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    How to Compile Wallhack Source [Tutorial]

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    Provanz
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    How to Compile Wallhack Source [Tutorial]

    Post by Provanz on Fri Aug 21, 2009 12:52 pm

    ***Updated***



    There is a lot of people who was always asking on how to compile
    fatboy wallhack source well now....im here to teach you


    How to Compile Wallhack



    Follow The Instructions:-

    1. Download and Install Visual C++ here is a link
    downloads

    2. Download Direct SDK
    Download details: DirectX SDK - (Summer 2004).

    3. Open Visual C++ 2008 Express Edition and Click Create Projects.





    How to Compile Wallhack Source [Tutorial]
    ***Updated***

    There is a lot of people who was always asking on how to compile
    fatboy wallhack source well now....im here to teach you
    How to Compile Wallhack
    Follow The Instructions:-
    1. Download and Install Visual C++ here is a link Downloads.
    2. Download Direct SDK Download details: DirectX SDK - (Summer 2004).
    3. Open Visual C++ 2008 Express Edition and Click Create Projects.


    4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.





    How to Compile Wallhack Source [Tutorial]
    ***Updated***

    There is a lot of people who was always asking on how to compile
    fatboy wallhack source well now....im here to teach you
    How to Compile Wallhack
    Follow The Instructions:-
    1. Download and Install Visual C++ here is a link Downloads.
    2. Download Direct SDK Download details: DirectX SDK - (Summer 2004).
    3. Open Visual C++ 2008 Express Edition and Click Create Projects.


    4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.


    5. Click Application Settings , Click on dll option and Click Finish.



    6. Copy the source and Paste it on your Blank page of your project name (.cpp)

    name.cpp



    this is for newbies video




    Last edited by Provanz on Thu Aug 27, 2009 8:41 am; edited 1 time in total
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by Provanz on Fri Aug 21, 2009 12:53 pm

    Code:

    /*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/
     
     
    #include <windows.h>
    #include <detours.h>
    #include <d3d8.h>
    #include <d3dx8.h>
    #include "log.h"
    #include <fstream>
    #include <iostream>
    #pragma comment(lib, "d3dx8.lib")
    #pragma comment(lib, "d3d8.lib")
    using namespace std;
    static DWORD dwBeginScene            = 0x6D9D9250;
    static DWORD dwEndScene                = 0x6d9d93a0;
    static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
    static DWORD dwSetStreamSource        = 0x6d9d6760;
    static DWORD dwSetViewport            = 0x6d9d5b90    ;
     
     
    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
     
    LPDIRECT3DTEXTURE8  Red,Yellow,Green,Blue,Purple,Pink,Orange;
    bool Color = true;
    bool Logger = false;
    ofstream ofile;   
    char dlldir[320];
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    bool WallHack = false;
    bool WallHack2 = false;
    HANDLE hand1      =NULL;
    HANDLE hand2      =NULL;
     
    DWORD bytes;
     
    //Logger
    int texarray[1000];
    int arraycounter;
    int delarray[500];
    int dcount;
    unsigned int arrc;
    int i=0;
     
     
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
     
     
    char *GetDirectoryFile(char *filename)
    {
        static char path[320];
        strcpy(path, dlldir);
        strcat(path, filename);
        return path;
    }
     
    void __cdecl add_log (const char *fmt, ...)
    {
        if(ofile != NULL)
        {
            if(!fmt) { return; }
     
            va_list va_alist;
            char logbuf[256] = {0};
     
            va_start (va_alist, fmt);
            _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
            va_end (va_alist);
     
            ofile << logbuf << endl;
        }
    }
     
    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
        if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
            return E_FAIL;
     
        WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
                |(WORD)(((colour32>>20)&0xF)<<8)
                |(WORD)(((colour32>>12)&0xF)<<4)
                |(WORD)(((colour32>>4)&0xF)<<0);
     
        D3DLOCKED_RECT d3dlr;   
        (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
        WORD *pDst16 = (WORD*)d3dlr.pBits;
     
        for(int xy=0; xy < 8*8; xy++)
            *pDst16++ = colour16;
     
