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package/sdk/m32help.hlp
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package/sdk/m32help.hlp
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@ -0,0 +1,564 @@
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*** Mapster32 Help: Table of contents ***
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1. 2D mode mouse reference
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||||
2. 2D mode keyboard reference
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3. 3D mode mouse reference
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4. 3D mode keyboard reference
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||||
5. 3D mode tile selector refrence
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6. Sector effector reference
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7. Sector tag reference
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8. Long SE reference
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9. Colors
|
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^P
|
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The purpose of mouse in 2D mode is pointing, selecting and
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moving objects in a map.
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|
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^3Every time mouse is pointing at one of these:
|
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1. Nothing
|
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2. Sector
|
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3. Sector and wall
|
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4. Sector and sprite
|
||||
5. Wall (wall without sector - map is corrupt)
|
||||
6. Sprite (sprite without sector - map is corrupt)
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||||
|
||||
Some commands work differently depending on the currently selected object.
|
||||
Press ALT to work with a wall or sprite instead of any adjacent sectors.
|
||||
|
||||
^14RSHIFT^O Select vertex/sprites
|
||||
^14RALT^O Select sectors
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||||
^14WHEEL^O Zoom
|
||||
^14WHEEL+ALT^O Move camera and zoom
|
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^14LEFT BUTTON^O Drag sectors/vertex/sprites
|
||||
^14RIGHT BUTTON^O Move camera
|
||||
^14RIGHT MIDDLE^O Move camera
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||||
^P
|
||||
LSHIFT Show coordinates
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||||
F1 Show help
|
||||
F9 Show the Sector Tags help
|
||||
M Set extra of sector
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M+ALT Set extra of wall/sprite
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/ Reset panning, size and flags to defaults
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||||
/+SHIFT Make square - set xrepeat to yrepeat
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||||
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||||
KP_4 Scaling sprite horizontally
|
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KP_6 Scaling sprite horizontally
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||||
KP_2 Scaling sprite vertically
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||||
KP_8 Scaling sprite vertically
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+KP_5 Speed up
|
||||
|
||||
R Cycle sprite alignment
|
||||
' S Set sprite size
|
||||
' F Function menu
|
||||
F7+ALT Search sector lotag
|
||||
F8+ALT Search wall/sprite lotag
|
||||
[ Search backward
|
||||
] Search forward
|
||||
G Cycle grid size
|
||||
G+SHIFT Cycle grid size backward
|
||||
' L Set sprite/wall coordinates
|
||||
' 3 Cycle modes of showing object's name
|
||||
' 7 Swap lotag and hitag of wall/sprite
|
||||
' J Goto X,Y
|
||||
|
||||
X Flip selected sectors in x
|
||||
Y Flip selected sectors in y
|
||||
X+ALT Mirror selected sectors in x
|
||||
Y+ALT Mirror selected sectors in y
|
||||
|
||||
F12 Screenshot
|
||||
F12+SHIFT Inverted screenshot
|
||||
|
||||
B Toggle blocking
|
||||
B+SHIFT Toggle one-sided blocking for a wall
|
||||
F+ALT Set the first wall of a sector
|
||||
O Ornament sprite flat onto wall
|
||||
|
||||
, Rotate sprite/selected sectors
|
||||
. Rotate sprite/selected sectors
|
||||
