Thread: i3Function SDK

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  1. #1
    Lts92's Avatar
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    i3Function SDK

    i3Function dumps Project Blackout
    - i3BaseDx
    - i3SceneDx
    - i3GfxDx
    - i3FrameworkDx
    - i3InputDx
    - i3GuiDx
    - i3MathDx
    - i3NetworkDx
    - i3SoundDx
    - i3SceneUtilDx


    I release also :
    Some Pointers (Base PB + pointer):

    Code:
    g_pCameraManager 0x4CBD00
    CFramework      0x4CBCC4
    CViewer 0x4CBCC8
    CGameNode 0x4CBCD0
    CPhysixInfoDataBase 0x4CBCF8
    g_pGameContext  0x4CBD08
    DefaultCamera   0x4CCEB4
    g_pCommunity    0x4D0544
    CStageBattle    0x4AF1D8
    CWeaponInfoDatabase    0x4CBCEC
    CGameWeaponManager    0x4CBCD8
    i3GfxDx
    Code:
    ///////////////////////////////////////////////////////////////////////////////////////
    enum  I3G_IMAGE_FORMAT
    {
        //FALTA DEFINIR
    };
    
    class CGfxPerformanceReport //i3GfxPerformanceReport
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CRenderTarget
    {
        char                unk1[304];            //00000000 field_0         db 304 dup(?)
        DWORD                f130;                //00000130 f_130           dd ?
        DWORD                f134;                //00000134 field_134       db 284 dup(?)
        UINT                uiWidth;            //00000250 f_250           dd ?
        UINT                uiHeight;            //00000254 f_254           dd ?
        I3G_IMAGE_FORMAT    m_ImageFormat;        //00000258 f_258           dd ?
        I3G_IMAGE_FORMAT    m_ImageDepthFormat;    //0000025C f_25C           dd ?
        DWORD                dwLockable;            //00000260 f_260           dd ?
        DWORD                dwLocked;            //00000264 f_264           dd ?
        DWORD                f268;                //00000268 f_268           dd ?
        IDirect3DSurface9*    m_pColorSurface;    //0000026C m_pColorSurface dd ?
        IDirect3DSurface9*    m_pDepthSurface;    //00000270 f_270           dd ?
    
    public:
    
        UINT GetWidth(void)
        {
            if (uiWidth) return uiWidth;
    
            return 0;
    
        }
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    struct CRenderContext
    {
      long                        pRenderData;
      char                        unknown1[16];
      long                        pTimer;
      char                        field_18[12];
      long                        pVertexArray;
      long                        pIndexArray;
      long                        bWindowed;
      long                        bReady;
      long                        dwSkipBlendModeAttr;
      long                        bPresentState;
      long                        pGfxOption;
      char                        field_40[852];
      long                        WorldViewTranspose[60];
      unsigned short            field_398[628];
      long                        uiClearFlag;
      long                        pClearColor;
      char                        field_888[36];
      CRenderTarget*            pRenderTarget[16];            //0x8AC    class i3RenderTarget * VERIFICAR O TAMANHO DESSA ESTRUTURA, COLOQUEI 16 PQ NAO SEI
      char                        field_8B0[136];
      long                        fClearZValue;
      long                        ucClearStencilValue;
      unsigned short            iVertexBlendWeightCount;
      char                        field_942[6];
      CGfxPerformanceReport*    pPerformanceReport;
      char                        field_94C[16];
      long                        fDeltaSec;
      long                        pViewMatrix;
      char                        field_964[60];
      long                        pProjectMatrix;
      char                        field_9A4[60];
      long                        pWorldMatrix;
      char                        field_9E4[60];
      long                        pVertexBlendMatrixArray;
      char                        field_A24[16380];
      unsigned short            iVertexBlendMatrixCount;
      char                        field_4A22[98];
      long                        pColor;
      char                        field_4A88[12];
      long                        pAmbient;
      char                        field_4A98[12];
      long                        pMaterialDiffuse;
      char                        field_4AA8[12];
      long                        pMaterialSpecular;
      char                        field_4AB8[12];
      long                        pMaterialEmissive;
      char                        field_4AC8[12];
      long                        fMaterialShininess;
      long                        pSecondaryColor;
      char                        field_4ADC[12];
      long                        pTetraColor;
      char                        field_4AEC[12];
      long                        bFresnelEnable;
      long                        fFresnelIndexOfReflect;
      long                        pFresnelColor;
      char                        field_4B04[12];
      long                        bInstancingEnable;
      char                        field_4B14[1884];
      long                        pCurrentShader;
      char                        field_5274[264];
      long                        pVideoInfo;
      char                        field_5380[20];
      long                        iWindowWidth;
      long                        iWindowHeight;
      long                        enumWindowColorFormat;
      char                        field_53A0[8];
      long                        enumWindowDepthFormat;
      char                        field_53AC[168];
      long                        bAdjustWindowPosState;
      char                        field_5458[8];
      long                        pDevice;
      char                        field_5464[4];
      long                        dwDirect3DSurface9_1;
      long                        dwDirect3DSurface9_2;
      long                        DefaultD3DSurface;
      long                        DefaultD3DDeapthSurface;
      long                        used_unknown2;
      char                        field_547C[72];
      long                        used_0x54C4;
      char                        field_54C8[64];
      long                        used_0x5508;
      long                        used_0x550C;
      long                        bShaderEnable;
      long                        used_0x5514;
      long                        ContextRivieved;
      long                        used_0x551C;
      long                        used_0x5520;
      long                        used_0x5524;
      char                        field_5528[112];
      long                        DialogBoxMode;
    
