    Perform index reorganization to optimize vertex use r_orderIndexes
    Hardware specific renderer path to use r_renderer
    Scale factor for jitter bias r_sb_biasScale
    Oversize FOV for point light side matching r_sb_frustomFOV
    Scale factor for jitter offset r_sb_jitterScale
    Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
    Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
    Do not draw any occluders r_sb_noShadows
    0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing<0-3>
    polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
    polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
    Randomly offset jitter texture each draw r_sb_randomize
    Set to 0, 1, 4, or 16 r_sb_samples <number>
    Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
    Color the pixels contained in the frustum r_sb_showFrustumPixels
    only draw a single side (0 to 5) of points lights r_sb_singleSide
    Cull geometry to individual side frustums r_sb_useCulling
    Draw offscreen r_sb_usePbuffer
    Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
    Scale value for stencil shadow drawing r_shadowPolygonFactor
    Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
    Enable shadows r_shadows
    Report alloc/free counts r_showAlloc
    Report sphere and box culling stats r_showCull
    Report number of modeDefs and lightDefs in view r_showDefs
    Report reads and writes to the demo file r_showDemo
    Display contents of the depth buffer and the depth range r_showDepth
    Draw lines from vertexes to center of dominant triangles r_showDominantTri
    Report stats on dynamic surface generation r_showDynamic
    Draw the sil edges r_showEdges
    Show entity scissor rectangles r_showEntityScissors
    1 = show all images instead of rendering, 2 = show in proportional size r_showImages <0-2>
    Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity <number>
    1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums <0-3>
    Report interaction generation activity r_showInteractions
    1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors <0-2>
    1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount <0-3>
    1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLights <0-3>
    Report scale factor applied to drawing for overbrights r_showLightScale
    Show light scissor rectangles r_showLightScissors
    Display all the level images r_showMegaTexture
    Draw colored blocks in each tile r_showMegaTextureLabels
    Print frame memory utilization r_showMemory
    Draw wireframe normals r_showNormals
    1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw <0-3>
    Draw portal outlines in color based on passed/not passed r_showPortals
    Report drawsurf/index/vertex counts r_showPrimitives
    Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount <0-4>
    1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows <0-2>
    Highlight edges that are casting shadow planes r_showSilhouette
    Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel<0-2>
    Show which end (front or back) is blocking r_showSmp
    Show surface material name under crosshair r_showSurfaceInfo
    Report surface/light/shadow counts r_showSurfaces
    Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace <0-3>
    Shade triangles by texture area polarity r_showTexturePolarity
    If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors <number>
    Show intersection of an eye trace with the world r_showTrace
    Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris <0-3>
    if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents <0-1>
    Report entity and light updates and ref counts r_showUpdates
    Unknown r_showVertexCache
    Draw all triangles with the solid vertex color r_showVertexColor
    1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys <0-2>
    Only draw the portal area the view is actually in r_singleArea
    Suppress all but one entity r_singleEntity
    Suppress all but one light r_singleLight
    Suppress all but one surface on each entity r_singleSurface
    Only draw a single triangle per primitive r_singleTriangle
    Bypass all non-interaction drawing r_skipAmbient
    Do not draw anything r_skipBackEnd
    Skip all blend lights r_skipBlendLights
    Use flat surface instead of the bump map r_skipBump
    Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
    Leave all deform materials in their original state r_skipDeforms
    Use black for diffuse r_skipDiffuse
    Do not dynamically create textures r_skipDynamicTextures
    Skip all fog lights r_skipFogLights
    Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
    1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders <0-3>
    Skip all light/surface interaction drawing r_skipInteractions
    Do not do any post-interaction light scaling r_skipLightScale
    Only use the lowest level image r_skipMegaTexture
    Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
    Skip overlay surfaces r_skipOverlays
    1 = skip all particle systems r_skipParticles <0-1>
    Skip all post-process renderings r_skipPostProcess
    Skip 3D rendering, but pass 2D r_skipRender
    Null the rendering context during backend 3D rendering r_skipRenderContext
    Skip ROQ decoding r_skipROQ
    Use black for specular1 r_skipSpecular
    1 = don't render any GUI elements on surfaces r_skipSubviews <0 or 1>
    Ignore the per-view suppressions r_skipSuppress
    Skip the translucent interaction rendering r_skipTranslucent
    1 = do not accept any entity or light updates, making everything static r_skipUpdates <0 or 1>
    Merge normals that dot less than this r_slopNormal <number>
    Merge texture coordinates this far apart r_slopTexCoord <number>
    Merge xyz coordinates this far apart r_slopVertex <number>
    1 = do not render main view, allowing subviews to be debugged r_subviewOnly <0 or 1>
    Changes wglSwapIntarval r_swapInterval
    Vertically scale USGS data r_terrainScale
    Experiment with vertex/fragment programs r_testARBProgram
    if over 0, draw a grid pattern to test gamma levels r_testGamma <number>
    if over 0 draw a grid pattern to test gamma levels r_testGammaBias <number>
    if over 0 draw a grid pattern to test gamma levels r_testStepGamma <number>
    Cache snapshots of dynamic models r_useCachedDynamicModels
    0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors <0-2>
    Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
    Use pre-calculated material registers if possible r_useConstantMaterials
    0 = none, 1 = sphere, 2 = sphere and box r_useCulling <0-2>
    Defer tangents calculations after deform r_useDeferredTangents
    Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
    If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks <number>
    0 = none, 1 = box r_useEntityCulling <0 or 1>
    1 = Use custom scissor rectangle for each entity r_useEntityScissors <0 or 1>
    1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows <0-2>
    if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance <number>
    Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
    Use the no-far-clip-plane trick r_useInfiniteFarZ
    1 = cull interactions r_useInteractionCulling <0 or 1>
    1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors <0-2>
    Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
    0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling <0 or 3>
    Use a more precise area reference determination r_useLightPortalFlow
    1 = use custom scissor rectangle for each light r_useLightScissors <0 or 1>
    Stop pushing reference bounds early when possible r_useNodeCommonChildren
    Use pass optimization for mono lights r_useNV20MonoLights
    Use the dmap generated static shadow volumes r_useOptimizedShadows
    1 = use portals to perform area culling, otherwise draw everything r_usePortals<0 or 1>
    1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions <0 or 1>
    Scissor clip as portals and lights are processed r_useScissor
    Try to cull shadows from partially visible lights r_useShadowCulling
    Discard triangles outside light volume before shadowing r_useShadowProjectedCull
    Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
    Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
    Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
    Avoid redundant state changes in GL_*() calls r_useStateCaching
    Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
    Use infinite projection with W technique for dynamic shadows r_useTurboShadow
    Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
    Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
    Unknown r_vertexBufferMegs[*]

