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  1. #16
    Kenshin13's Avatar
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    Quote Originally Posted by rawr im a tiger View Post
    I don't want to damage IW5M by releasing my addresses, but this one shouldn't hurt

    Laser:
    004D14B6
    *(BYTE*)0x4D14B7 = NULL;


    Thx master131 :P

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  3. #17
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    Quote Originally Posted by -InSaNe- View Post
    Some structs..
    Code:
    typedef struct
    {
    	char unknown0[12];
    	char Name[16];
    	__int32 Team;
    }ClientInfo_T;
    
    typedef struct
    {
    	char _0x0000[0x8];
    	int Width;
    	int Height;
    	int FovX;
    	int FovY;
    	Vector Origin;
    	Vector ViewAxis[3];
    	char _0x0048[0x24];
    	float ZoomProgress;
    	char _0x0070[0x4ABC]; 
    	Vector ViewAngles;
    	char _0x4B34[0x30];
    	float WeaponViewAngleX;
    	float WeaponViewAngleY;
    }RefDef_T;
    
    typedef struct
    {
    public:
           Vector Recoil;
           Vector vOrigin;
           Vector DeltaOrigin; 
           float ReadViewAngleY;
           float ReadViewAngleX;
           char _0x0070[108];
           float SetViewAngleY;
           float SetViewAngleX; 
    } ViewMatrix;
    
    typedef struct
    {
    	char _0x0000[0x2];                         
    	short Valid;                                   
    	char _0x0004[0x10];                        
    	Vector Origin;                                
    	Vector Angles;                              
    	char _0x002C[0x3C];                      
    	int Flags;                                  
    	char _0x006C[0xC];                          
    	Vector OldOrigin;                           
    	char _0x0084[0x18];                         
    	Vector OldAngles;                        
    	char _0x00A8[0x28];                     
    	int ClientNumber;                                 
    	short Type;                            
    	char _0x00D6[0x12];                          
            Vector NewOrigin;   
    	char _0x00F4[0x1C];                        
    	Vector NewAngles;                            
    	char _0x011C[0x7C];                      
    	byte WeaponID;                            
    	char _0x0199[0x37];                    
    	int IsAlive; 
    	char _0x01D4[0x24];
    }Entity_T; 
    
    typedef struct
    {
        int servertime; 
        int playerstate; 
        int staminatimer; 
        unsigned short playerstance;
        char _pad[10];
        int velocity; 
        Vector Origin;
        Vector Velocity;
        char _pad1[44];
        float refdefViewAngleY; 
        float refdefViewAngleX; 
        char _pad2[232];
        int ClientNumber; 
        char _pad3[4];
        float viewAngleY;
        float viewAngleX; 
        char _pad4[4];
        int   playerStanceInt; 
        float playerStanceFlt;
        char _pad5[80];
        int MaxEntities;
        char _pad6[432];
        int WeaponNum;
        unsigned short EquipmentState;
        unsigned short WeaponSwapState;
        float WeaponZoomFlt;
        float MovementSpreadMultiplier;
        char _pad7[4];
        float DefaultSpreadMultiplier;
        int  WeaponState;
        char _pad8[352];
        BYTE perkslot3;
        char _pad9[19];
    }CG_T;
    
    typedef struct
    {
    public:
    	__int32 Time;
    	char unknown0[512];
    	__int32 Uav;
    	char unknown1[384];
    	__int32 SpreadValue;
    }CGS_T;
    insane best man

  4. #18
    Kenshin13's Avatar
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    Code:
    Name: Magic Number | Server ID | Match ID
    Offset: 0xFF5058
    Length: 4-Bytes || DWORD
    Value: Changes with each game
    Use: Can be used to exploit a command to end games on unpatched versions of MW3 (TeknoMW3 Only)
    HOW TO USE:
    
    typedef (__cdecl* ProcessCommand)(int zero, char* Cmd); //Define ProcessCommand
    ProcessCommand endRoundProcess = 0x429920; //Instantiate(Proper Context for C++?) The "endRoundProcess". Similar to CBuf_AddText, you can use either.
    
    char buf[30]; //Create the buffer
    
    sprintf_s(buf, "mr %d -1 endround;", *(int*)0xFF5058); //Put the magic number in the endround command
    endRoundProcess(0, buf); //Send it to be processed.
    