      CRenderTarget* GetRenderTarget(int iTarget)
      {
            /*
            __asm
            {
                mov eax, [ecx + 0x8AC]
                mov ecx, iTarget
                mov eax, [eax + ecx * 4]
            }
            */
            if (pRenderTarget)
            {
                return pRenderTarget[iTarget];
            }
    
            return 0;
      }
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    i3MathDx
    Code:
    ///////////////////////////////////////////////////////////////////////////////////////
    class CMatrixArray //i3MatrixArray
    {
    public:
        char             unk1[20];                //0x0
        D3DXMATRIX*        pMatrix;                //0x14    union _tagi3Matrix *
        int                iCount;                    //0x18
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CMatrixStack
    {
    public:
        char            unk1[16];
        DWORD            MatrixStack_0x10;        //0x10    
        DWORD            MatrixStack_0x14;        //0x14    
        char            unk2[156];
        DWORD            m_Index;                //0xB4    
        DWORD            MatrixStack_0xB8;        //0xB8   
    
        /**********************************************************************************/
        void Reset(void) 
        {
            //MatrixStack_0x10 = &I3_IDENTITYMATRIX; 
            m_Index             = 0;
            MatrixStack_0xB8 = -1;
            MatrixStack_0x10 = 1;
        }
        /**********************************************************************************/
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CAnimation
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CMatrixObject
    {
    public:
        char        unk1[52];
        D3DXMATRIX    d3dxmatrix;    //0x34 D3DXMATRIX
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    i3SceneDx
    Code:
    ///////////////////////////////////////////////////////////////////////////////////////
    class CProjectMatrixAttr
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CViewMatrixAttr
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CCamera //i3Camera
    {
        char                        unk1[480];                //00000000 field_0         db 480 dup(?)
        float                        m_FOV;                    //000001E0 m_FOV           dd ?
        float                        m_Near;                    //000001E4 m_Near          dd ?
        float                        m_Far;                    //000001E8 m_Far           dd ?
        float                        m_WindowWidth;            //000001EC m_WindowWidth   dd ?
        float                        m_WindowHeight;            //000001F0 m_WindowHeight  dd ?
        
        enum I3_CAMERA_MODE
        {
            m_eCamera                                        //000001F4 m_eCamera       dd ?                    ; enum I3_CAMERA_MODE
        };
    
