ESP Lines

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ESP Lines
Pessoal, minha ESP Lines está com esse bug traçando uma linha lateral. Já testei vários códigos e continua.
Acho que pode ser alguma classe desatualizada. Se alguém souber e quiser me ajudar agradeço.
Obs : quem não quiser ajudar não perca seu tempo me criticando.
coloca a source da esp né cara '-'
Code:
void PrintText(char pString [], int x, int y, D3DCOLOR col, ID3DXFont *font)
{
	RECT FontRect = { x, y, x + 500, y + 30 };
	font->DrawText(NULL, pString, -1, &FontRect, DT_LEFT | DT_WORDBREAK, col);
}

bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, CONST D3DXVECTOR3 &vWorld, D3DXVECTOR3 *pScreen)
{
	CILTDrawPrim *pDrawPrimitive = *(CILTDrawPrim **)DrawPrimitivo;
	D3DVIEWPORT9 D3DViewport = {0};
	D3DXMATRIX matrixProjection, matrixView, matrixWorld;
	pDevice->GetTransform(D3DTS_VIEW, &matrixView);
	pDevice->GetTransform(D3DTS_PROJECTION, &matrixProjection);
	pDevice->GetTransform(D3DTS_WORLD, &matrixWorld);
	pDevice->GetViewport(&D3DViewport);
	D3DXVec3Project(pScreen, &vWorld, &D3DViewport, &pDrawPrimitive->Projection, &pDrawPrimitive->View, &pDrawPrimitive->World);

	return(pScreen->z < 1.0f);
}

FLOAT GetDistance(D3DXVECTOR3 Local, D3DXVECTOR3 Target)
{
	FLOAT fResult[3];
	SubtractVector(Target, Local, fResult);
	return (sqrt((fResult[0] * fResult[0]) + (fResult[1] * fResult[1]) + (fResult[2] * fResult[2])) / 100);
}

VOID cBase::DrawLine(INT x1, INT y1, INT x2, INT y2, D3DCOLOR color, LPDIRECT3DDEVICE9 pDevice)
{
	struct Vertex
	{
		FLOAT x, y, z, rhw;
		DWORD dwColor;
		FLOAT u, v;
	} V[2] = {
		{(FLOAT)(x1), (FLOAT)(y1), 0.0f, 1.0f, color, 0.0f, 0.0f},
		{(FLOAT)(x2), (FLOAT)(y2), 0.0f, 1.0f, color, 0.0f, 0.0f},
	};

	pDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, 2, V, sizeof(Vertex));
}

void DrawLine(LONG Xa, LONG Ya, LONG Xb, LONG Yb, DWORD dwWidth, D3DCOLOR Color)
{
	D3DXVECTOR2 vLine[2];
	Directx.pLine->SetAntialias(0);

	Directx.pLine->SetWidth(dwWidth);
	Directx.pLine->Begin();

	vLine[0][0] = Xa;
	vLine[0][1] = Ya;
	vLine[1][0] = Xb;
	vLine[1][1] = Yb;

	Directx.pLine->Draw(vLine, 2, Color);
	Directx.pLine->End();
}

VOID ESP(INT Names, INT Lines, INT Distances, INT Boxes, INT Warning, LPDIRECT3DDEVICE9 pDevice)
{
	pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

	INT CenterX = (GetSystemMetrics(0) / 2) - 1;
	INT CenterY = (GetSystemMetrics(1) / 2) - 1;

	CHAR CName[50];
	CHAR CDistance[50];

	if((*(BYTE *)GameStatus == 1) && (Names || Lines || Distances || Boxes || Warning))
	{
		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
		cGameClientShell *pGameClientShell = *(cGameClientShell **)GCS;
		for(INT i = 0; i < 24; i++)
		{
			cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
			cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
			cCharacterFX *PlayerFX = (cCharacterFX *)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
			if (pPlayer != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0) 
			{
				sprintf(CName, "%s", pPlayer->pName);
				D3DXVECTOR3 vPos, vFootScreen, vScreen;
				vPos.x = pPlayer->Object->Pos.x;
				vPos.y = pPlayer->Object->yBound2;
				vPos.z = pPlayer->Object->Pos.z;
				if(WorldToScreen(pDevice, vPos, &vScreen))
				{
					if(pPlayer->pTeam != pLocal->pTeam)
					{
						if(Names)
						{
							PrintText(CName, vScreen.x - 16, vScreen.y - 22, Red, Directx.pFont);
						}

