Jump to content

Bug when right click [fixed for my own](sorry)


123456789link

Recommended Posts

Please paste all of your code so that we can try to find the problem.

is this

package net.minecraft.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

import net.minecraftforge.common.ForgeDirection;

public class Blockirontd extends Block
{
    /** Set this to allow trapdoors to remain free-floating */
    public static boolean disableValidation = false;

    public Blockirontd(int par1, Material par2Material)
    {
        super(par1, par2Material);
        float f = 0.5F;
        float f1 = 1.0F;
        this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);

    }

    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 0;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Returns the bounding box of the wired rectangular prism to render.
     */
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    /**
     * Sets the block's bounds for rendering it as an item
     */
    public void setBlockBoundsForItemRender()
    {
        float f = 0.1875F;
        this.setBlockBounds(0.0F, 0.5F - f / 2.0F, 0.0F, 1.0F, 0.5F + f / 2.0F, 1.0F);
    }

    public void setBlockBoundsForBlockRender(int par1)
    {
        float f = 0.1875F;

        if ((par1 &  != 0)
        {
            this.setBlockBounds(0.0F, 1.0F - f, 0.0F, 1.0F, 1.0F, 1.0F);
        }
        else
        {
            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, f, 1.0F);
        }

        if (isTrapdoorOpen(par1))
        {
            if ((par1 & 3) == 0)
            {
                this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
            }

            if ((par1 & 3) == 1)
            {
                this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
            }

            if ((par1 & 3) == 2)
            {
                this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
            }

            if ((par1 & 3) == 3)
            {
                this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
            }
        }
    }

    /**
     * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
     */
    public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}

    /**
     * Called upon block activation (right click on the block.)
     */
    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
        if (this.blockMaterial == Material.iron)
        {
            return true;
        }
        else
        {
            int i1 = par1World.getBlockMetadata(par2, par3, par4);
            par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 ^ 4, 2);
            par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
            return true;
        }
    }

    public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
    {
        int l = par1World.getBlockMetadata(par2, par3, par4);
        boolean flag1 = (l & 4) > 0;

        if (flag1 != par5)
        {
            par1World.setBlockMetadataWithNotify(par2, par3, par4, l ^ 4, 2);
            par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
        }
    }

    /**
     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
     * their own) Args: x, y, z, neighbor blockID
     */
    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
        if (!par1World.isRemote)
        {
            int i1 = par1World.getBlockMetadata(par2, par3, par4);
            int j1 = par2;
            int k1 = par4;

            if ((i1 & 3) == 0)
            {
                k1 = par4 + 1;
            }

            if ((i1 & 3) == 1)
            {
                --k1;
            }

            if ((i1 & 3) == 2)
            {
                j1 = par2 + 1;
            }

            if ((i1 & 3) == 3)
            {
                --j1;
            }

            if (!(isValidSupportBlock(par1World.getBlockId(j1, par3, k1)) || par1World.isBlockSolidOnSide(j1, par3, k1, ForgeDirection.getOrientation((i1 & 3) + 2))))
            {
                par1World.setBlockToAir(par2, par3, par4);
                this.dropBlockAsItem(par1World, par2, par3, par4, i1, 0);
            }

            boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4);

            if (flag || par5 > 0 && Block.blocksList[par5].canProvidePower())
            {
                this.onPoweredBlockChange(par1World, par2, par3, par4, flag);
            }
        }
    }

    /**
     * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
     * x, y, z, startVec, endVec
     */
    public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
    }

    /**
     * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
     */
    public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
    {
        int j1 = 0;

        if (par5 == 2)
        {
            j1 = 0;
        }

        if (par5 == 3)
        {
            j1 = 1;
        }

        if (par5 == 4)
        {
            j1 = 2;
        }

        if (par5 == 5)
        {
            j1 = 3;
        }

        if (par5 != 1 && par5 != 0 && par7 > 0.5F)
        {
            j1 |= 8;
        }

        return j1;
    }

    /**
     * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
     */
    public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
    {
        if (disableValidation)
        {
            return true;
        }
        if (par5 == 0)
        {
            return false;
        }
        else if (par5 == 1)
        {
            return false;
        }
        else
        {
            if (par5 == 2)
            {
                ++par4;
            }

            if (par5 == 3)
            {
                --par4;
            }

            if (par5 == 4)
            {
                ++par2;
            }

            if (par5 == 5)
            {
                --par2;
            }

            return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP);
        }
    }

    public static boolean isTrapdoorOpen(int par0)
    {
        return (par0 & 4) != 0;
    }