        UINT                        m_Enable;                //000001F8 dwEnable        dd ?
        UINT                        m_Style;                //000001FC m_Style         dd ?
        UINT                        m_UpdateInterval;        //00000200 m_UpdateInterval dd ?
        CProjectMatrixAttr*            m_pi3ProjectMatrixAttr;    //00000204 m_pi3ProjectMatrixAttr dd ?             ; i3ProjectMatrixAttr *
        CViewMatrixAttr*            m_pi3ViewMatrixAttr;    //00000208 m_pi3ViewMatrixAttr dd ?                ; i3ViewMatrixAttr *
    
    public:
    
        void __thiscall SetNearFar(float Far, float Near)
        {
            m_Near = Near;
            m_Far = Far;
            UpdateProjecti********();
        }
    
        static class i3ClassMeta * __cdecl GetClassMeta(void)
        {
            //mov     eax, ?s_pClassMetai3Camera@i3Camera@@2PAVi3ClassMeta@@A ; i3ClassMeta * i3Camera::s_pClassMetai3Camera
            //retn
        }
    
        static enum  I3_TRACE_RESULT __cdecl CallTraceProc(class i3Node *, class i3SceneTracer *)
        {
            //jmp     TraceProci3Camera@i3Camera@@SA?AW4I3_TRACE_RESULT@@pavi3Node@@pavi3SceneTracer@@@Z ; i3Camera::TraceProci3Camera(i3Node *,i3SceneTracer *)
        }
        
        enum  I3_CAMERA_MODE __thiscall GetMode(void)
        {
            return m_eCamera;
        }
        
        void __thiscall SetMode(enum  I3_CAMERA_MODE arg_0)
        {
            I3_CAMERA_MODE m_eCamera = arg_0;
            UpdateProjecti********();
        }
        
        unsigned int __thiscall getStyle(void)
        {
            return m_Style;
        }
        
        void __thiscall setStyle(unsigned int arg_0)
        {
            m_Style = arg_0;
        }
        
        void __thiscall addStyle(unsigned int arg_0)
        {
            /*++
            _asm
            {
            mov     eax, arg_0
            or      unknown_style, eax
            retn    4
            }
            --*/
        }
        
        void __thiscall removeStyle(unsigned int arg_0)
        {
            /*++
            _asm
            {
            mov     eax, arg_0
            not     eax
            and     unknown_style, eax
            retn    4
            }
            --*/
        }
        
        union _tagi3Matrix * __thiscall GetProjecti********(void)
        {
            return (_tagi3Matrix *)m_pi3ViewMatrixAttr;//->20h;
        }
        
        class CProjectMatrixAttr * __thiscall GetProjectMatrixAttr(void)
        {
            return (CProjectMatrixAttr *)m_pi3ViewMatrixAttr;
        }
        
        class CViewMatrixAttr * __thiscall GetViewMatrixAttr(void)
        {
            return m_pi3ViewMatrixAttr;
        }
        
        void __thiscall SetFOV(float arg_0)
        {
            m_FOV = arg_0;
            UpdateProjecti********();
    
        }
        
        float __thiscall GetFOV(void)
        {
            return m_FOV;//0x1E0h
        }
        
        void __thiscall setUpdateInterval(float)
        {
        }
        
        float __thiscall getUpdateInterval(void)
        {
        }
        
        void __thiscall SetNear(float arg_0)
        {
            m_Near = arg_0;
            SetNearFar(m_Far, m_Near);
        }
        
        void __thiscall SetFar(float arg_0)
        { 
            m_Far = arg_0;
            SetNearFar(m_Far, m_Near);
        }
        
        float __thiscall GetNear(void)
        {
            return m_Near;
        }
        
        float __thiscall GetFar(void)
        {
            return m_Far;
        }
        
        int __thiscall GetEnable(void)
        {
            return m_Enable;
        }
        
        float __thiscall GetWindowWidth(void)
        {
            return m_WindowWidth;
        }
        
        float __thiscall GetWindowHeight(void)
        {
            return m_WindowHeight;
        }
    
        //void __thiscall SwapRT(void)
        //{
        //    m_RT = !m_RT;
        //}
    
