Time |
Nick |
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HasbaraLmao |
Hello. My question, being: I have a VPS that I installed minetest on via the aptitude package manager. I was trying to give myself privileges through the terminal, but I later found out about auth.txt and just edited my privileges through that. But, I came across another question which is what I need answered... Where do the hashes of the passwords come from? How does the server get the password of the |
00:59 |
HasbaraLmao |
user? |
00:59 |
rubenwardy |
SRP |
00:59 |
HasbaraLmao |
srp? |
00:59 |
rubenwardy |
part of the connection protocol is authentication. Minetest clients use SRP to identify themselves |
01:00 |
rubenwardy |
SRP stands for secure remote password |
01:00 |
rubenwardy |
and is a way of proving you know the password without actually sending it |
01:00 |
HasbaraLmao |
Okay let me better word my question |
01:00 |
rubenwardy |
so the client never sends the password to the server |
01:00 |
HasbaraLmao |
At what point does the server recieve my password? |
01:00 |
rubenwardy |
never |
01:00 |
HasbaraLmao |
lol |
01:00 |
HasbaraLmao |
At what point does the server hash my password then? |
01:01 |
rubenwardy |
never |
01:01 |
HasbaraLmao |
it must as some point if it has the hash in auth.txt |
01:01 |
rubenwardy |
https://en.wikipedia.org/wiki/Secure_Remote_Password_protocol |
01:01 |
rubenwardy |
the password is never send to the server, so the server can't hash it |
01:02 |
rubenwardy |
the client also doesn't send a hash |
01:02 |
rubenwardy |
I'm not sure entirely how it works however |
01:02 |
HasbaraLmao |
This is not helping at all |
01:02 |
HasbaraLmao |
So how does the hash become tied to the player? |
01:03 |
rubenwardy |
As part of the srp protocol, it makes results in that |
01:03 |
HasbaraLmao |
So the client is the reason behind the authentication |
01:03 |
rubenwardy |
So it gets stored when they create an account or change their password |
01:04 |
rubenwardy |
If you do /setpassword, it won't use srp |
01:04 |
rubenwardy |
It'll make a sha-something hash |
01:04 |
rubenwardy |
You should probably then change your password using change password to convert it to srp |
01:04 |
rubenwardy |
Probably doesn't matter too much really |
01:05 |
rubenwardy |
There are multiple password algorithms, srp is the default and the only one unprivileged players will probably do. Hashing is legacy and only happens if you set the password with setpasswotd |
01:06 |
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01:07 |
rubenwardy |
Hope that helps lol |
01:07 |
HasbaraLmao |
I have figured out a workaround |
01:07 |
rubenwardy |
Lol |
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MinetestBot |
[git] pauloue -> minetest/minetest: Lua_api.txt: Formatting and grammar fixes (#7534) 334d8c3 https://git.io/fNvPN (2018-07-08T03:18:53Z) |
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07:18 |
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07:25 |
Astrobe |
Based on the player's character name, my game gives the character one out of two abilities and a speed/jump/energy bonus. |
07:25 |
Astrobe |
I made chat command that tells which character names give what but I'm looking for better alternatives. |
07:27 |
Astrobe |
So that players don't "pollute" the player database by trying different names and so that they can start out with a combo they a priori like. |
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07:50 |
sy |
Astrobe: you could make it random |
07:50 |
sy |
or even IP based :) |
07:50 |
sy |
so it can be different for people some of the time |
07:52 |
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07:59 |
Astrobe |
Nevermind me. I'm just annoyed by the fact that I give a female or male skin based on the length of the name, and there could be mismatches between the name and the looks. |
08:02 |
Astrobe |
Could state it in the server description, but nobody reads it. |
08:06 |
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08:07 |
Astrobe |
Maybe if I set up a guest account and give the login/password in the description... Then all I need is to configure the server as invite-only. Is it possible? |
08:26 |
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08:36 |
Fahrradkette |
hi guys. what mods do you recommend for a "tryout" single player session? I got version 0.4.15 and it feels a bit empty |