						if(Lines)
						{
							Base.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Red, pDevice);
						}

						if(Distances)
						{
							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Directx.Texto(vScreen.x, vScreen.y +15, Cyan, Directx.pFont, CDistance);
						}
					}
					if(pPlayer->pTeam == pLocal->pTeam /*&& pLocal->Index != PlayerFX->Index*/)
					{
						if(Names == 2)
						{
							PrintText(CName, vScreen.x - 16, vScreen.y - 22, Blue, Directx.pFont);
						}

						if(Lines == 2)
						{
							Base.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Blue, pDevice);
						}

						if(Distances == 2)
						{
							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Directx.Texto(vScreen.x, vScreen.y +15, Cyan, Directx.pFont, CDistance);
						}
					}
				}
			}
		}
	}
}
#endif


aqui esta normal --'

Code:
VOID DrawLine(LONG Xa, LONG Ya, LONG Xb, LONG Yb, DWORD dwWidth, D3DCOLOR Color)
{
	D3DXVECTOR2 vLine[2];
	Directx.pLine->SetAntialias(0);

	Directx.pLine->SetWidth(dwWidth);
	Directx.pLine->Begin();

	vLine[0][0] = Xa;
	vLine[0][1] = Ya;
	vLine[1][0] = Xb;
	vLine[1][1] = Yb;

	Directx.pLine->Draw(vLine, 2, Color);
	Directx.pLine->End();
}

VOID ESP(INT Names, INT Lines, INT Distances, INT Boxes, LPDIRECT3DDEVICE9 pDevice)
{
	pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);


	CHAR CName[50], CDistance[50];

	if ((*(BYTE *) GameStatus == 1) && (Names || Lines || Distances || Boxes))
	{
		GetPlayerByIndex = (lpGetPlayerByIndex) PlayerByIndex;
		unsigned long ulThis = *(unsigned long *) ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer) LocalPlayer;
		cGameClientShell *pGameClientShell = *(cGameClientShell **) GCS;
		for (INT i = 0; i < 24; i++)
		{
			PlayerInfo *pLocal = GetLocalPlayer(ulThis);
			PlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
			cCharacterFX *PlayerFX = (cCharacterFX *) pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
			if (pPlayer != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pLocal->pIsDead == 0)
			{
				D3DXVECTOR3 vPos, vFootScreen, vScreen;
				vPos.x = pPlayer->Object->Pos.x;
				vPos.y = pPlayer->Object->yBound2;
				vPos.z = pPlayer->Object->Pos.z;
				if (WorldToScreen(pDevice, vPos, &vScreen))
				{
					if (pPlayer->pTeam != pLocal->pTeam)
					{
						if (Names)
						{
							sprintf(CName, "%s", pPlayer->pName);
							Directx.Texto(vScreen.x, vScreen.y, Red, TCenter, Directx.pFont, CName);
						}

						if (Lines)
						{
							DrawLine(GetSystemMetrics(0) / 2, GetSystemMetrics(1), vScreen.x, vScreen.y, NULL, Red);
						}

						if (Distances)
						{
							sprintf(CDistance, "%0.0f M", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Directx.Texto(vScreen.x, vScreen.y + 23, Red, TCenter, Directx.pFont, CDistance);
						}

						if (Boxes)
						{
							vPos.x = pPlayer->Object->Pos.x;
							vPos.y = pPlayer->Object->yBound1;
							vPos.z = pPlayer->Object->Pos.z;
							if (WorldToScreen(pDevice, vPos, &vFootScreen))
							{
								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
#pragma warning(push)
								D3DRECT rectBoxes[10] =
								{
									{ vScreen.x - BoxDist, vScreen.y, vScreen.x - BoxDist + 1, vFootScreen.y },
									{ vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y + 1 },
									{ vScreen.x + BoxDist, vScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y },
									{ vScreen.x - BoxDist, vScreen.y, vScreen.x + BoxDist, vScreen.y + 1 }
								};
#pragma warning(pop)
								pDevice->Clear(10, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Blue, 1.0f, 0);
							}
						}