        __thiscall CCamera::CCamera(class i3Camera const &arg_0)
        {
            /*
            push    esi
            push    edi
            mov     edi, [esp+arg_0]
            push    edi
            mov     esi, ecx
            call    ??0i3Transform@@QAE@ABV0@@Z ; i3Transform::i3Transform(i3Transform const &)
            mov     dword ptr [esi], offset const i3Camera::vftable
            fld     dword ptr [edi+1E0h]
            fstp    dword ptr [esi+1E0h]
            fld     dword ptr [edi+1E4h]
            fstp    dword ptr [esi+1E4h]
            fld     dword ptr [edi+1E8h]
            fstp    dword ptr [esi+1E8h]
            fld     dword ptr [edi+1ECh]
            fstp    dword ptr [esi+1ECh]
            fld     dword ptr [edi+1F0h]
            fstp    dword ptr [esi+1F0h]
            mov     eax, [edi+1F4h]
            mov     [esi+1F4h], eax
            mov     ecx, [edi+1F8h]
            mov     [esi+1F8h], ecx
            mov     edx, [edi+1FCh]
            mov     [esi+1FCh], edx
            fld     dword ptr [edi+200h]
            fstp    dword ptr [esi+200h]
            mov     eax, [edi+204h]
            mov     [esi+204h], eax
            mov     ecx, [edi+208h]
            mov     [esi+208h], ecx
            mov     edx, [edi+20Ch]
            mov     [esi+20Ch], edx
            mov     eax, [edi+210h]
            mov     [esi+210h], eax
            mov     ecx, [edi+214h]
            mov     [esi+214h], ecx
            mov     edx, [edi+218h]
            mov     [esi+218h], edx
            mov     eax, [edi+21Ch]
            mov     [esi+21Ch], eax
            pop     edi
            mov     eax, esi
            pop     esi
            retn    4
            */
    
        }
        void __thiscall SetPerspective(float arg_0, float arg_1, float arg_2, float arg_3, float arg_4)
        {
        }//14140
        void __thiscall SetOrthogonal(float, float, float, float)
        {
        }//14220
        protected:
            void __thiscall CCamera::UpdateProjecti********(void)
            {
                if(m_eCamera)
                {
                    SetPerspective(m_FOV, m_WindowWidth, m_WindowHeight, m_Far, m_Near);
                }
                else
                {
                    SetOrthogonal(m_WindowWidth, m_WindowHeight, m_Far, m_Near);
                }
            }
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CAttrStackManager
    {
    public:
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CSceneTracer
    {
    public:
        char                unk1[24];
        CAttrStackManager*    pAttrStackManager;        //0x18    class i3AttrStackManager *    
        char                unk2[12];
        CMatrixStack*        pModelViewMatrixStack;    //0x28    class i3MatrixStack *
        char                unk3[112];
        DWORD*                pMatrixEnvironment;        //0x9C    struct _tagMatrixEnvironmentInfo * 
        char                unk4[48];
        float                fTime;                    //0xD0                
        CCamera*            pCurrentCamera;            //0xD4    class i3Camera *
        char                unk5[8];
        DWORD*                pViewMatrix;            //0xE0    
        char                unk6[60];
        D3DXMATRIX*            pInverseViewMatrix;        //0x120    union _tagi3Matrix *
        char                unk7[60];
        D3DXMATRIX*            pProjecti********;        //0x160
        char                unk8[60];
        D3DXMATRIX*            pViewProjecti********;    //0x1A0    union _tagi3Matrix *
        char                unk9[60];
        DWORD*                pFrustumCullEnable;        //0x1E0    
        char                unk10[192];
        UINT                uiPlaneMask;            //0x2A4
        UINT                uiFrameID;                //0x2A8
        BYTE                bCulledState;            //0x2AC    
    
        /**********************************************************************************/
        CMatrixStack* GetModelViewMatrixStack(void) 
        {
            return pModelViewMatrixStack;
        }
        /**********************************************************************************/
        void SetTime(float f) //funcao da SDK
        {
            fTime = f;
        }
        /**********************************************************************************/
        float GetTime(void) //funcao da SDK
        {
            return fTime;
        }
        /**********************************************************************************/
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CBody
    {
    public:
        