    IMMORTALZ

    Rank : Elite First Class(*E1C)
    Immortal points : 368468392
    Kalakaz Reputation : 548

    Immortality
    Immortality:
    200000000/1000000000  (200000000/1000000000)

    default Re: Cheat mode...

    Post by IMMORTALZ on Sat Jun 05, 2010 6:27 pm

    [list]Unknown radiant_ALTEdgeDrag
    Unknown radiant_AngleSpeed
    Unknown radiant_Autosave
    Unknown radiant_AutosaveMinutes
    Unknown radiant_camerawindow
    Unknown radiant_CamXYUpdate
    Unknown radiant_ChaseMouse
    Unknown radiant_CubicClipping
    Unknown radiant_CubicScale
    Unknown radiant_entityMode
    Unknown radiant_EntityShow
    Unknown radiant_HiColorTextures
    Unknown radiant_InspectorDockedDialogs
    Unknown radiant_InspectorsWindow
    Unknown radiant_LastMap
    Unknown radiant_LastProject
    Unknown radiant_LoadLast
    Unknown radiant_LoadLastMap
    Unknown radiant_LoadShaders
    Unknown radiant_MainWindowPlace
    Unknown radiant_ModelPath
    Unknown radiant_MoveSpeed
    Unknown radiant_NewFaceGrab
    Unknown radiant_NewLightStyle
    Unknown radiant_NewMapFormat
    Unknown radiant_NewRightClick
    Unknown radiant_NewTextureWindowStuff
    Unknown radiant_NewVertex
    Unknown radiant_NoClamp
    Unknown radiant_NoStipple
    Unknown radiant_QE4Paint
    Unknown radiant_QE4StyleWindows
    Unknown radiant_RadiantMapPath
    Unknown radiant_RotateLock
    Unknown radiant_Rotation
    Unknown radiant_RunBefore
    Unknown radiant_SavedInfo
    Unknown radiant_SelectWholeEntitiesKey
    Unknown radiant_SizePainting
    Unknown radiant_Snapshots
    Unknown radiant_SnapT
    Unknown radiant_StatusPointSize
    Unknown radiant_SwitchClipKey
    Unknown radiant_TextureLock
    Unknown radiant_TextureQuality
    Unknown radiant_TextureScale
    Unknown radiant_TextureScrollbar
    Unknown radiant_texwindow
    Unknown radiant_UndoLevels
    Unknown radiant_UseDisplayLists
    Unknown radiant_UseGLLighting
    Unknown radiant_UseTextureBar
    Unknown radiant_WideToolBar
    Unknown radiant_xywindow
    Unknown radiant_XZVIS
    Unknown radiant_xzwindow
    Unknown radiant_YZVIS
    Unknown radiant_yzwindow
    Unknown radiant_ZClipBottom
    Unknown radiant_ZClipEnabled
    Unknown radiant_ZClipTop
    Unknown radiant_ZVIS
    Unknown radiant_zwindow
    Show rigid bodies that are not at rest rb_showActive
    Show rigid bodies rb_showBodies
    Show the inertia tensor of each rigid body rb_showInertia
    Show the mass of each rigid body rb_showMass
    Show rigid body cpu usage rb_showTimings
    Show the velocity of each rigid body rb_showVelocity
    Unknown recordcmddemo
    Start recording game demo recorddemo
    Record a demo recordDemo
    Record current view position with notes recordViewNotes
    Re-exports models reexportmodels
    Regenerates all interactions regenerateWorld
    Unknown reload
    Reload animations reloadanims
    Reload ARB programs reloadARBprograms
    Reload CG programs reloadCgPrograms
    Reload decls reloadDecls
    Reload engine down to including the file system reloadEngine
    Unknown reloadentitydefs
    Unknown reloadfx
    Unknown reloadguis
    Reload GUIs reloadGuis
    Reload images reloadImages
    Reload language dict reloadLanguage
    Reload models reloadModels
    Reload scripts reloadScript
    Unknown reloadshaders
    Reload all sounds reloadSounds
    Unknown reloadsoundshaders
    Reload the decl and images for selected surface reloadSurface
    Remove an entity remove
    Remove a debug line removeline
    Render a bump map renderbump
    Render a flat bump map renderbumpFlat
    Check all referenced images for duplications reportImageDuplication
    List all used materials sorted by surface area reportSurfaceAreas
    Rescan serverinfo cvars and tell game rescanSI
    Reset a cvar reset
    Encode a roq file roq
    Unknown runaas
    Compile an AAS file for a map runAAS
    Compile AAS files for all maps in a folder runAASDir
    Calculate reachability for an AAS file runReach
    Unknown s_cacheinfo
    Unknown s_cacheinvalidate
    Unknown s_constantAmplitude
    Reduce sound volume with this distance when going through a door s_doorDistanceAdd <number>
    Unknown s_dotbias2
    Unknown s_dotbias6
    Unknown s_drawSounds
    Unknown s_force22kHz
    Volume to all speakers when not spatialized s_globalFraction
    Unknown s_maxSoundsPerShader
    Unknown s_meterTopTime
    Unknown s_minVolume2
    Unknown s_minVolume6
    Unknown s_musictrack
    Unknown s_noSound
    Set number of speakers s_numberOfSpeakers <number>
    Play beep for missing sounds s_playDefaultSound
    Unknown s_quadraticFalloff
    Unknown s_realTimeDecoding
    Restart the sound system s_restart
    Unknown s_reverse
    Unknown s_showLevelMeter
    Toggle sound level display s_showlevelmeter 1
    Unknown s_showStartSound
    mute All sounds but this emitter s_singleEmitter
    Unknown s_spatializationDecay
    Set volume to subwoofer in Dolby 5.1 s_subFraction <number>
    Unknown s_useOcclusion
    Set sound volume; default is 0 s_volume_db <number>