    /**
     * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is
     * dropped into the world.
     */
    private static boolean isValidSupportBlock(int par0)
    {
        if (disableValidation)
        {
            return true;
        }
        if (par0 <= 0)
        {
            return false;
        }
        else
        {
            Block block = Block.blocksList[par0];
            return block != null && block.blockMaterial.isOpaque() && block.renderAsNormalBlock() || block == Block.glowStone || block instanceof BlockHalfSlab || block instanceof BlockStairs;
        }
    }
}

and the line

          irontd = (new Blockirontd(2668, Material.iron)).setHardness(3.0F).setStepSound(Block.soundMetalFootstep).setUnlocalizedName("irontd");

 

 

Link to comment
Share on other sites

Please paste all of your code so that we can try to find the problem.

is this

package net.minecraft.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

import net.minecraftforge.common.ForgeDirection;

public class Blockirontd extends Block
{
    /** Set this to allow trapdoors to remain free-floating */
    public static boolean disableValidation = false;

    public Blockirontd(int par1, Material par2Material)
    {
        super(par1, par2Material);
        float f = 0.5F;
        float f1 = 1.0F;
        this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);

    }

    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 0;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Returns the bounding box of the wired rectangular prism to render.
     */
    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    }

    /**
     * Sets the block's bounds for rendering it as an item
     */
    public void setBlockBoundsForItemRender()
    {
        float f = 0.1875F;
        this.setBlockBounds(0.0F, 0.5F - f / 2.0F, 0.0F, 1.0F, 0.5F + f / 2.0F, 1.0F);
    }

    public void setBlockBoundsForBlockRender(int par1)
    {
        float f = 0.1875F;

        if ((par1 &  != 0)
        {
            this.setBlockBounds(0.0F, 1.0F - f, 0.0F, 1.0F, 1.0F, 1.0F);
        }
        else
        {
            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, f, 1.0F);
        }

        if (isTrapdoorOpen(par1))
        {
            if ((par1 & 3) == 0)
            {
                this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
            }

            if ((par1 & 3) == 1)
            {
                this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
            }

            if ((par1 & 3) == 2)
            {
                this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
            }

            if ((par1 & 3) == 3)
            {
                this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
            }
        }
    }

    /**
     * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
     */
    public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}

    /**
     * Called upon block activation (right click on the block.)
     */
    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
        if (this.blockMaterial == Material.iron)
        {
            return true;
        }
        else
        {
            int i1 = par1World.getBlockMetadata(par2, par3, par4);
            par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 ^ 4, 2);
            par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
            return true;
        }
    }

    public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
    {
        int l = par1World.getBlockMetadata(par2, par3, par4);
        boolean flag1 = (l & 4) > 0;

        if (flag1 != par5)
        {
            par1World.setBlockMetadataWithNotify(par2, par3, par4, l ^ 4, 2);
            par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
        }
    }

    /**
     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
     * their own) Args: x, y, z, neighbor blockID
     */
    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
        if (!par1World.isRemote)
        {
            int i1 = par1World.getBlockMetadata(par2, par3, par4);
            int j1 = par2;
            int k1 = par4;

            if ((i1 & 3) == 0)
            {
                k1 = par4 + 1;
            }

            if ((i1 & 3) == 1)
            {
                --k1;
            }

            if ((i1 & 3) == 2)
            {
                j1 = par2 + 1;
            }

            if ((i1 & 3) == 3)
            {
                --j1;
            }

            if (!(isValidSupportBlock(par1World.getBlockId(j1, par3, k1)) || par1World.isBlockSolidOnSide(j1, par3, k1, ForgeDirection.getOrientation((i1 & 3) + 2))))
            {
                par1World.setBlockToAir(par2, par3, par4);
                this.dropBlockAsItem(par1World, par2, par3, par4, i1, 0);
            }

            boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4);

            if (flag || par5 > 0 && Block.blocksList[par5].canProvidePower())
            {
                this.onPoweredBlockChange(par1World, par2, par3, par4, flag);
            }
        }
    }

    /**
     * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
     * x, y, z, startVec, endVec
     */
    public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
    }

    /**
     * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
     */
    public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
    {
        int j1 = 0;

        if (par5 == 2)
        {
            j1 = 0;
        }

        if (par5 == 3)
        {
            j1 = 1;
        }

        if (par5 == 4)
        {
            j1 = 2;
        }

        if (par5 == 5)
        {
            j1 = 3;
        }

        if (par5 != 1 && par5 != 0 && par7 > 0.5F)
        {
            j1 |= 8;
        }

        return j1;
    }

    /**
     * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
     */
    public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
    {
        if (disableValidation)
        {
            return true;
        }
        if (par5 == 0)
        {
            return false;
        }
        else if (par5 == 1)
        {
            return false;
        }
        else
        {
            if (par5 == 2)
            {
                ++par4;
            }

            if (par5 == 3)
            {
                --par4;
            }

            if (par5 == 4)
            {
                ++par2;
            }

            if (par5 == 5)
            {
                --par2;
            }

            return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP);
        }
    }

    public static boolean isTrapdoorOpen(int par0)
    {
        return (par0 & 4) != 0;
    }