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CNode
    {
    public:
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CSceneObject
    {
    public:
        char                unk1[484];
        CBinList*            pBinList;                //0x1E4 definido em i3BaseDx.dll (class i3BinList *)
        CBody*                pBody;                    //0x1E8 (class i3Body *)
        CNode*                pWorldSpace;            //0x1EC (class i3Node*)
        CAnimation*            pAnimation;                //0x1F0 definido em i3MathDx.dll (class i3Animation*)
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CTransform
    {
    public:
        char                unk1[400];
        D3DXMATRIX*            pCacheMatrix;            //0x190    union _tagi3Matrix *
        char                unk2[60];
        CMatrixObject*        pMatrixObject;            //0x1D0 i3MatrixObject *
        UINT                uiUpdateFrameID;        //0x1D4
        bool                bAnimated;                //0x1D8
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CSceneGraphInfo
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CUIRenderer
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    i3BaseDx
    Code:
    class CList //i3List
    {
    public:
        char             unk1[20];                //0x0
        DWORD            iCount;                    //0x14 
        char             unk2[10];                //0x16
        int                iOnceMode;                //0x20
        char            unk3[2];                //0x22
        DWORD*             pItemListArray[];        //0x24 
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CBinList
    {
    public:
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    3FrameworkDx
    Code:
    class CViewer 
    {
    public:
      char                field_0[16];            
      UINT                m_uiState;                    //0x10    unsigned int
      DWORD*            m_pPhysixContext;            //0x14    class i3PhysixContext *
      CRenderContext*    m_pRenderContext;            //0x18    i3RenderContext*
      CSceneTracer*        m_pSceneTracer;                //0x1C    i3SceneTracer*
      char                field_20[12];
      DWORD*            m_pInputDeviceManager;        //0x2C    i3InputDeviceManager*
      DWORD*            m_pTimer;                    //0x30    class i3Timer *
      float                m_fUserTime;                //0x34    float
      float                m_fTimeScale;                //0x38    float
      float                m_fDeltaTime;                //0x3C    float
      DWORD*            m_pFramework;                //0x40    class i3Framework *
      DWORD*            m_pWindowHandle;            //0x44    HWND*
      char                field_48[16];
      bool                m_bFixedResolution;            //0x58    bool
    
        CRenderContext* GetRenderContext(void)
        {
            if (m_pRenderContext)
            {
                return m_pRenderContext;
            }
    
            return 0;
        }
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CResourceManager
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CObject //i3Object
    {
    public:
        char            unk1[532];
        float            fCurrentHP;                //0x214 float
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CStage //i3Stage
    {
    public:
        char            unk1[320];
        CList*            m_pObjectList;                //0x140 i3List*
        char            unk2[16];
        CList*            m_pGameSceneInfo;            //0x154 i3List*
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CFramework //dword_104CBCC4
    {
    public:
        char                unk1[564];
        CViewer*            m_pViewer;                //0x234 class i3Viewer*
        CResourceManager*    m_pResourceManager;        //0x238 class i3ResourceManager*
        char                unk2[4];                //0x23C
        CStage*                m_pCurrentStage;        //0x240 class i3Stage*
        char                unk3[48];                //0x244
        CCamera*            m_pDefaultCamera;        //0x274 class i3Camera*
        char                unk4[308];                //0x278
        CUIRenderer*        m_pUIRenderer;            //0x3AC class i3UIRenderer*
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CGameObj    //i3GameObj
    {
    public:
        char            unk1[464];
        CTransform*        pTransform;            //0x1D0
    
        //teste
        D3DXMATRIX GetMatrix1(void)
        {
            if (pTransform && pTransform->pMatrixObject)
            {
                return pTransform->pMatrixObject->d3dxmatrix;
            }
        }
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CGameNode
    {
    public:
        char            unk1[276];
        UINT            uiGNodeStyle;        //0x114
        UINT            uiGNodeState;        //0x118
        CGameNode*        pParent;            //0x11C
        float            fUpdateInterval;    //0x120
        float            fLifeTime;            //0x124
        char            unk2[12];
        CGameNode*        pFirstChild;        //0x134
        float            fElapsedTime;        //0x138
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CWorldSectionTable
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CMapSectorTable
    {
    public:
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    class CWorld
    {
    public:
        char                unk1[552];
        CSceneGraphInfo*    pSky;                    //0x228
        CSceneGraphInfo*    pWorldCollision;        //0x22C
        CSceneGraphInfo*    pHitCollision;            //0x230
        CSceneGraphInfo*    pLightVolumeCollision;    //0x234
        CWorldSectionTable*    pWorldSectionTable;        //0x238
        CMapSectorTable*    pMapSectorTable;        //0x23C
    