    Last edited by Kenshin13; 10-18-2012 at 08:49 AM.

  5. #19
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    Just for the record.. MagicNumber = ServerID Dunno why everybody call it MagicNumber


    CoD Minion from 09/19/2012 to 01/10/2013

  6. #20
    Kenshin13's Avatar
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    Quote Originally Posted by -InSaNe- View Post
    Just for the record.. MagicNumber = ServerID Dunno why everybody call it MagicNumber
    Meh it's more like the current match's id. It changes every map rotate.
    Plus I head Nukem call it that....easier to call it that than make a name

  7. #21
    mwxplayer's Avatar
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    I read all the addresses but IW5M are very less can anyone tell me how can i find Addresses (Cheat Engine yeah but Confuse which address is for what?)

  8. #22
    Kenshin13's Avatar
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    Here's the address I used to draw the nametags for my newest release.
    IW5M/Tekno Address:

    Code:
    
    CG_DrawOverheadName ............ 0x00588A10
    


    You can use it like @barata55 and typedef it ->
    Code:
    typedef (__cdecl* sub_588A10)(int cg_ClientNum, Entity cEntity, float alphaValue);
    sub_588A10 origFunc = (sub_588A10)0x00588A10;


    Then loop through each entity filtering the enemies or every player and draw their names by changing alphaVal to 1.0f ->
    Code:
    for(int i=0; i<MAXENTITIES; i++)
    {
      if(cEntity.Type == ET_PLAYER && cEntity.IsValid && (cEntity.IsAlive & 1))
             origFunc(CG->localClientNumber, cEntity, 1.0f);
    }



    ::::::::::OR:::::::::::

    You can hook it to make and toggle like I did which is useful if you don't use the Entity structure:

    Code:
    typedef (__cdecl *sub_588A10)(int var1, var2, float alpha);
    sub_588A10 origFunc = NULL;
    
    //Function to draw the names if they were to be draw ->
    void __cdecl DrawNames(uint var1, uint var2, float alphaVal)
    {
         if(ShouldNamesBeDrawn) return origFunc(var1, var2, 1.0f);
         else return origFunc(var1, var2, alphaVal);
    }
    
    //Our hook, six bytes long)
    origFunc = (sub_588A10)DetourFunction((PBYTE)0x00588A10, (PBYTE)&DrawNames, 6);


    Credits: KingOrgy(Tutorial Which Made me do something similar), @barata55(Inspiration+Method A) and @Kenshin13(Finding the mofo)

     


    This is how I found it. (Using IDA)
    Look for a referenced string: "cg_friendlyNameFadeIn"
    You may also try to find it using any of the following also:
    Code:
    [B]
      LODWORD(dword_8FAB74) = sub_4A5CF0((int)"cg_overheadNamesSize", 0.6499999761581421, 0.0, 100.0, 4);
      dword_8FAA80 = sub_4A5CF0((int)"cg_overheadNamesNearDist", 64.0, 0.0, 3.402823466385289e38, 4);
      dword_8FAB4C = sub_4A5CF0((int)"cg_overheadNamesFarDist", 512.0, 0.0, 3.402823466385289e38, 4);
      dword_B0A7E4 = sub_4A5CF0((int)"cg_overheadIconSize", 1.100000023841858, 0.0, 100.0, 4);
      dword_8FAB24 = sub_4A5CF0((int)"cg_overheadNamesFarScale", 0.699999988079071, 0.0, 3.402823466385289e38, 4);
      dword_8FF0F8 = sub_4A5CF0((int)"cg_overheadRankSize", 0.5, 0.0, 3.402823466385289e38, 4);
      dword_B04640 = sub_4A5CF0((int)"cg_overheadTitleSize", 0.5, 0.0, 3.402823466385289e38, 4);
      dword_B04684 = sub_44EB50((int)"cg_overheadNamesGlow", 0.0, 0.0, 0.0, 1.0, 4);
      dword_8FAB98 = sub_50C760((unsigned int)"cg_overheadNamesFont", 2, 0, 10, 4);
      dword_8FAAA4 = sub_50C760((unsigned int)"cg_friendlyNameFadeOut", 1500, 0, 2147483647, 4);
    [B]
    Which will lead you to this:
    Code:
    dword_8FAB48 = sub_50C760((unsigned int)"cg_friendlyNameFadeIn", 0, 0, 2147483647, 4);
    Now if you cross-reference 0x8FAB48, you should get only one other function:
    Code:
    void __usercall sub_5891B0(int a1<eax>, char a2<cl>, int a3, int a4)
    {
      char v4; // bl@1
      int v5; // ebp@1
      int v6; // esi@6
      int v7; // edi@8
      char v8; // cl@13
      int *v9; // edx@18
      int v10; // eax@21
      int v11; // edx@21
      signed int v12; // ecx@21
      int v13; // edi@21
      int v14; // esi@21
      double v15; // st7@22
      int v16; // [sp+1Ch] [bp-18h]@1
      int v17; // [sp+20h] [bp-14h]@1
      int v18; // [sp+24h] [bp-10h]@1
      int v19; // [sp+28h] [bp-Ch]@1
      int v20; // [sp+2Ch] [bp-8h]@1
      int v21; // [sp+30h] [bp-4h]@1
      char v22; // [sp+38h] [bp+4h]@4
      int v23; // [sp+38h] [bp+4h]@23
      float v24; // [sp+38h] [bp+4h]@26
    