08:39 |
Astrobe |
Try some game server. |
08:39 |
Astrobe |
But you'd rather upgrade to latest version first for that. |
08:41 |
Astrobe |
Could someone recommand an newbie-friendly feature-rich server? Mine is not good for that. |
08:42 |
Fahrradkette |
so should I jump on a server directly? I thought I'd figure out the game first to not disturb others too much |
08:43 |
Astrobe |
If you're not actively being annoying, it should be fine ;-) |
08:44 |
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08:44 |
Fahrradkette |
:) |
08:46 |
Astrobe |
Just make sure to do the minetest tutorial first to have the basics down. |
08:50 |
Fahrradkette |
oh, there is a tutorial? i just apt-get'ed it and read a bit in the wiki about how to craft stuff |
08:52 |
Krock |
> 0.4.15 |
08:52 |
Krock |
you're like 1.5 years too late |
08:52 |
Astrobe |
Oh, I guess the tutorial wasn't packages with this version? |
08:52 |
Astrobe |
*packaged |
08:52 |
Krock |
grab a 0.4.17.1 binary and you can be sure that more mods will run there |
08:53 |
Krock |
!mod tutorial |
08:53 |
MinetestBot |
Krock: / Tutorial / by Wuzzy - https://forum.minetest.net/viewtopic.php?t=10192 |
08:53 |
Krock |
^ Fahrradkette, something like this? |
08:54 |
Astrobe |
For offline play you can find custom games here: https://content.minetest.net/packages/?type=game |
08:54 |
Krock |
huh? these can also be used online |
08:55 |
Krock |
only requires portforwarding or a VPS to set up a server |
08:55 |
Astrobe |
Yes, of course, but I directed him/her to servers earlier. |
08:57 |
Fahrradkette |
thanks Krock for the tutorial link. Most of the bullet points listed there I already did, gona focus on the remaining ones:) |
08:57 |
Fahrradkette |
about the version |
08:58 |
Fahrradkette |
is https://packages.debian.org/buster/minetest the same as the one available for download? |
08:58 |
Krock |
that looks about right |
08:58 |
Fahrradkette |
i'd like to have my package manager handle the installations |
08:59 |
Fahrradkette |
nice, thanks again. appreciate it greatly:) |
09:00 |
Krock |
np. Here I compiled Minetest as standalone binary so I can use 5.0.0-dev and 0.4.17.1 in parallel with the same mods and games. But that might be too early for regular players :3 |
09:00 |
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09:01 |
Fahrradkette |
so the dev build doesn't clutter the system by default? |
09:02 |
Krock |
the standalone option is disabled by default on Linux/UNIX systems |
09:03 |
Krock |
but yes, all the data is inside one directory |
09:03 |
Fahrradkette |
so the standalone bakes the server into the client? |
09:03 |
Krock |
doesn't matter. any binary you can download includes both |
09:04 |
Krock |
singleplayer requires a server built in, but server don't need the client (no GUI) |
09:04 |
Fahrradkette |
i'm afraid of having stuff in /usr $HOME/. and $PATH |
09:04 |
Calinou |
"sudo make install" will install in /usr/local/bin |
09:05 |
Calinou |
but you can change the install prefix with -DCMAKE_INSTALL_PREFIX=/some/path |
09:05 |
Calinou |
it's been years since software avoids installing in /usr/bin when running "make install" :P |
09:05 |
Calinou |
(so that it doesn't conflict with system packages) |
09:05 |
Fahrradkette |
now its in local instead :P |
09:06 |
Calinou |
anyway, you could try the Minetest Flatpak https://flathub.org/apps/details/net.minetest.Minetest |
09:06 |
Calinou |
Flatpaks are sandboxed and never conflict with system applications (they use their own configuration file paths) |
09:07 |
Fahrradkette |
kinda semi-docker? |
09:08 |
Calinou |
yeah |
09:11 |
Fahrradkette |
guess I got to go that route, installing from buster (I'm running stretch) wants to upgrade libc-bin... |
09:11 |
Fahrradkette |
I have a feeling that doesn't end well |
09:22 |
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09:29 |
Astrobe |
answering to myself: use register_on_prejoin() to do the invite-only stuff. |
09:34 |
Krock |
* register_on_prejoinplayer( |
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09:51 |
Alexand{er|ra} |
Wait a minute. I was a bit disapointed that there were'nt more coloured paramtype2 options, such as a coulourglasslike, but then I realised that glasslike is a drawtype, not a paramtype2. I think this means any node not using its paramtype2 for something else can use it for colour. Awesome! |
09:51 |