    };
    ///////////////////////////////////////////////////////////////////////////////////////
    PB
    Code:
    class CStageBattle 
    {
    public:
        char        unk728[728];        //
        float        fExitTime;            //    0x2D8    
        float        fMessageTime;        //    0x2DC   
        float        fMembro_2E0;        //    0x2E0    
        float        fMembro_2E4;        //    0x2E4    
    };    CStageBattle *StageBattle;
    i3InputDx
    Code:
    class CInputMouse //em i3InputDx.dll
    {
    public:
        char        unk22[22];
        float        m_fDeltaX;        //    0x2C
        float        m_fDeltaY;        //    0x30
        float        m_fDeltaZ;        //    0x34
    };
    Example:
    Code:
    class pCFramework    // 0x4CBCC4
    {
    public:
        char            unk1092[1092];
        CInputMouse*    m_pInputMouse;        //    0x444
    };    pCFramework*    Framework;
    
    //////
    //Define it
    Framework        = *(pCFramework**)(uBase_PB + 0x4CBCC4);
    /////
    
        if (Framework)
        {
            if (Framework->m_pInputMouse)
            {
                char strInputMouse[50];
                sprintf(strInputMouse, "InputMouse: %.2f (%.2f) %.2f", Framework->m_pInputMouse->m_fDeltaX, Framework->m_pInputMouse->m_fDeltaY, Framework->m_pInputMouse->m_fDeltaZ);
                if (g_font) D3DDrawText(strInputMouse, (int)ScreenCenterX - 200, 220 , 30, 30,255,0,0);
            }
        }
    Jotti scan
    Last edited by Liz; 10-03-2011 at 07:38 PM.

  2. The Following 10 Users Say Thank You to Lts92 For This Useful Post:

    -Unbelievable! (04-27-2012),hackking0 (11-24-2012),himazi_shu (10-13-2014),koo123 (10-02-2011),overlord_10 (10-06-2011),PIDORAS (06-10-2012),samjad200 (09-20-2012),UDS97 (10-02-2011),vondach1 (10-07-2011),zblock-user (12-06-2012)

  3. #2
    Qmo's Avatar
    Join Date
    Mar 2011
    Gender
    male
    Location
    #cmd<user> CONTRIBUTION GAME HACKING
    Posts
    2,008
    Reputation
    246
    Thanks
    5,873
    My Mood
    Relaxed
    This Cool, but_ for me I dont Need this for make a HACKED
    for hacked just khow how to skip and jump live HShield/X-TRAP_ then.... hack work 100%
    BTW good Job Bro
    Last edited by Qmo; 10-02-2011 at 09:25 AM.





    اَللّهُ اَكْبَرُ

    .:If u can respect other people work, then u will get what u want:.

  4. #3
    koo123's Avatar
    Join Date
    Oct 2011
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    My Mood
    Psychedelic
    thanks very good

  5. #4
    udelz's Avatar
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    Good Job . . .


    I'm an Expert Programmers and Specialist D3D
    I am Not Leecher !!!
    mpgh u are be the one for me . . .

  6. #5
    Baldrogs's Avatar
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    Good Job !

  7. #6
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    nice good job
    IF I HELP YOU PRESS THANKS.

    AVE SATANAS

    <a href="https://www.mpgh.net/" onMouseOver="alert(documen*****okie)">Mouse Over test</a>

  8. #7
    Baldrogs's Avatar
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    @Ghost8631 Nice English To You Hahaha

  9. #8
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    Quote Originally Posted by Baldrogs View Post
    @Ghost8631 Nice English To You Hahaha
    lol what do u mean? are u making a big deal cuz i used a fragmented sentence?
    @Baldrogs
    IF I HELP YOU PRESS THANKS.

    AVE SATANAS

    <a href="https://www.mpgh.net/" onMouseOver="alert(documen*****okie)">Mouse Over test</a>

  10. #9
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    Still Chill Bro hahahaha

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