    Set volume in dB s_volume_dB <number>
    Save a game saveGame
    Save all lights to the .map file saveLights
    Save all moveables to the .map file saveMoveables
    Save all lights to the .map file saveParticles
    Save all ragdoll poses to the .map file saveRagdolls
    Save the selected entity to the .map file saveSelected
    Text chat say
    Send message to everyone in multi-player say <message>
    Team text chat sayTeam
    Take a screenshot screenshot
    Execute a line of script script
    Mouse view sensitivity sensitivity
    Force all players ready serverForceReady
    Show server info serverInfo
    Restart current game serverMapRestart
    Change to next map serverNextMap
    Set a cvar set
    Set a cvar and flags it as archive seta
    Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec
    Set a cvar and flags it as server info sets
    Unknown setstepgamma
    Set a cvar and flags it as tool sett
    Set a cvar and flags it as user info setu
    Set the current view position setviewpos
    Show memory used by dictionaries showDictMemory
    Show memory used by interactions showInteractionMemory
    Show memory used by strings showStringMemory
    Show memory used by triangle surfaces showTriSurfMemory
    Show any view notes for the current map, successive calls will cycle to the next note showViewNotes
    Frag limit si_fragLimit
    Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType <value>
    Map to be played next on server si_map <map name>
    Engine version si_version
    Do pre-game warmup si_warmup
    Resize screen to smaller view sizedown
    Make the rendered view smaller sizeDown
    Resize screen to larger view; no effect if in fullscreen sizeup
    Make the rendered view larger sizeUp
    Spawn indicated model spawn <object name>
    Spawn a server spawnServer
    Prepare to make a build startBuild
    Display game status status
    Stop recording game demo stoprecording
    Stop demo recording stopRecording
    Unknown sys_arch
    Unknown sys_cpustring
    Unknown sys_lang
    Take notes about the current map from the current view takeViewNotes
    Extended take view notes takeViewNotes2
    Teleport player to an entity location teleport
    Test an animation testAnim
    Test animation blending testBlend
    Test an FX system bound to a joint testBoneFx
    Unknown testbump
    Test a damage def testDamage
    Test death testDeath
    Test an FX system testFx
    Test a GUI testGUI
    Display given image centered on screen testImage
    Test a light testLight
    Test a map testmap
    Test a model testModel
    Unknown testparticle
    Test particle stop time on a test model testParticleStopTime
    Test a point light testPointLight
    Write out a test savegame testSave
    Test a save game for a level testSaveGame
    Unknown testshader
    Set a shaderParm on an existing testModel testShaderParm
    Test SIMD code testSIMD
    Test a skin on an existing testModel testSkin
    Test a sound testSound
    Unknown testtrace
    Display given cinematic testVideo <name>
    Unknown testwipe
    Time a command demo timeCmdDemo
    Time a demo timeDemo
    Benchmark test timedemo demo1.demo
    Time a demo and quits timeDemoQuit
    Scales the time timescale <number>
    Toggle a cvar toggle
    Touch a decl touch
    Touch a file touchFile
    Touch a list of files touchFileList
    Unknown touchfx
    Touch a gui touchGui
    Unknown touchmaterial
    Touch a model touchModel
    Unknown touchparticle
    Unknown touchskin
    Unknown touchsound
    Trigger an entity trigger
    Auto reload weapon ui_autoReload
    Auto switch weapon ui_autoSwitch
    Player name ui_name
    Player is ready to start playing ui_ready
    Show gun ui_showGun
    Player skin ui_skin
    Play or spectate ui_spectate
    Player team ui_team
    Unbind any command from a key unbind
    Unbind any command from all keys unbindall
    Unbind selected ragdoll unbindRagdoll <name>
    Cause sync down of game-modified userinfo updateUI
    Update to previously entered screen resize code vid_restart
    Restart renderSystem vid_restart
    Insert the current value of a cvar as command text vstr
    Delay remaining buffered commands one or more frames wait
    Advance to next weapon slot weapnext
    Unknown weapon
    Project blood splat on the player weapon weaponSplat
    Return to previous weapon slot weapprev
    Print current view position where
    Allow multiple instances running concurrently win_allowMultipleInstances
    Disable Windows task keys win_notaskkeys
    Unknown win_outputDebugString
    Unknown win_outputEditString
    Allow game to be updated while dragging window win_timerUpdate
    Windows user name win_username
    Unknown win_viewlog
    Horizontal position of window win_xpos
    Vertical position of window commands win_ypos
    Write a command demo writeCmdDemo
    Write a config file writeConfig
    Write game state writeGameState
    Write precache writePrecache
    1. This code must be activated after each stage loading sequence.