        (*ppD3Dtex)->UnlockRect(0);
     
        return S_OK;
    }
     
     
    //=================================EndScene_Start=================================================================================//
    typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oEndScene pEndScene;
     
    HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if(Color)
    {
    GenerateTexture(pDevice, &Red,      D3DCOLOR_ARGB    (255  ,  255  ,    0      ,    0      ));
    GenerateTexture(pDevice, &Yellow,  D3DCOLOR_ARGB    (255  ,  255  ,    255    ,    0      ));
    GenerateTexture(pDevice, &Green,    D3DCOLOR_ARGB    (255  ,  0    ,    255    ,    0      ));
    GenerateTexture(pDevice, &Blue,    D3DCOLOR_ARGB    (255  ,  0    ,    0      ,    255    ));
    GenerateTexture(pDevice, &Purple,  D3DCOLOR_ARGB    (255  ,  102  ,    0      ,    153    ));
    GenerateTexture(pDevice, &Pink,    D3DCOLOR_ARGB    (255  ,  255  ,    20      ,  147    ));
    GenerateTexture(pDevice, &Orange,  D3DCOLOR_ARGB    (255  ,  255  ,    165      ,  0      ));
    Color=false;
    }
     
    if(xhair)
    {
      D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
      D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
      pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0,  0);
      pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0,  0);
    }   
     
    //=============================================UnHooK_Start===================================================//
     
    if((GetAsyncKeyState(VK_F5)&1))       
    {   
    int end    =NULL;
    int dip    =NULL;
    int svp    =NULL;
    int sss    =NULL;
     
     
    BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
    hand1 = GetCurrentProcess();
    DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
    end = 0x6d9d93a0;
    dip = 0x6d9d73a0;
    svp = 0x6d9d5b90;
    sss = 0x6d9d6760;
     
    WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
    }   
    //=========================================UnHook_End=========================================================//
     
    if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}       
    if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}       
     
    return pEndScene(pDevice);
    }
    //====================================EndScene_End============================================================================//
     
     
     
     
    //=================================Dip_Start============================================================================================//
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive;
     
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
     
     
     
    if(WallHack)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount;
        if(m_Stride==40 &&
     
      (texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
      (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
      (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
      (texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
      (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
      (texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)||
      (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)||
      (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)||
      (texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)||
      (texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)||
      (texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&
     
     
     
        (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
        (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm
        (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
        (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
        (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody    thanks japennese guy =)
        //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
        (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item
        (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
        (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
     
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Orange);
    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
     
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
     
    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Pink);
    }           
     
    if(m_Stride==40 && texnum== 21300174)   
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Green);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Purple);
    }     
     
     
    if(nNumVertices == 158 && nPrimitiveCount == 131)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }
     
    if (nNumVertices == 171 && nPrimitiveCount == 143)
    {
     
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }
     
     
     
    if(m_Stride==40 &&//face,mask etc...
    (texnum==36700612) ||
    (texnum==9600172 ) ||
    (texnum==14200236) ||
    (texnum==37800552) ||
    (texnum==28100486) ||
    (texnum==35500568) ||
    (texnum==2200024 ) ||
    (texnum==16200243) ||
    (texnum==31900466) ||
    (texnum==19300342) ||
    (texnum==36200604) ||
    (texnum==21300290) ||
    (texnum==35700558) ||
    (texnum==22100396) ||
    (texnum==36100604) ||
    (texnum==27100464) ||
    (texnum==11400180) ||
    (texnum==34900580) ||
    (texnum==13200212) ||
    (texnum==34700538) ||
    (texnum==19500352)&&
    (nNumVertices == 448 && nPrimitiveCount == 776))
     