      v4 = a2;
      v16 = *(_DWORD *)(dword_8FAAB0 + 12);
      v17 = *(_DWORD *)(dword_B0466C + 12);
      v5 = a3;
      v18 = *(_DWORD *)(dword_8FAB48 + 12); //This is our cross-referenced function.
      v19 = *(_DWORD *)(dword_8FAAA4 + 12);
      v20 = 250;
      v21 = 250;
      v22 = a1 == 3 || a1 && a1 == dword_9FC764[344 * a4];
      v6 = LODWORD(dword_96A25C);
      if ( (unsigned __int8)sub_4A5CA0(v5) )
        v6 = sub_4BB3E0();
      v7 = sub_481FA0(v5);
      if ( (unsigned __int8)sub_489F70(v5) )
        v7 = 0;
      if ( v7 >= *(_DWORD *)(dword_8FAAB0 + 12) )
        v4 = 0;
      if ( v4 )
      {
        v8 = LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]);
        if ( !(v8 & 1) )
        {
          LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) = v8 | 1;
          dword_8F3980[3 * (a4 + 18 * v5) + 1] = v6;
        }
        dword_8F3980[3 * (a4 + 18 * v5)] = v6;
      }
      else
      {
        LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) &= 0xFEu;
      }
      if ( v7 <= 0 )
      {
        v9 = &v18;
        if ( !v22 )
          v9 = &v20;
      }
      else
      {
        v9 = &v16;
      }
      v12 = v9[1];
      v13 = *v9;
      v11 = dword_8F3980[3 * (a4 + 18 * v5)];
      v10 = dword_8F3980[3 * (a4 + 18 * v5) + 1];
      v14 = v6 - v11;
      if ( v14 < v12 )
      {
        v23 = v11 - v10;
        if ( v11 - v10 >= v13 )
          v15 = (double)(v12 - v14) / (double)v12;
        else
          v15 = (double)v23 / (double)v13;
      }
      else
      {
        v15 = 0.0;
      }
      v24 = v15;
      sub_588A10(v13, v5, (int)((char *)&unk_A08630 + 504 * a4), v24);
    }
    Good shit eh?
    Looking at the bottom, you'll see that sub_588A10 is what takes the parameters. Therefore 0x588A10 is our function.

    For the parameters:
    Code:
    void __usercall sub_588A10(char a1<dil>, int a2, int a3, float a4)
    So we get our typedef:
    Code:
    typedef (__cdecl* sub_588A10)(int a2, int a3, float a4);
    Voila.
    Last edited by Kenshin13; 11-18-2012 at 04:09 AM.