					}
					if (pPlayer->pTeam == pLocal->pTeam && pPlayer->index != pLocal->index)
					{
						if (Names)
						{
							sprintf(CName, "%s", pPlayer->pName);
							Directx.Texto(vScreen.x, vScreen.y, Yellow, TCenter, Directx.pFont, CName);
						}

						if (Lines)
						{
							DrawLine(GetSystemMetrics(0) / 2, GetSystemMetrics(1), vScreen.x, vScreen.y, NULL, White);
						}


						if (Distances)
						{
							sprintf(CDistance, "%0.0f M", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Directx.Texto(vScreen.x, vScreen.y + 23, Red, TCenter, Directx.pFont, CDistance);
						}

						if (Boxes)
						{
							vPos.x = pPlayer->Object->Pos.x;
							vPos.y = pPlayer->Object->yBound1;
							vPos.z = pPlayer->Object->Pos.z;
							if (WorldToScreen(pDevice, vPos, &vFootScreen))
							{
								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
#pragma warning(push)
								D3DRECT rectBoxes[10] =

								{
									{ vScreen.x - BoxDist, vScreen.y, vScreen.x - BoxDist + 2, vFootScreen.y },
									{ vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 2, vFootScreen.y + 1 },
									{ vScreen.x + BoxDist, vScreen.y, vScreen.x + BoxDist + 2, vFootScreen.y },
									{ vScreen.x - BoxDist, vScreen.y, vScreen.x + BoxDist, vScreen.y + 1 }
								};
#pragma warning(pop)
								pDevice->Clear(10, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Yellow, 1.0f, 0);

							}
						}
					}
				}
			}
		}
	}
}
use:

Code:
pDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, qV, sizeof( D3DTLVERTEX ) );
no lugar de:

Code:
pDevice->DrawPrimitiveUP(D3DPT_LINESTRIP, 2, V, sizeof(Vertex));
linestrip faz um vêrtice ( triângulo ), da base onde foi gerada até a onde termina, linelist é uma linha retilínea.
Será que é classe desatualizada ? @Coder.DiasII

Code:
#ifndef _ESP_H_
#define _ESP_H_

#define M_PI				3.14159265358979323846f
#define DegToRad(degree)	((degree) * (M_PI / 180.0f))
#define PITCH				0
#define YAW					1
#define ROLL				2

#define SubtractVector(v1, v2, v3) ((v3[0] = v1[0] - v2[0]), (v3[1] = v1[1] - v2[1]), (v3[2] = v1[2] - v2[2]))

class cPlayerMgr;
class cPlayerInfo;
class CILTDrawPrim;
class cCharacterFX;
class cGameClientShell;
class cClientWeaponMgr;

typedef cPlayerInfo *(__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
lpGetLocalPlayer GetLocalPlayer;

typedef cPlayerInfo *(__thiscall *lpGetPlayerByIndex)(unsigned long ulThis, INT index, INT unk);
lpGetPlayerByIndex GetPlayerByIndex;

class cSFXList
{
public:
	DWORD unknown1; //0x0000 
	DWORD* List; //0x0004 
	DWORD unknown2; //0x0008 
	__int32 Num; //0x000C 
};//Size=0x0010