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09:53 |
Alexand{er|ra} |
I was disappointed not to be able to add dyeable glass to the mod I'm working on, but it looks like it'll make it into the mod after all. |
09:53 |
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10:06 |
rubenwardy |
Alexand{er|ra}: your name is getting longer |
10:06 |
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10:14 |
Astrobe |
You don't need a maze generator mod: just give players a short-range metal detector, they'll dig deadly mazes themselves. |
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10:38 |
Alexand{er|ra} |
rubenwardy: Ha ha, yeah. At least for now. |
10:41 |
* Alexand{er|ra} |
contemplates "Alexand{er|ra}TheodoraYst as their next nick |
10:43 |
wilkgr |
why not? |
10:43 |
Alexand{er|ra} |
Way too long. |
10:44 |
Alexand{er|ra} |
Also, I don't use a middle name often. Legally, I don't even have one, though I tend to use Theodora as a middle name occasionally. |
10:44 |
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10:53 |
wilkgr |
aw, I see :P |
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11:12 |
MinetestBot |
deltasquared: Jul-05 17:15 UTC <paramat> because 'emerge area' is async: it's done at some undefined point later when the server isn't busy |
11:13 |
deltasquared |
!tell paramat yet other code begins executing immediately, and this is a singlenode world. why does it take *two whole seconds*, that suggests someone put a delay in as a half-assed fix |
11:13 |
MinetestBot |
deltasquared: I'll pass that on when paramat is around |
11:13 |
deltasquared |
anyway |
11:13 |
deltasquared |
onto today's weirdness |
11:14 |
deltasquared |
what is up with player cboxes |
11:14 |
deltasquared |
get_pos() returns the position at the player's feet, yet the cbox does not reflect this if you were to stand on top of a node |
11:14 |
deltasquared |
I would have assumed that when at rest, your position would be top of node + underside of your cbox |
11:14 |
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11:15 |
deltasquared |
but a player's cbox ymin is -1. screws up calculating positions at the edge of the cbox |
11:16 |
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11:16 |
deltasquared |
all other entities are consistent with this at least |
11:16 |
deltasquared |
(as in, they have cboxes that actually reflect how they collide in-world) |
11:19 |
Astrobe |
I think all positions are relative to the center of the model; |
11:20 |
Astrobe |
for instance when I look at my coordinates, it says why=10.5, |
11:20 |
Astrobe |
* y=10.4 |
11:20 |
Astrobe |
*y=10.5 damnit. |
11:20 |
Astrobe |
The node below me is at 9.5 |
11:21 |
Astrobe |
character models are 2 high, so from my feet to the center of the char, there's 1. |
11:21 |
Astrobe |
9.5+1=10.5 CQFD |
11:22 |
Astrobe |
I mean, QED. |
11:22 |
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11:23 |
deltasquared |
Astrobe: yet if I configure an entity's cbox to match that of the player but with the Y coordinate correction applied, I can plainly tell in-game it is *not* relative to the cbox center, but relative to the entity' position |
11:23 |
deltasquared |
I suspect the player is a weird exception |
11:23 |
deltasquared |
again |
11:23 |
deltasquared |
(I wonder what would happen if I tried to adjust the cbox on the player itself... explosions, probably) |
11:26 |
deltasquared |
the reason I was getting frustrated with it, was because I was using the player's cbox to see what nodes they were touching. I was wondering why my code kept reporting that the X/Z sides were reporting touching a node when stood on a flat surface (yes, I made sure to check it wasn't exactly 0.5), until I examined the coordinates being checked |
11:26 |
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11:26 |
deltasquared |
and found that the -1 ymin on the player's cbox caused it to look inside the floor |
11:27 |
deltasquared |
despite the player being stood on the surface, and get_pos() reporting being stood exactly on top of the block, therefore I'd have expected the ymin to be zero. |
11:28 |
Astrobe |
Weird. |
11:29 |
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11:29 |
deltasquared |
Astrobe: to put it another way, it seems there is a discrepancy between the player's :get_properties().collisionbox and what the game is actually using for the player's physics collisions |