< Slowly rotate sprite/selected sectors
|
||||
> Slowly rotate sprite/selected sectors
|
||||
|
||||
SCROLL LOCK Set starting position
|
||||
F5 Show item count
|
||||
F6 Show actor count
|
||||
F6 Show Sector Effector help when pointed at sprite
|
||||
F7 Edit sector data
|
||||
F8 Edit wall/sprite data
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||||
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||||
T Set sector lotag
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||||
T+ALT Set wall/sprite lotag
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||||
T+CTRL Toggle show tags
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||||
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||||
H Set sector hitag
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H+ALT Set wall/sprite hitag
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H+CTRL Toggle hitscan sensitivity
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P Set sector palette
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E Set sprite status list
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TAB Show sector data
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TAB+SHIFT Show wall/sprite data
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TAB+CTRL Show wall/sprite data
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||||
|
||||
LCTRL+RSHIFT Select all walls of the current sector
|
||||
(point at a wall and, holding CTRL, press SHIFT)
|
||||
|
||||
A Zoom in
|
||||
Z Zoom out
|
||||
L Toggle grid lock
|
||||
J Join sectors
|
||||
S Insert sprite (see samples/tiles.cfg for customization)
|
||||
S+ALT Make inner sector
|
||||
C Duplicate sectors/sprites
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||||
C Start circle attached to a wall
|
||||
KP_+ Increase amount of walls in circle
|
||||
KP_- Decrease amount of walls in circle
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||||
SPACE Start/end drawing of sector, end drawing of circle
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||||
LENTER Check all pointers for the current sector
|
||||
LSHIFT+LCTRL+LENTER Check ALL pointers (manual attempt to recover map)
|
||||
BACKSPACE Remove the last wall during drawing sector
|
||||
DEL Delete sprite
|
||||
DEL+CTRL Delete sector
|
||||
INS Duplicate sectors/sprites
|
||||
INS Start circle attached to a wall
|
||||
INS Add vertex to wall
|
||||
RENTER Switch to 3D mode
|
||||
ESC Menu
|
||||
|
||||
' A Toggle autosave (every 3 minutes)
|
||||
' N Toggle clipping
|
||||
S+CTRL Save map
|
||||
L+CTRL Load map
|
||||
^P
|
||||
^3The mouse pointer always points at one of these objects:
|
||||
1. wall
|
||||
2. ceiling of sector
|
||||
3. floor of sector
|
||||
4. sprite
|
||||
5. masked wall (non-transparent or semi-transparent wall between sectors)
|
||||
|
||||
It's important to understand this concept.
|
||||
Some commands work differently depending on the "current object",
|
||||
the object the mouse points at.
|
||||
Some commands only manipulate the "current object", but other commands
|
||||
manipulate the sprites and sectors which are "selected" in 2D mode.
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Other commands work globally.
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||||
^3Mouse buttons:
|
||||
^14LEFT^O Lock the current object. The current object won't
|
||||
change as long as the button is pressed.
|
||||
^14LEFT+MIDDLE^O Toggle mouselook
|
||||
^14WHEEL^O Change shade/visibility
|
||||
^14LEFT+WHEEL^O Change tile
|
||||
^14RIGHT+WHEEL^O Move object up/down
|
||||
|
||||
Additionally, there is UnrealEd-style mouse navigation in 3D mode
|
||||
(toggle it with ^14F5^O) with the following bindings:
|
||||
^14RIGHT^O mouselook
|
||||
^14LEFT^O x: turning, y: move forward/back
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||||
^14LEFT+RIGHT^O x: strafe left/right, y: move up/down
|
||||
^14MIDDLE^O y: move in viewing direction
|
||||
The console variable 'pk_uedaccel' changes the speed
|
||||
of navigation exponentially (valid values are 0-5).
|
||||
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||||
^14LEFT+ALT^O Move object up/down
|
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^14LEFT+SHIFT^O Pan ceiling/floor/wall
|
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^14LEFT+SHIFT^O Move sprite in horizontal plane