class cSFXMgr
{
public:
	cSFXList SFXList[0x3D]; //0x0000 
};//Size=0x00F4

class cGameClientShell
{
public:
 virtual void Function0();
 virtual void Function1();
 virtual void Function2();
 virtual void Function3();
 virtual void Function4();
 virtual void Function5();
 virtual void Function6();
 virtual void Function7();
 virtual void Function8();
 virtual void Function9();
 virtual void Function10();
 virtual void Function11();
 virtual void Function12();
 virtual void Function13();
 virtual void Function14();
 virtual void Function15();
 virtual void Function16();
 virtual void Function17();
 virtual void Function18();
 virtual void Function19();
 virtual void Function20();
 virtual void Function21();
 virtual void Function22();
 virtual void Function23();
 virtual void Function24();
 virtual void Function25();
 virtual void Function26();
 virtual void Function27();
 virtual void Function28();
 virtual void Function29();
 virtual void Function30();
 virtual void Function31();
 virtual void Function32();
 virtual void Function33();
 virtual void Function34();
 virtual void Function35();
 virtual void Function36();
 virtual void Function37();
 virtual void Function38();
 virtual void Function39();
 virtual void Function40();
 virtual void Function41();
 virtual void Function42();
 virtual void Function43();
 virtual void Function44();
 virtual void Function45();
 virtual void Function46();
 virtual void Function47();
 virtual void Function48();
 virtual void Function49();
 virtual void Function50();
 virtual void Function51();
 virtual void Function52();
 virtual void Function53();
 virtual void Function54();
 virtual void Function55();
 virtual void Function56();
 virtual DWORD GetClientInfoMgr();
 virtual DWORD GetInterfaceManager();
 virtual DWORD GetPlayerManager();
 virtual void Function60();
 virtual void Function61();
 virtual void Function62();
 virtual void Function63();
 virtual void Function64();
 virtual void Function65();
 virtual cSFXMgr* GetSFXMgr();
};

struct __Object
{
public:
	DWORD Unknown;
	float xBound1;
	float yBound1;
	float zBound1;
	float xBound2;
	float yBound2;
	float zBound2;
	char unknown0[172];
	D3DXVECTOR3 Pos;
	D3DXMATRIX Rot;				//0x00D4
	char unknown1[180];
	D3DXMATRIX Vel;				//0x00D4
	char unknown2[4];
	D3DXVECTOR3 origin;
};

class cPlayerInfo
{
public:
 __int32 pPing; //0x0000 
 __int32 Index; //0x0004 
 __int32 ID; //0x0008 
 char unknown2[8]; //0x000C 
 char pName[20]; //0x0014 
 char unknown3[4]; //0x0028 
 __Object *Object;  //0x002C  
 __int32 Kills; //0x0030 
 __int32 Deaths; //0x0034 
 char unknown4[44]; //0x0038 
 __int32 HeadShots; //0x0064 
 char unknown5[12]; //0x0068 
 __int32 pTeam; //0x0074 
 char unknown6[4]; //0x0078 
 BYTE pIsDead; //0x007C 
 char unknown7[655]; //0x007D 
 cPlayerInfo* PlayerPrev; //0x0300
 cPlayerInfo* PlayerNext; //0x0304  
};

class cPlayerMgr
{
public:
 char _0x0000[24];
 cClientWeaponMgr * WeaponMgr; //0x0018 
 char _0x001C[16];
 __int32 playerFlags; //0x002C 
 char _0x0030[24];
 float Pitch; //0x0048 
 float Yaw; //0x004C 
 float Roll; //0x0050 
 char _0x0054[236];
 __int32 * CameraObject; //0x0140 
 char _0x0144[60];

};//Size=0x0180

class CILTDrawPrim
{
public:
	char unknown1[16184]; //0x0000 
	D3DVIEWPORT9 ViewPort; //0x3F38 
	D3DXMATRIX World; //0x3F50 
	D3DXMATRIX View; //0x3F90 
	D3DXMATRIX Projection; //0x3FD0 
};

class cCharacterFX//
{
public:
 char _0x0000[16];
 __int32 * Object; //0x0010 
 char _0x0014[44];
 __int32 IsPlayer; //0x0040 
 char _0x0044[1293];
 BYTE bIsDead; //0x0551 
 BYTE bSpawnSheild; //0x0552 
 char _0x0553[41];
 __int32 hHitbox; //0x057C 
 char _0x0580[60];
 WORD wHealth; //0x05BC 
 WORD wArmor; //0x05BE 
 char _0x05C0[44];
 __int32 Index; //0x05EC 
 char _0x05F0[2640];