    /**
     * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is
     * dropped into the world.
     */
    private static boolean isValidSupportBlock(int par0)
    {
        if (disableValidation)
        {
            return true;
        }
        if (par0 <= 0)
        {
            return false;
        }
        else
        {
            Block block = Block.blocksList[par0];
            return block != null && block.blockMaterial.isOpaque() && block.renderAsNormalBlock() || block == Block.glowStone || block instanceof BlockHalfSlab || block instanceof BlockStairs;
        }
    }
}

and the line

          irontd = (new Blockirontd(2668, Material.iron)).setHardness(3.0F).setStepSound(Block.soundMetalFootstep).setUnlocalizedName("irontd");

 

 

Link to comment
Share on other sites

I fix it that was for this line:

        if (this.blockMaterial == Material.iron)

        {

            return true;

        }

and the trapdorr material is iron too then i replace it for this an works:

        if (this.blockMaterial == Material.wood)

        {

            return true;

        }

 

Link to comment
Share on other sites

I fix it that was for this line:

        if (this.blockMaterial == Material.iron)

        {

            return true;

        }

and the trapdorr material is iron too then i replace it for this an works:

        if (this.blockMaterial == Material.wood)

        {

            return true;

        }

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • 🚀Link Daftar Klik Disini🚀 Tips Bermain Slot Bank Jago agar Meraih Maxwin dan Jackpot di MAXWINBET77 Bermain slot online Bank jago adalah cara yang seru dan mengasyikkan untuk mencari keuntungan besar di MAXWINBET77. Jika kamu ingin meningkatkan peluangmu untuk meraih maxwin dan jackpot secara terus-menerus, ada beberapa tips dan strategi yang bisa kamu terapkan. Berikut adalah panduan lengkapnya: Pilih Slot dengan RTP Tinggi: RTP (Return to Player) adalah persentase rata-rata dari total taruhan yang dikembalikan kepada pemain sebagai kemenangan. Pilihlah mesin slot Bank jago yang memiliki RTP tinggi, karena ini meningkatkan peluangmu untuk meraih kemenangan dalam jangka panjang. Kenali Fitur Bonus: Setiap slot Bank jago memiliki fitur bonus yang berbeda, seperti putaran gratis, simbol liar (wild), dan bonus game. Pelajari dengan baik fitur-fitur ini karena mereka dapat membantu meningkatkan peluang meraih kemenangan besar. Kelola Taruhan dengan Bijak: Tentukan batasan taruhan yang sesuai dengan budget dan jangan tergoda untuk bertaruh melebihi kemampuan finansialmu. Terapkan strategi taruhan yang bijak untuk memaksimalkan penggunaan saldo. Mainkan Slot Bank jago Progresif: Jika tujuanmu adalah meraih jackpot besar, coba mainkan slot Bank jago progresif di MAXWINBET77. Jackpot pada jenis slot Bank ini terus bertambah seiring dengan taruhan pemain lainnya, sehingga dapat mencapai jumlah yang sangat besar. Manfaatkan Promosi dan Bonus: MAXWINBET77 sering kali menawarkan promosi dan bonus kepada pemainnya. Manfaatkan bonus-bonus ini untuk meningkatkan peluangmu meraih kemenangan tanpa menggunakan modal tambahan. Berkonsentrasi dan Bersabar: Fokuslah saat bermain slot bank jago dan jangan terburu-buru. Bersabarlah meskipun tidak langsung mendapatkan hasil yang diharapkan. Kadang-kadang diperlukan waktu dan keberuntungan untuk mencapai maxwin atau jackpot. Baca Aturan Permainan: Sebelum bermain, pastikan untuk membaca aturan dan pembayaran pada slot Bank Jago yang dipilih. Mengetahui cara kerja mesin slot akan membantu mengoptimalkan strategi bermainmu. Dengan menerapkan tips-tips di atas dan tetap bermain secara bertanggung jawab, kamu dapat meningkatkan peluang meraih maxwin dan jackpot di Slot Bank Jago MAXWINBET77. Selamat bermain dan semoga sukses meraih kemenangan besar Anda Hari Ini.