    Please submit any information regarding the unknown codes.

    sTaNdArDdEvIaNt.

    Map names:
    Use one of the following entries with the map game/ code.
    Air Defense Base: airdefense1
    Air Defense Trenches: airdefense2
    Aqueducts: convoy2
    Aqueducts Annex: convoy2b
    Canyon: convoy1
    Construction Zone: walker
    Data Networking Security: network2
    Data Networking Terminal: network1
    Data Processing Security: process2
    Data Storage Security: storage2
    Dispersal Facility: dispersal
    game/process1: process1
    game/storage1: storage1
    Hangar Perimeter: hangar1
    Interior Hangar: hangar2
    MCC Landing Site: mcc_landing
    Nexus Core: core1
    Nexus Hub: hub2
    Nexus Hub Tunnels: hub1
    Operation: Advantage: mcc_1
    Operation: Last Hope: mcc_2
    Perimeter Defense Station: building_b
    Putrification Center: putra
    Recomposition Center: recomp
    Strogg Medical Facilities: medlabs
    The Nexus: core2
    Tram Hub Station: tram1
    Tram Rail: tram1b
    Waste Processing Facility: waste
    Model names:
    Use one of the following entries with the spawn code.

    char_doctor
    char_kane_strogg
    char_marine
    char_marine_fatigues
    char_marine_medic
    char_marine_tech_armed
    monster_berserker
    monster_bossbuddy
    monster_failed_transfer
    monster_fatty
    monster_gladiator
    monster_grunt
    monster_gunner
    monster_harvester_combat
    monster_iron_maiden
    monster_makron
    monster_network_guardian
    monster_repair_bot
    monster_scientist
    monster_sentry
    monster_slimy_transfer
    Weapon mod names:
    Use one of the following entries with the spawn code. Note: You must already have the base weapon for the mod for it to be of any use )enable the give all code first if needed).

    weaponmod_hyperblaster_bounce1
    weaponmod_lightninggun_chain
    weaponmod_machinegun_ammo
    weaponmod_nailgun_ammo
    weaponmod_nailgun_power
    weaponmod_nailgun_rof
    weaponmod_nailgun_seek
    weaponmod_railgun_penetrate
    weaponmod_rocketlauncher_burst
    weaponmod_rocketlauncher_homing
    weaponmod_shotgun_ammo
    Skip intermission sequences:
    Start the game with the +disconnect command line parameter.

    Symbols in names in multi-player mode:
    Enter the following in your multi-player mode name to create the corresponding symbol.

    Dark Matter Gun: ^iw09
    Gauntlet: ^iw00
    Grenade Launcher: ^iw04
    Hyper Blaster: ^iw03
    Lightning Gun: ^iw08
    Machine Gun: ^iw01
    Nail Gun: ^iw05
    Rail Gun: ^iw07
    Rocket Launcher: ^iw06
    Shotgun: ^iw02[*]


    ~
    er ist entkommen .. wir ihn erfassen tryed aber er war zu stark und zu schnell. whiterman entgangen .. Aufmerksamkeit ... Sie müssen laufen, weil er kommt, um uns alle töten ganderxdanger never diez

      Current date/time is Thu Dec 08, 2016 12:51 am