};//Size=0x1040
Quote Originally Posted by Megaloco View Post
Será que é classe desatualizada ? @Coder.DiasII

Code:
#ifndef _ESP_H_
#define _ESP_H_

#define M_PI				3.14159265358979323846f
#define DegToRad(degree)	((degree) * (M_PI / 180.0f))
#define PITCH				0
#define YAW					1
#define ROLL				2

#define SubtractVector(v1, v2, v3) ((v3[0] = v1[0] - v2[0]), (v3[1] = v1[1] - v2[1]), (v3[2] = v1[2] - v2[2]))

class cPlayerMgr;
class cPlayerInfo;
class CILTDrawPrim;
class cCharacterFX;
class cGameClientShell;
class cClientWeaponMgr;

typedef cPlayerInfo *(__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
lpGetLocalPlayer GetLocalPlayer;

typedef cPlayerInfo *(__thiscall *lpGetPlayerByIndex)(unsigned long ulThis, INT index, INT unk);
lpGetPlayerByIndex GetPlayerByIndex;

class cSFXList
{
public:
	DWORD unknown1; //0x0000 
	DWORD* List; //0x0004 
	DWORD unknown2; //0x0008 
	__int32 Num; //0x000C 
};//Size=0x0010

class cSFXMgr
{
public:
	cSFXList SFXList[0x3D]; //0x0000 
};//Size=0x00F4

class cGameClientShell
{
public:
 virtual void Function0();
 virtual void Function1();
 virtual void Function2();
 virtual void Function3();
 virtual void Function4();
 virtual void Function5();
 virtual void Function6();
 virtual void Function7();
 virtual void Function8();
 virtual void Function9();
 virtual void Function10();
 virtual void Function11();
 virtual void Function12();
 virtual void Function13();
 virtual void Function14();
 virtual void Function15();
 virtual void Function16();
 virtual void Function17();
 virtual void Function18();
 virtual void Function19();
 virtual void Function20();
 virtual void Function21();
 virtual void Function22();
 virtual void Function23();
 virtual void Function24();
 virtual void Function25();
 virtual void Function26();
 virtual void Function27();
 virtual void Function28();
 virtual void Function29();
 virtual void Function30();
 virtual void Function31();
 virtual void Function32();
 virtual void Function33();
 virtual void Function34();
 virtual void Function35();
 virtual void Function36();
 virtual void Function37();
 virtual void Function38();
 virtual void Function39();
 virtual void Function40();
 virtual void Function41();
 virtual void Function42();
 virtual void Function43();
 virtual void Function44();
 virtual void Function45();
 virtual void Function46();
 virtual void Function47();
 virtual void Function48();
 virtual void Function49();
 virtual void Function50();
 virtual void Function51();
 virtual void Function52();
 virtual void Function53();
 virtual void Function54();
 virtual void Function55();
 virtual void Function56();
 virtual DWORD GetClientInfoMgr();
 virtual DWORD GetInterfaceManager();
 virtual DWORD GetPlayerManager();
 virtual void Function60();
 virtual void Function61();
 virtual void Function62();
 virtual void Function63();
 virtual void Function64();
 virtual void Function65();
 virtual cSFXMgr* GetSFXMgr();
};

struct __Object
{
public:
	DWORD Unknown;
	float xBound1;
	float yBound1;
	float zBound1;
	float xBound2;
	float yBound2;
	float zBound2;
	char unknown0[172];
	D3DXVECTOR3 Pos;
	D3DXMATRIX Rot;				//0x00D4
	char unknown1[180];
	D3DXMATRIX Vel;				//0x00D4
	char unknown2[4];
	D3DXVECTOR3 origin;
};