    {
    pDevice->SetTexture(0,Blue);
    }
     
     
    {
    pDevice->SetRenderState(D3DRS_FOGENABLE,false);
    }
     
    /*Logger
    if(m_Stride==40){
     
     
     while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
        while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
        bool alrdy=false;
        bool inarr=false;
     
            if(texarray[arrc]==texnum)
                if(delarray[i]==texarray[arrc])
                alrdy=true;
        for(int i=0;i<dcount;i++) //sees if said texture is in delarray
            if(delarray[i]==texnum)
                inarr=true;
        if(texarray[arrc]==texnum || inarr){ //If true, color model differently
            LPDIRECT3DTEXTURE8 texCol;
                DWORD dwOldZEnable = D3DZB_TRUE;
                pDevice->SetTexture(0, NULL);
                pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
                pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
                if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
                    texCol=Blue;
                else
                    texCol=Red;
              pDevice->SetTexture(0, texCol);
                pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
                pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
     
        }
    }
    if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
    if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
        bool inarr=true;
        for(int k=0;k<dcount;k++){
            if(delarray[k]==texarray[arrc])
            {
                inarr=false;//Found selected texture to already exist
                delarray[k]=0;//Delete texture
                break;//Cancel loop
            }
        }
        if(inarr==true)
        {
        delarray[dcount]=texarray[arrc];//Add texture
        dcount++;
        }
    }
    if(GetAsyncKeyState(VK_F7)&1){
    int total=1;
        add_log("omfg values?!? {");
        for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
            if(delarray[x]){
                add_log("%i,",delarray[x]); //add_log2==add_log but without endl
                total++;
            }
        add_log("}; %i variables in array",total);
    }
    bool found = false; //THIS PART CREDITS TO KRYPTEC
    for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
    {
        if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
    }
        if(!found && arraycounter < 1000)
        {
        texarray[arraycounter]=texnum;
        arraycounter++;
        }*/
     
     
    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    //=====================================Dip_End===========================================================================//
     
     
    //=====================================Sss_Start==========================================================================//
    typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
    oSetStreamSource pSetStreamSource;
     
    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
            if(nStreamNumber==0)
            m_Stride = nStride;
     
        return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }
    //====================================Sss_End============================================================================//
     
    //====================================Svp_Start==========================================================================//
    typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
    oSetViewport pSetViewport;
     
    HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
    {
        ScreenCenterX = ( float )pViewport->Width / 2;
        ScreenCenterY = ( float )pViewport->Height / 2;   
     
        return pSetViewport(pDevice,pViewport);
    }
    //===================================Svp_End=============================================================================//
     
    typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oBeginScene pBeginScene;
     
    HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
    {
        if((GetAsyncKeyState(VK_F6)&1))   
        {
            pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
            pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
            pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
            pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
        }
     
        return pBeginScene(pDevice);
    }
     
     
    BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
    {
        DisableThreadLibraryCalls(hModule);
     
        if ( dwReason == DLL_PROCESS_ATTACH )
        {
     
            //=========Log==========================//
            GetModuleFileName(hModule, dlldir, 512);
            for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } }
            ofile.open(GetDirectoryFile("log.txt"), ios::app);   
            //=========Log=========================//
     
            pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
            pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
            pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
            pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
            pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
     
    }
    return TRUE;
    avatar
    Provanz
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by Provanz on Fri Aug 21, 2009 12:53 pm

    7.Delete dllmain.cpp You don't Need it.




    8. Include stdafx.h should be on top of Other Includes.




    9. Click on Projects on top, Click Add New Item.




    10.Click on Header file (.h), Name it log and Click Add.



    11. Copy and Paste the source on the Header file you Created.
    log.h (a header file)


    Code:

    #define WIN32_LEAN_AND_MEAN
     
    #ifndef _MAIN_H
    #define _MAIN_H
     
    char *GetDirectoryFile(char *filename);
    void __cdecl add_log (const char * fmt, ...);
    #endif 



    12.go to tools>>option-projects and solution-VC++directories and add direct sdk Summer 2004 includes and library .




    13. Click on Project And then Click Properties.




    14.Click on Configuration Properties , On the Right side on Character set, Change "Use Unicode Character set" to "Use Multi-Byte Character set" and Click Ok.