|
||||
^14LEFT+CTRL^O Scale wall texture or size of sprite
|
||||
^14LEFT+CTRL^O Change slope of sector
|
||||
^P
|
||||
UP Move forward
|
||||
DOWN Move backward
|
||||
LEFT+RCTRL Move left
|
||||
RIGHT+RCTRL Move right
|
||||
A Move up
|
||||
Z Move down
|
||||
F4+ALT Toggle showing the first wall
|
||||
+LSHIFT Speed up movements
|
||||
|
||||
LEFT Turn left
|
||||
RIGHT Turn right
|
||||
A+CTRL Look down
|
||||
Z+CTRL Look up
|
||||
|
||||
' V Set sector visibility
|
||||
; V Set sector visibility on all selected sectors
|
||||
V Choose tile
|
||||
3 Toggle "sector over sector".
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||||
F3 Toggle mouselook
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||||
' BACKSPACE Clear all flags for wall/sprite
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||||
' P Paste palette to all selected sectors
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||||
; P Paste palette to all selected sectors & sprites
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||||
DEL Delete sprite
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||||
F6 Toggle automatic Sector Effector help
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||||
F7 Toggle automatic sector tag help
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, Rotate sprite
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. Rotate sprite
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||||
< Slowly rotate sprite
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||||
> Slowly rotate sprite
|
||||
. Search & fix panning of the wall to the right
|
||||
|
||||
' L Change the coordinates of the current object
|
||||
CAPS LOCK Cycle zmode
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||||
' Z Cycle zmode
|
||||
' M Set the extra of the current object
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||||
1 Toggle one-sided flag of sprite/wall
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||||
2 Toggle bottom wall swapping
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||||
O Set top or bottom orientation of wall
|
||||
O Ornament sprite flat onto wall
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||||
M Toggle masked wall
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H Toggle hitscan sensitivity
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H+SHIFT Toggle one side hitscan sensitivity for the wall
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||||
' H Set hitag of the current object
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||||
KP_MINUS Darkens shade of individual sector/wall/sprite or selected sectors
|
||||
KP_MINUS+ALT Decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+SHIFT Slowly decreases visibility of sector or selected sectors
|
||||
KP_MINUS+ALT+CTRL Decreases global visibility
|
||||
KP_PLUS Lightens shade individual sector/wall/sprite or selected sectors
|
||||
KP_PLUS+ALT Increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+SHIFT Slowly increases visibility of sector or selected sectors
|
||||
KP_PLUS+ALT+CTRL Increases global visibility
|
||||
^3Note: ALT, CTRL, SHIFT are modifiers so they work with mouse too.
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||||
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||||
+/- Cycle tile
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||||
E Toggle sector texture expansion
|
||||
R Toggle sector texture relativity alignment
|
||||
R Cycle sprite aligment between: wall aligned, floor aligned, view aligned
|
||||
'R Toggle framerate
|
||||
F Flip the current object
|
||||
F+ALT Set the first wall of sector
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||||
PAGE UP Move selected sprites or sectors up
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PAGE DN Move selected sprites or sectors down
|
||||
PAGE UP+CTRL Move selected sprites to ceiling
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||||
PAGE DN+CTRL Move selected sprites to floor
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||||
+CTRL Speed up movement
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||||
+END Slow down movement
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||||
+HOME Slow down movement even more
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||||
^3Note: CTRL, HOME, END are modifiers, so they work with the mouse too.
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||||
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||||
' D Cycle skill level
|
||||
' X Toggle sprite shade preview
|
||||
' W Toggle sprite display
|
||||
' Y Toggle purple background
|
||||
' C Copy shade from the clipboard to all objects in the map which are the same
|
||||
tile as the tile of the object in the clipboard. It works separately for
|
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sectors/walls/sprites depending on the current object.
|
||||
' T Set lotag
|
||||
' H Set hitag
|
||||
' S Set shade
|
||||
F2 Toggle clipboard preview
|
||||
TAB Copy to the clipboard
|
||||
F1 Toggle help
|
||||
G Set picnum
|
||||
B Toggle blocking
|
||||
B+SHIFT Toggle one side blocking for the wall
|
||||
T Cycles translucence for sprites/masked walls
|
||||
|
||||
LENTER+CTRL+SHIFT Autoshade wall
|
||||
' LENTER Paste picnum only
|
||||
LENTER+SHIFT Paste shade and palette onto the current object
|
||||
LENTER+CTRL Paste picnum, shading, and palette onto the current object
|
||||
LENTER Paste all properties onto the current object
|
||||
|
||||
' A Toggle autosave. The interval is configurable in the .cfg.