11:30 |
deltasquared |
I'd have to draw a diagram I think |
11:30 |
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11:40 |
deltasquared |
hmm, I'll have to continue this later. lunch time |
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13:35 |
Andrey01 |
hi |
13:37 |
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13:40 |
Andrey01 |
now i have tested 5.0.0-dev version and i want to say this update is really cool |
13:40 |
Andrey01 |
and btw devs have added something "TNT stick" i noticed |
13:40 |
Andrey01 |
how does it work? |
13:43 |
sfan5 |
you use it to craft tnt nodes |
13:47 |
Andrey01 |
ok, could you add crafting guide for standard inventory? |
13:47 |
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14:30 |
LMD |
Hello ! Is it possible to change HUD element offset using hud_change ? lua_api.txt says : hud_change(id, stat, value): change a value of a previously added HUD |
14:30 |
LMD |
element. |
14:30 |
LMD |
element stat values: |
14:30 |
LMD |
position, name, scale, text, number, item, dir |
14:30 |
LMD |
which would mean : No |
14:33 |
rubenwardy |
most likely yes |
14:33 |
rubenwardy |
try it |
14:33 |
Krock |
https://github.com/minetest/minetest/blob/master/src/script/common/c_content.cpp#L1931-L1934 |
14:33 |
Krock |
you can |
14:50 |
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15:00 |
LMD |
ok then change lua_api.txt : "position, name, scale, text, number, item, dir" should be "position, name, scale, text, number, item, dir, **offset**" |
15:00 |
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15:17 |
Krock |
suggestion: open a PR to correct that so it doesn't outdate "applies to any fields specified in the HUD definition" |
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15:58 |
LMD |
i wont open PR for adding one single word... |
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16:46 |
paramat |
!tell deltasquared "yet other code begins executing immediately" that's because other code isn't 'async' so it's run immediately. when you start a world the server is very busy and 'emerge area' is low priority so is delayed a little. "that suggests someone put a delay in as a half-assed fix" um no we wouldn't |
16:46 |
MinetestBot |
paramat: I'll pass that on when deltasquared is around |
16:51 |
paramat |
heh LMD a 1 word fix is still very important. we'd appreciate more contribution and less sillyness |
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17:06 |
Astrobe |
Aren't you a bit worried that with people moving away from Github, you'll get less contributions? |
17:07 |
rubenwardy |
it's more the opposite |
17:07 |
rubenwardy |
people are worried they're get less contributions if they moved away from github |
17:07 |
rubenwardy |
also, you can submit patches to a core dev or on the gitlab mirror https://gitlab.com/minetest/minetest |
17:07 |
Astrobe |
Makes sense. |
17:10 |
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17:10 |
Krock |
rubenwardy: I don't think that you can submit PRs there.. at least I can't find any button or link for that |
17:11 |
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17:53 |
jluc |
a game of life mod |
17:53 |
Krock |
!mod game of life |
17:53 |
MinetestBot |
Krock: Game of Life by Jordach - https://forum.minetest.net/viewtopic.php?t=13529 |
17:54 |
jluc |
interesting |
17:55 |
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17:55 |
paramat |
eww could be much better |
17:56 |
rubenwardy |
!mod automata |
17:56 |
MinetestBot |
rubenwardy: Cellular Automata [automata] by bobomb - https://forum.minetest.net/viewtopic.php?t=12421 |
17:56 |
paramat |
the ABM method is probably wrong |
17:57 |
rubenwardy |
yeah |
17:57 |
rubenwardy |
almost certainly not double buffered |
17:59 |
paramat |
bobomb's looks good |
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20:31 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Revert 6587 - Optimize entity-entity collision (#7539) 94cd2bf https://git.io/fNfq6 (2018-07-08T20:30:55Z) |
20:37 |
sur3 |
is this an error in xdecor or in mtg? https://pastebin.com/raw/uEkqv85x |
20:39 |
Astrobe |
The caller is usually the culprit in these cases. |
20:40 |
Astrobe |
So, I'd xdecor. |
20:40 |
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20:42 |
sur3 |
yeah normally the culprit was on top row, but in this case the the top rows show mtg and xdecor seems to be in the middel of the call chain.. |