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  10. #23
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    Quote Originally Posted by Kenshin13 View Post
    bla bla bla coding stuff.. bla bla bla
     


    This is how I found it. (Using IDA)
    Look for a referenced string: "cg_friendlyNameFadeIn"
    You may also try to find it using any of the following also:
    Code:
    [B]
      LODWORD(dword_8FAB74) = sub_4A5CF0((int)"cg_overheadNamesSize", 0.6499999761581421, 0.0, 100.0, 4);
      dword_8FAA80 = sub_4A5CF0((int)"cg_overheadNamesNearDist", 64.0, 0.0, 3.402823466385289e38, 4);
      dword_8FAB4C = sub_4A5CF0((int)"cg_overheadNamesFarDist", 512.0, 0.0, 3.402823466385289e38, 4);
      dword_B0A7E4 = sub_4A5CF0((int)"cg_overheadIconSize", 1.100000023841858, 0.0, 100.0, 4);
      dword_8FAB24 = sub_4A5CF0((int)"cg_overheadNamesFarScale", 0.699999988079071, 0.0, 3.402823466385289e38, 4);
      dword_8FF0F8 = sub_4A5CF0((int)"cg_overheadRankSize", 0.5, 0.0, 3.402823466385289e38, 4);
      dword_B04640 = sub_4A5CF0((int)"cg_overheadTitleSize", 0.5, 0.0, 3.402823466385289e38, 4);
      dword_B04684 = sub_44EB50((int)"cg_overheadNamesGlow", 0.0, 0.0, 0.0, 1.0, 4);
      dword_8FAB98 = sub_50C760((unsigned int)"cg_overheadNamesFont", 2, 0, 10, 4);
      dword_8FAAA4 = sub_50C760((unsigned int)"cg_friendlyNameFadeOut", 1500, 0, 2147483647, 4);
    [B]
    Which will lead you to this:
    Code:
    dword_8FAB48 = sub_50C760((unsigned int)"cg_friendlyNameFadeIn", 0, 0, 2147483647, 4);
    Now if you cross-reference 0x8FAB48, you should get only one other function:
    Code:
    void __usercall sub_5891B0(int a1<eax>, char a2<cl>, int a3, int a4)
    {
      char v4; // bl@1
      int v5; // ebp@1
      int v6; // esi@6
      int v7; // edi@8
      char v8; // cl@13
      int *v9; // edx@18
      int v10; // eax@21
      int v11; // edx@21
      signed int v12; // ecx@21
      int v13; // edi@21
      int v14; // esi@21
      double v15; // st7@22
      int v16; // [sp+1Ch] [bp-18h]@1
      int v17; // [sp+20h] [bp-14h]@1
      int v18; // [sp+24h] [bp-10h]@1
      int v19; // [sp+28h] [bp-Ch]@1
      int v20; // [sp+2Ch] [bp-8h]@1
      int v21; // [sp+30h] [bp-4h]@1
      char v22; // [sp+38h] [bp+4h]@4
      int v23; // [sp+38h] [bp+4h]@23
      float v24; // [sp+38h] [bp+4h]@26
    
      v4 = a2;
      v16 = *(_DWORD *)(dword_8FAAB0 + 12);
      v17 = *(_DWORD *)(dword_B0466C + 12);
      v5 = a3;
      v18 = *(_DWORD *)(dword_8FAB48 + 12); //This is our cross-referenced function.
      v19 = *(_DWORD *)(dword_8FAAA4 + 12);
      v20 = 250;
      v21 = 250;
      v22 = a1 == 3 || a1 && a1 == dword_9FC764[344 * a4];
      v6 = LODWORD(dword_96A25C);
      if ( (unsigned __int8)sub_4A5CA0(v5) )
        v6 = sub_4BB3E0();
      v7 = sub_481FA0(v5);
      if ( (unsigned __int8)sub_489F70(v5) )
        v7 = 0;
      if ( v7 >= *(_DWORD *)(dword_8FAAB0 + 12) )
        v4 = 0;
      if ( v4 )
      {
        v8 = LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]);
        if ( !(v8 & 1) )
        {
          LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) = v8 | 1;
          dword_8F3980[3 * (a4 + 18 * v5) + 1] = v6;
        }
        dword_8F3980[3 * (a4 + 18 * v5)] = v6;
      }
      else
      {
        LOBYTE(dword_8F3980[3 * (a4 + 18 * v5) + 2]) &= 0xFEu;
      }
      if ( v7 <= 0 )
      {
        v9 = &v18;
        if ( !v22 )
          v9 = &v20;
      }
      else
      {
        v9 = &v16;
      }
      v12 = v9[1];
      v13 = *v9;
      v11 = dword_8F3980[3 * (a4 + 18 * v5)];
      v10 = dword_8F3980[3 * (a4 + 18 * v5) + 1];
      v14 = v6 - v11;
      if ( v14 < v12 )
      {
        v23 = v11 - v10;
        if ( v11 - v10 >= v13 )
          v15 = (double)(v12 - v14) / (double)v12;
        else
          v15 = (double)v23 / (double)v13;
      }
      else
      {
        v15 = 0.0;
      }
      v24 = v15;
      sub_588A10(v13, v5, (int)((char *)&unk_A08630 + 504 * a4), v24);
    }
    Good shit eh?
    Looking at the bottom, you'll see that sub_588A10 is what takes the parameters. Therefore 0x588A10 is our function.