|
||||
(by default: every 3 minutes)
|
||||
|
||||
' N Toggle clipping for the camera
|
||||
N+CTRL Toggle clipping for sprites
|
||||
|
||||
S+CTRL Save map
|
||||
L+CTRL Load map
|
||||
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||||
ESC Quit
|
||||
F11 Brightness
|
||||
F12 Screenshot
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F12+SHIFT Inverted screenshot
|
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F9 Reload and activate maphacks
|
||||
F10 Disable maphacks
|
||||
|
||||
C Toggle center sprite (cstat 128)
|
||||
ALT+C Replace all tiles in the map with the clipboard
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||||
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||||
[ Increases slope quickly
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||||
[+RSHIFT Increases slope with medium speed
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||||
[+LSHIFT Increases slope slowly
|
||||
[+ALT Align slope to the floor of an adjoining sector
|
||||
] Decreases slope quickly
|
||||
]+RSHIFT Decreases slope with medium speed
|
||||
]+LSHIFT Decreases slope slowly
|
||||
]+ALT Align slope to the ceiling of an adjoining sector
|
||||
|
||||
KP_4 Pan floor/ceiling horizontally
|
||||
KP_6 Pan floor/ceiling horizontally
|
||||
KP_2 Pan floor/ceiling vertically
|
||||
KP_8 Pan floor/ceiling vertically
|
||||
KP_4 Scale wall/sprite horizontally
|
||||
KP_6 Scale wall/sprite horizontally
|
||||
KP_2 Scale wall/sprite vertically
|
||||
KP_8 Scale wall/sprite vertically
|
||||
+SHIFT Force panning (for walls)
|
||||
+KP_5 Increase speed
|
||||
|
||||
/ Reset panning, size and flags to defaults
|
||||
/+SHIFT Make square - set xrepeat to yrepeat
|
||||
|
||||
P Enable/disable parallax
|
||||
P+CTRL Change parallax type (only in 8-bit classic renderer)
|
||||
P+ALT Change palette of sector/wall/sprite
|
||||
D+ALT Adjust clipping distance of the sprite
|
||||
T Translucence for sprites/masked walls
|
||||
S Insert sprite
|
||||
KP_ENTER Switch to 2D mode
|
||||
^P
|
||||
After pressing V in 3D mode, the editor enters tile browsing.
|
||||
|
||||
^3Keys:
|
||||
KP_/ Zoom in
|
||||
KP_* Zoom out
|
||||
UP/DOWN/LEFT/RIGHT/PAGE UP/PAGE DOWN movements
|
||||
G Go to specified tile
|
||||
U Go to start of user defined art (3584)
|
||||
A Go to start of Atomic edition's art (4096)
|
||||
E Go to start of extended art (6144, 9216)
|
||||
|
||||
V Select from all tiles
|
||||
T Select from pre-defined tileset (tiles.cfg)
|
||||
Z Tile zoom
|
||||
ESC Cancel
|
||||
ENTER Accept
|
||||
|
||||
^3Mouse:
|
||||
LEFT select
|
||||
CTRL+WHEEL zoom
|
||||
WHEEL scroll
|
||||
RIGHT smooth scrolling
|
||||
^P
|
||||
0 : Rotating Sector
|
||||
1 : Pivot Sprite for SE 0
|
||||
2 : Earthquake
|
||||
3 : Random Lights After Shot Out
|
||||
4 : Random Lights
|
||||
6 : Subway
|
||||
7 : Teleporter
|
||||
8 : Up Open Door Lights
|
||||
9 : Down Open Door Lights
|
||||
10 : Door Auto Close (Hitag = Delay)
|
||||
11 : Rotate Sector Door
|
||||
12 : Light Switch
|
||||
13 : C-9 Explosive
|
||||
14 : Subway Car
|
||||
15 : Slide Door (ST 25)
|
||||
16 : Rotate Reactor Sector
|
||||
17 : Elevator Transport (ST 15)
|
||||
18 : Incremental Sector Rise/Fall