    15. Download the files i attached in this thread and place the detours.h in your Include folder C:\Program Files\Microsoft Visual Studio 9.0\VC\include and Detours.lib in your Library folder C:\Program Files\Microsoft Visual Studio 9.0\VC\lib.

    Here's The Files
    mediafire.com ?ktojy0do5m3

    16. Click Build and Build your Project.






    17. You will find your DLL file in C:\Documents and Settings\TheIFear\My Documents\Visual Studio 2008\Projects\(name of your dll)\Debug, and you will find your dll.


    Credits:-
    Fatboy88 for the source.
    Legify for helping me.
    The1Fear (me) for making This Tutorial.
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    animal456
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by animal456 on Fri Aug 21, 2009 1:07 pm

    ang haba nmn..

    working nmn b 2?
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by lolxrarina on Fri Aug 21, 2009 1:23 pm

    phew hrap ang haba
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by ToxicShock on Mon Aug 24, 2009 7:03 am

    uu nga pero try ko..



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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jordan_batugan on Tue Aug 25, 2009 1:25 pm

    sakt sa ulo para sa mga may sariling pc lang yan eh ^^^^^^^^
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by Mitsubishi5600 on Tue Aug 25, 2009 4:50 pm

    waw napagana ko sakin pero D3D kinuha ko yung source sa ibang website ^^ soory bawal mag lagay ng
    website ^^


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    Re: How to Compile Wallhack Source [Tutorial]

    Post by SGT.Sousuke_Sagara on Thu Aug 27, 2009 11:01 pm

    gumagana pa ba to ngayong august 27
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by Provanz on Fri Aug 28, 2009 7:42 am

    rocktoonz92 wrote:gumagana pa ba to ngayong august 27



    yes this is work but you need add source code ggbypass

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    Re: How to Compile Wallhack Source [Tutorial]

    Post by cutedawmeikaw on Wed Sep 02, 2009 9:55 pm

    copy paste lang yan sa mga poster sa GZP .... wee... feeling programmer si Provans d naman marunong gumawa ng hack... 1v1 like mo....
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jason5151 on Wed Sep 09, 2009 4:26 pm

    di naman gumagana ulol!
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jason5151 on Wed Sep 09, 2009 4:35 pm

    lol
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jason5151 on Wed Sep 09, 2009 4:48 pm

    AW
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jason5151 on Wed Sep 09, 2009 4:50 pm

    aw
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by jason5151 on Wed Sep 09, 2009 7:28 pm

    aw
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    Re: How to Compile Wallhack Source [Tutorial]

    Post by SGT.Sousuke_Sagara on Thu Sep 24, 2009 2:46 am

    KUNG ISA KANG IT OR PROGRAMMER NCIV KAYA MO ITONG PAGANAHIN TOL PERO WAG KA PO SPAMMED NA TRY KO GUMANA UNG SUCROSE PERO DI KO IBIBIGAY KASI ANG DAMING NAG SASABI SA AKIN KEYLOGGER DAW SA IBANG FORUM KAYA DI KO BIBIGAY DI AKO TULAD NI ACE UNG SCAMMER NA MAY SUCROSE DAW SYA PERO KEYLOGGER MERON SYA

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    Re: How to Compile Wallhack Source [Tutorial]

    Post by ezone2 on Thu Oct 01, 2009 12:46 am

    VOVO KC NAG GAWA NG SITE NA 2 D 2LOY PUMASOK ANG SF SA PC KO LOLZ TALGA GAWA N2 VOVO VOPLAX TANG@ BWISET GAGOO HAYOP TANGINAMO LOLZ

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    Re: How to Compile Wallhack Source [Tutorial]

    Post by Mariganne on Mon Oct 05, 2009 5:55 pm

    Provanz wrote:
    rocktoonz92 wrote:gumagana pa ba to ngayong august 27



    yes this is work but you need add source code ggbypass

    how to add source code ggbypass?

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    Re: How to Compile Wallhack Source [Tutorial]

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