    For the parameters:
    Code:
    void __usercall sub_588A10(char a1<dil>, int a2, int a3, float a4)
    So we get our typedef:
    Code:
    typedef (__cdecl* sub_588A10)(int a2, int a3, float a4);
    Voila.
    http://www.mpgh.net/forum/604-call-d...ml#post6691749 Although I didn't bother to make a complete tutorial for this.. so good job bro
    Last edited by MarkHC; 11-19-2012 at 10:23 PM.


    CoD Minion from 09/19/2012 to 01/10/2013

  11. #24
    Kenshin13's Avatar
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    Quote Originally Posted by -InSaNe- View Post
    http://www.mpgh.net/forum/604-call-d...ml#post6691749 Although I didn't bother to make a complete tutorial for this.. so good job bro
    You posted that? :O
    Never even saw it...
    LoL It works with other strings to...I tried 3 others.
    And KingOrgy searched for a seperate string....He never searched "cg_friendlyNamesFadeIn" (or Out for that matter.) You found that yourself? :P
    Well at least in the tutorial I saw.

  12. #25
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    Some Shit I just found:

     

    Code:
    SpreadMultiplier.........0x0043375A
    GetWeaponSpread..........0x004E1130
    GetSpreadSeed............0x0096A25C
    GetRandomSpread..........0x005E0BC0
    Credits: Sfab1 For 1.5.387 Offsets, Me.

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    Papil (01-23-2013)

  14. #26
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    Courtesy @NightmareTX :P

    Code:
    DrawThermalScreen(The Black-White Screen)
    .........0x0042E75E [NOP 5-Bytes Off Here]
    .........0x00A03938 [Change this BYTE to 1]
    
    ThermalOverlay(Looks sexy if you disable the above)
    .........0x004C1E30 [NOP 5-Bytes Off Here]
    .........0x05F9CCC0[Change this BYTE to 1]
    Just tested.
    Last edited by Kenshin13; 01-18-2013 at 06:11 PM.

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  16. #27
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    Quote Originally Posted by Kenshin13 View Post
    Courtesy @NightmareTX :P

    Code:
    .........0x05F9CCC0[Change this BYTE to 1]
    Just tested.
    Game Crashes.. on changing that byte to 1.

  17. #28
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    Quote Originally Posted by mwxplayer View Post
    Game Crashes.. on changing that byte to 1.
    Ever heard of VirtualProtect() ? I tested it.

  18. #29
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    1.4.382 (TeknoMW3/IW5M) SP Addresses :
    Code:
    Primary Ammo - iw5sp.exe+EA9898
    Primary Ammo bullets - iw5sp.exe+EA9910
    Grenades : iw5sp.exe+EA991C
    Flash Grenades : iw5sp.exe+EA9928

  19. #30
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    Psychedelic
    Once again, courtesy @NightmareTX

    Code:
    Server-Client Friction: 0x6DA734
    Process Name: iw5mp_server.exe/iw5m_server.exe
    Function: Controls friction of objects in a server.
    Value Type: Floating-Point.
    Default Value: 1000.0

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