|
||||
19 : Explosion Lowers Ceiling
|
||||
20 : Stretch (ST 27)
|
||||
21 : Drop Floor (ST 28)
|
||||
22 : Teeth Door Prong (ST 29)
|
||||
23 : One-Way Teleporter Destination
|
||||
24 : Conveyor Belt or Water Current
|
||||
25 : Engine Piston
|
||||
27 : Demo Camera
|
||||
28 : Lightning
|
||||
29 : Float (for Waves)
|
||||
30 : Two-Way Train (ST 31)
|
||||
31 : Floor Rise/Fall
|
||||
32 : Ceiling Rise/Fall
|
||||
33 : Earthquake Debris
|
||||
36 : Projectile Shooter
|
||||
^P
|
||||
1 : Above Water (SE 7)
|
||||
2 : Underwater (SE 7)
|
||||
9 : Sliding Star Trek Doors
|
||||
15 : Elevator Transport (SE 17)
|
||||
16 : Elevator Platform Down
|
||||
17 : Elevator Platform Up
|
||||
18 : Elevator Down
|
||||
19 : Elevator Up
|
||||
20 : Ceiling Door
|
||||
21 : Floor Door
|
||||
22 : Splitting Door
|
||||
23 : Swinging Door
|
||||
25 : Sliding Door (SE 15)
|
||||
26 : Splitting Star Trek Door
|
||||
27 : Stretch (SE 20)
|
||||
28 : Drop Floor (SE 21)
|
||||
29 : Teeth Door Prong (SE 22)
|
||||
30 : Rotate and Rise Bridge
|
||||
31 : Two-Way Train (SE 30)
|
||||
10+++ : One-Time Sound
|
||||
32767 : Secret Room
|
||||
65534 : End Of Level with Message (sector hitag: sound #)
|
||||
65535 : End Of Level
|
||||
^P
|
||||
^3SE 0/1: ROTATED SECTOR
|
||||
SE1: pivot
|
||||
Ang: up--clockwise, down--counterclockwise
|
||||
SE0: a sector to rotate
|
||||
Hi = SE1 Hi
|
||||
|
||||
^3SE 2: EARTHQUAKE
|
||||
In quake sector, modeled as after the quake, insert additionally:
|
||||
MASTERSWITCH
|
||||
Lo=X
|
||||
In other sector:
|
||||
TOUCHPLATE
|
||||
Lo=X
|
||||
Anywhere:
|
||||
SE33: scraps
|
||||
Hi=X
|
||||
|
||||
^3SE 3: RANDOM LIGHTS AFTER SHOT OUT
|
||||
Light is wall:
|
||||
2-way, blockable?
|
||||
Lo=X
|
||||
Light is ceiling:
|
||||
sector Hi=X
|
||||
SE 3 in affected sector:
|
||||
Hi=X
|
||||
Shades/pals:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
|
||||
^3SE 4: RANDOM LIGHTS
|
||||
Hi: random blink num. ^0(research!)
|
||||
Shades/pals:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
|
||||
^3SE 5: ?
|
||||
|
||||
^3SE 6/14: SUBWAY
|
||||
subway sectors:
|
||||
Hi=unique per train
|
||||
SE 6: SUBWAY FRONT CAR
|
||||
Ang: direction of first movement
|
||||
GPSPEED:
|
||||
Lo: speed (default: 256)
|
||||
SE 14: SUBWAY PULLED CARS
|
||||
Locators:
|
||||
starting with Lo=0, ascending
|
||||
Hi=1: train stops here
|
||||
|
||||
^3SE 7: TRANSPORT
|
||||
Hi=X link
|
||||
|
||||
^3SE 8: UP OPEN DOOR LIGHTS (with ST 20)
|
||||
SE 8 also in door sector
|
||||
Hi=X links with other SE8 sprites
|
||||
Shades:
|
||||
sectors/walls: when closed
|
||||
SE: when open
|
||||
Walls:
|
||||
Hi=1 means exclude this wall from changing shade
|
||||
|
||||
^3SE 9: DOWN OPEN DOOR LIGHTS (with ST 21)
|
||||
analogous SE 8
|
||||
|
||||
^3SE 10: ?
|
||||
|
||||
^3SE 11: ROTATE SECTOR DOOR
|
||||
Ang: up--clockwise, down--counterclockwise
|
||||
Hi: link doors to be opened simulataneously
|
||||
ST=23
|
||||
|
||||
^3SE 12: LIGHT SWITCH (preview with 'X)
|
||||
Hi=X
|
||||
Shades:
|
||||
sectors/walls: when off
|
||||
SE: when on
|
||||
[switch]:
|
||||
Lo=X
|
||||
|
||||
^3SEENINE: C-9 BARREL
|
||||
Hi=X
|
||||
Lo=delay ^0(>0? game ticks?)