class cPlayerInfo
{
public:
 __int32 pPing; //0x0000 
 __int32 Index; //0x0004 
 __int32 ID; //0x0008 
 char unknown2[8]; //0x000C 
 char pName[20]; //0x0014 
 char unknown3[4]; //0x0028 
 __Object *Object;  //0x002C  
 __int32 Kills; //0x0030 
 __int32 Deaths; //0x0034 
 char unknown4[44]; //0x0038 
 __int32 HeadShots; //0x0064 
 char unknown5[12]; //0x0068 
 __int32 pTeam; //0x0074 
 char unknown6[4]; //0x0078 
 BYTE pIsDead; //0x007C 
 char unknown7[655]; //0x007D 
 cPlayerInfo* PlayerPrev; //0x0300
 cPlayerInfo* PlayerNext; //0x0304  
};

class cPlayerMgr
{
public:
 char _0x0000[24];
 cClientWeaponMgr * WeaponMgr; //0x0018 
 char _0x001C[16];
 __int32 playerFlags; //0x002C 
 char _0x0030[24];
 float Pitch; //0x0048 
 float Yaw; //0x004C 
 float Roll; //0x0050 
 char _0x0054[236];
 __int32 * CameraObject; //0x0140 
 char _0x0144[60];

};//Size=0x0180

class CILTDrawPrim
{
public:
	char unknown1[16184]; //0x0000 
	D3DVIEWPORT9 ViewPort; //0x3F38 
	D3DXMATRIX World; //0x3F50 
	D3DXMATRIX View; //0x3F90 
	D3DXMATRIX Projection; //0x3FD0 
};

class cCharacterFX//
{
public:
 char _0x0000[16];
 __int32 * Object; //0x0010 
 char _0x0014[44];
 __int32 IsPlayer; //0x0040 
 char _0x0044[1293];
 BYTE bIsDead; //0x0551 
 BYTE bSpawnSheild; //0x0552 
 char _0x0553[41];
 __int32 hHitbox; //0x057C 
 char _0x0580[60];
 WORD wHealth; //0x05BC 
 WORD wArmor; //0x05BE 
 char _0x05C0[44];
 __int32 Index; //0x05EC 
 char _0x05F0[2640];

};//Size=0x1040
mostre para todos sua class

teste o jeito q o luizim postou
Quote Originally Posted by luizimloko View Post
use:

Code:
pDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, qV, sizeof( D3DTLVERTEX ) );
no lugar de:

BINGO !!!!!
@luizimloko Sempre vc e o Dias...obrigado !
Quote Originally Posted by Megaloco View Post
BINGO !!!!!
@luizimloko Sempre vc e o Dias...obrigado !
n ajudei em nada so avacalhei e.e
Quote Originally Posted by Coder.DiasII View Post
n ajudei em nada so avacalhei e.e
Ué...tu me passou a ESP e todas as classes que tenho ! Mas blz...continue avacalhando...kkkkkkkkkkkk
Quote Originally Posted by Megaloco View Post
Ué...tu me passou a ESP e todas as classes que tenho ! Mas blz...continue avacalhando...kkkkkkkkkkkk
so lhe passei oq tem na net u.u
Quote Originally Posted by Coder.DiasII View Post
so lhe passei oq tem na net u.u
Blz Dias...pelo jeito vc não gosta de agradecimentos ou não quer mostrar para alguém que está me ajudando.
Se tinha na net ou não, era oque eu precisava !

Pode dar close aqui algum moderador !!!
Quote Originally Posted by Megaloco View Post
Blz Dias...pelo jeito vc não gosta de agradecimentos ou não quer mostrar para alguém que está me ajudando.
Se tinha na net ou não, era oque eu precisava !

Pode dar close aqui algum moderador !!!
Essas Base que Tem ESP's Postada na Mpgh ta bugada algumas so tem umas 2 bases que estão akie q esta perfeita as ESP's .
Quote Originally Posted by _ReturnsBR_ View Post
Essas Base que Tem ESP's Postada na Mpgh ta bugada algumas so tem umas 2 bases que estão akie q esta perfeita as ESP's .
é só fazer o update de algumas classes, não é difícil

Quote Originally Posted by _ReturnsBR_ View Post
Essas Base que Tem ESP's Postada na Mpgh ta bugada algumas so tem umas 2 bases que estão akie q esta perfeita as ESP's .
Exatamente !
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