    • 🤑DAFTAR & LOGIN🤑 🤑DAFTAR & LOGIN🤑 🤑DAFTAR & LOGIN🤑 SLOT BCA 10K adalah bocoran slot rekomendasi gacor dari RATUASIA77 yang bisa anda temukan di SLOT BCA 10K. Situs SLOT BCA 5K hari ini yang kami bagikan di sini adalah yang terbaik dan bersiaplah untuk mengalami sensasi tak terlupakan dalam permainan slot online. Temukan game SLOT BSI 5K terbaik dengan 100 pilihan provider ternama yang dipercaya akan memberikan kepuasan dan kemenangan hari ini untuk meraih x500. RTP SLOT BCA 10K merupakan SLOT BCA 10K hari ini yang telah menjadi pilihan utama bagi pemain judi online di seluruh Indonesia. Setiap harinya jutaan pemain memasuki dunia maya untuk memperoleh hiburan seru dan kemenangan besar dalam bermain slot dengan adanya bocoran RTP SLOT BSI 10K. Tidak ada yang lebih menyenangkan daripada mengungguli mesin slot dan meraih jackpot x500 yang menggiurkan di situs SLOT BCA 10K hari ini yang telah disediakan SLOT BCA 10K. Menangkan jackpot besar x500 rajanya maxwin dari segala slot dan raih kemenangan spektakuler di situs RATUASIA77 terbaik 2024 adalah tempat yang menyediakan mesin slot dengan peluang kemenangan lebih tinggi daripada situs slot lainnya. Bagi anda yang mencari pengalaman judi slot paling seru dan mendebarkan, situs bo SLOT BCA 10K terbaik 2024 adalah pilihan yang tepat. Jelajahi dunia slot online melalui situs SLOT BCA 10K di link SLOT BCA RATUASIA77.
    • 🤑DAFTAR & LOGIN🤑 🤑DAFTAR & LOGIN🤑 🤑DAFTAR & LOGIN🤑 SLOT BSI 10K adalah bocoran slot rekomendasi gacor dari RATUASIA77 yang bisa anda temukan di SLOT BSI 10K. Situs SLOT BSI 5K hari ini yang kami bagikan di sini adalah yang terbaik dan bersiaplah untuk mengalami sensasi tak terlupakan dalam permainan slot online. Temukan game SLOT BSI 5K terbaik dengan 100 pilihan provider ternama yang dipercaya akan memberikan kepuasan dan kemenangan hari ini untuk meraih x500. RTP SLOT BSI 10K merupakan SLOT BSI 10K hari ini yang telah menjadi pilihan utama bagi pemain judi online di seluruh Indonesia. Setiap harinya jutaan pemain memasuki dunia maya untuk memperoleh hiburan seru dan kemenangan besar dalam bermain slot dengan adanya bocoran RTP SLOT BSI 10K. Tidak ada yang lebih menyenangkan daripada mengungguli mesin slot dan meraih jackpot x500 yang menggiurkan di situs SLOT BSI 10K hari ini yang telah disediakan SLOT BSI 10K. Menangkan jackpot besar x500 rajanya maxwin dari segala slot dan raih kemenangan spektakuler di situs RATUASIA77 terbaik 2024 adalah tempat yang menyediakan mesin slot dengan peluang kemenangan lebih tinggi daripada situs slot lainnya. Bagi anda yang mencari pengalaman judi slot paling seru dan mendebarkan, situs bo SLOT BSI 10K terbaik 2024 adalah pilihan yang tepat. Jelajahi dunia slot online melalui situs SLOT BSI 10K di link SLOT BSI RATUASIA77.
    • DAFTAR SCATTER HITAM MAHJONG WAYS DISINI DAFTAR SCATTER HITAM MAHJONG WAYS DISINI DAFTAR SCATTER HITAM MAHJONG WAYS DISINI Mencari scatter hitam dalam permainan slot demo mahjong ways server thailand adalah salah satu jalan menuju kemenangan melalui bentuk kombinasi pola. Mengetahui bocoran pola scatter dapat meningkatkan peluang kemenangan jackpot maxwin yang cukup besar. TAG : Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam
    • DAFTAR SCATTER HITAM MAHJONG DISINI DAFTAR SCATTER HITAM MAHJONG DISINI DAFTAR SCATTER HITAM MAHJONG DISINI Scatter Hitam merupakan salah satu provider Pg Soft dari game slot mahjong ways terpopuler dan terkenal saat ini dengan inovasi terbaru scatter hitam bisa menghasilkan kemenangan maxwin jackpot yang luar biasa sangat besar. TAG : Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam Scatter Hitam
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.