20:46 |
Astrobe |
I'd say that's because minetest.after() was used. |
20:50 |
Astrobe |
Maybe the player object became invalid between the call to after and the actual execution? |
20:51 |
rubenwardy |
it's using a fake object |
20:51 |
rubenwardy |
ie: it's not actually passing a player in |
20:51 |
rubenwardy |
but a table that looks like one |
20:54 |
sur3 |
rubenwardy, Ohh ok how could that be evaded, is it something xdecor can fix or shouldnt mtg then check if the player still exists at the callback? |
20:59 |
Alexand{er|ra} |
xdecor should fix that. It shouldn't be passing in tables to functions where player objects are expected. |
20:59 |
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21:01 |
cafee |
Hey guys, can someone help me with noiseparams? For example there are not all parameters (offset, scale and persist) are documented, and it's like pretty much everything (lua_api.txt, other perlin-related pages) https://dev.minetest.net/PerlinNoiseMap |
21:02 |
cafee |
I'm interested in what exactly persist parameter does |
21:03 |
paramat |
yes |
21:03 |
paramat |
you've read the explanation in lua-api.txt? |
21:03 |
Krock |
https://github.com/minetest/minetest/blob/master/src/noise.cpp#L304-L317 |
21:04 |
Krock |
octaves are applied with the factor persistence^num_octave |
21:04 |
Krock |
so with a low persistence higher octaves will have a lower impact |
21:04 |
paramat |
i recently rewrote the lua-api entry |
21:05 |
cafee |
Found it, thanks |
21:07 |
cafee |
So a basic definition of a noise with offset=0 and scale=1 would generate a noise in range of -2 to 2? |
21:08 |
paramat |
yes with typical parameters like 3 oct 0.5 persist |
21:08 |
Krock |
no, the values range from -1 to 1 (may over/undershoot a little) |
21:08 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Lua templating reading (part 4): s16, v2s16, v2f (#7512) a61e1a4 https://git.io/fNfmK (2018-07-08T21:06:33Z) |
21:08 |
paramat |
;) |
21:08 |
Krock |
huh? wouldn't scale = 2 cause that? |
21:09 |
paramat |
3 oct 0.5 persist will range from -1.75 to 1.75 |
21:09 |
paramat |
1 + 0.5 + 0.25 |
21:09 |
Krock |
I see. However, those values are not quite common to be found in a world |
21:09 |
paramat |
true |
21:11 |
paramat |
mostly -1 to 1 |
21:11 |
paramat |
however if you have 1 octave that is strictly -1 to 1 |
21:18 |
red-001 |
rubenwardy, has setpassword not be switched over to use a SRP hash? |
21:18 |
red-001 |
s/use/create |
21:18 |
rubenwardy |
No |
21:19 |
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21:21 |
paramat |
cafee anyway with most typical parameters noise is within -2 to 2, the exact range is calculated as shown in lua_api.txt |
21:23 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Fence rails: Add fence rail textures 513609d https://git.io/fNfYc (2018-07-08T21:22:07Z) |
21:23 |
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21:58 |
teratorn_ |
i just upgraded our server from 4.15 to 4.17. is there anything i need to do with the player database? i heard the data is not stored in mysql |
21:59 |
sfan5 |
it will continue working just fine |
22:00 |
sfan5 |
you can however migrate the player data to sqlite |
22:00 |
teratorn_ |
i tried to ban a player, and it says player does not exist |
22:00 |
teratorn_ |
even though he does exist |
22:01 |
teratorn_ |
is there documentation on migration? |
22:04 |
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22:08 |
Krock |
!dev database |
22:08 |
MinetestBot |
No such page. |
22:08 |
Krock |
!wiki database |
22:08 |
MinetestBot |
No such page. |
22:08 |
Krock |
stupid bot |
22:08 |
Krock |
https://wiki.minetest.net/Database_backends#Player_backend |
22:09 |
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22:10 |
Out`Of`Control |
teratorn_: get xban mod |
22:12 |
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22:26 |
hisforever |
I need help with digtron ? https://ibb.co/d1E9Mo |
22:27 |
hisforever |
I see nothing blocking Me grrrr |
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22:37 |
hisforever |
sorry I got disconnected |
22:38 |
hisforever |
I need help with digtron? here is a screen shot https://ibb.co/d1E9Mo |
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23:04 |
teratorn_ |
@Krock @Out`Of`Control Cheers |
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