|
||||
In all sectors with SEENINEs:
|
||||
MASTERSWITCH Lo=X
|
||||
[switch]:
|
||||
Lo=X
|
||||
|
||||
^3SE 13: C-9 EXPLOSIVE/BLASTABLE WALL
|
||||
CRACKs/SEENINEs: Hi=X
|
||||
SE 13: Hi=X
|
||||
other SEENINEs:
|
||||
Hi=X
|
||||
Lo=delay
|
||||
|
||||
^3SE 15: SLIDING DOOR (ST=25)
|
||||
Ang: opposite of direction of first movement
|
||||
GPSPEED:
|
||||
2*Lo: how far (BUILD units)
|
||||
|
||||
^3SE 17: ELEVATOR TRANSPORT
|
||||
Shade: darker on SE of starting sector
|
||||
Sectors:
|
||||
ST=15
|
||||
Top floor sector Hi=1
|
||||
|
||||
^3SE 18: INCREMENTAL SECTOR RISE/FALL
|
||||
Hi: units moved per activation (min: 1024?)
|
||||
Ang:
|
||||
up--floor affected
|
||||
down--ceiling affected
|
||||
Pal:
|
||||
0: start at floor/ceiling height
|
||||
not 0: start at SE height
|
||||
[switch] & ACTIVATOR ^0(in same sector as SE?):
|
||||
Lo=X
|
||||
|
||||
^3SE 19: SHOT TOUCHPLATE CIELING DOWN
|
||||
|
||||
^3SE 20: BRIDGE/STRETCH SECTOR (ST 27)
|
||||
Ang: direction
|
||||
ACTIVATOR
|
||||
Hi = SE Hi = [switch] Lo
|
||||
GPSPEED
|
||||
Lo: how far (BUILD units)
|
||||
|
||||
^3SE 21: DROP FLOOR (ST 28)
|
||||
Ang:
|
||||
up: drop ceiling
|
||||
down: drop floor
|
||||
z: end z ^0(())
|
||||
Sector:
|
||||
z: start z ^0(())
|
||||
GPSPEED
|
||||
Lo: rate ^0(units?)
|
||||
ACTIVATOR
|
||||
Lo = [switch] Lo
|
||||
|
||||
^3SE 24: CONVEYOR BELT
|
||||
Ang: direction
|
||||
GPSPEED:
|
||||
Lo=speed
|
||||
|
||||
^3SE 25: ENGINE PISTON (CRUSHER)
|
||||
z: starting z
|
||||
Sector:
|
||||
piston travels between ceiling z and floor z
|
||||
|
||||
^3SE 27: CAMERA FOR PLAYBACK
|
||||
Hi: radius (BUILD units?)
|
||||
|
||||
^3SE 28: LIGHTNING
|
||||
Hi = tile #4890 Hi
|
||||
|
||||
^3SE 29: WAVES
|
||||
Hi: start height (phase)
|
||||
GPSPEED Lo: amplitude (default: 256)
|
||||
|
||||
^0 Based on
|
||||
^0 * MAP EDITING FAQ v1.3 BY JONAH BISHOP
|
||||
^0 * The Duke Nukem 3D Informational Suite by Ryan Lennox
|
||||
^0 * code research
|
||||
^P
|
||||
Foreground colors:
|
||||
^0,15 0 ^1,0 1 ^2 2 ^3 3 ^4 4 ^5 5 ^6 6 ^7 7
|
||||
^8 8 ^9 9 ^10 10^11 11^12 12^13 13^14 14^15 15
|
||||
|
||||
Background colors:
|
||||
^15,0 0 ^0,1 1 ^0,2 2 ^0,3 3 ^0,4 4 ^0,5 5 ^0,6 6 ^0,7 7
|
||||
^0,8 8 ^0,9 9 ^0,10 10^0,11 11^0,12 12^0,13 13^0,14 14^0,15 15
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue