SolvedAimbot

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Aimbot
Alguem pode me dizer se esse código de aimbot tá atualizado?
Eu tirei duma base antiga do @Fix2
Aimbot.h
Code:
#define M_PI 3.14159265358979323846f
#define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
#define PITCH 0
#define YAW 1
#define ROLL 2
#define ADDR_PLAYERMGR		0x379D2F14
#define ADDR_PLAYERBYINDEX	0x371A0A40
#define ADDR_PLAYERSTATUS	0x379B2894
#define ADDR_LOCALPLAYER	0x371A1460
#define ADDR_GCS		0x379D2E30
#define ADDR_CLIENTINFOMGR	0x37994AFC
#define GameStatus	0x379AD7C8
#pragma warning(disable: 4482 4305 4083 4309 C4482 4244 C4002 C4996 )
#pragma warning(disable: 4731 4996 4101 4129 4002 C4996 C4101 C4102 C4102)
#include "class2.h"
int Bones;
int Tecla;

float DistanceAim(D3DXVECTOR3 my,D3DXVECTOR3 other,cPlayerInfo* pPlayer,cPlayerInfo* pLocal)
{
	return sqrt(((MyGetObjectMaxPos(pLocal->obj)).x-(MyGetObjectMaxPos(pPlayer->obj)).x)*((MyGetObjectMaxPos(pLocal->obj)).x-(MyGetObjectMaxPos(pPlayer->obj)).x) + ((MyGetObjectMaxPos(pLocal->obj)).y-(MyGetObjectMaxPos(pPlayer->obj)).y)*((MyGetObjectMaxPos(pLocal->obj)).y-(MyGetObjectMaxPos(pPlayer->obj)).y) + ((MyGetObjectMaxPos(pLocal->obj)).z-(MyGetObjectMaxPos(pPlayer->obj)).z)*((MyGetObjectMaxPos(pLocal->obj)).z-(MyGetObjectMaxPos(pPlayer->obj)).z));
}

int GetClosestPlayer()
{
	float fNearest = (float) INT_MAX;

	int iAimAt = -1;
	float Distance;

	float fDistPitch = 0;
	float fDistYaw = 0;

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

	GetPlayerByIndex = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);

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

	GetLocalPlayer = (lpGetLocalPlayer) ADDR_LOCALPLAYER;

	unsigned long ulThis = *(unsigned long *) ADDR_CLIENTINFOMGR;

	D3DXVECTOR3 Position;

	cPlayerInfo* pPlayer;
	cPlayerInfo* pLocal;

	pPlayerManager = *(cPlayerMgr **) ADDR_PLAYERMGR;

	for (int i = 0; i < 16; i++)
	{
	
		pPlayer = GetPlayerByIndex(ulThis, i, 0);
		pLocal = GetLocalPlayer(ulThis);

		if(pPlayer != 0 && pLocal != 0 && pLocal->obj != 0 && pPlayer->obj != 0 && pPlayer->IsDead == 0 && pPlayer->index != pLocal->index)
		{
			if(pLocal->Team != pPlayer->Team)
			{
				GetAngleToTarget(ObjConv(pPlayer->obj), ObjConv(pLocal->obj), Position);

				fDistPitch = pPlayerManager->Pitch - DegToRad(Position[0]);
				fDistYaw = pPlayerManager->Yaw - DegToRad(Position[1]);

				Distance = sqrt((fDistPitch * fDistPitch) + (fDistYaw * fDistYaw)); 
				//Distance = FindDistance(pPlayer, pLocal);

				//if ((Distance / 100) < fNearest)
				if (Distance < fNearest) 
				{
					iAimAt = i;

					fNearest = Distance;
					//fNearest = (Distance / 100);
				}
			}
		} 
	}
	
	return iAimAt;
}
void doaimbot() //Cabeça
{	
         
	if((*(BYTE *)GameStatus == 1) && Bones == 1){
							int i = GetClosestPlayer();
							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
	                        lpGetPlayerByIndex GetPlayerByIndex;
							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                            lpGetLocalPlayer GetLocalPlayer;
   							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
						if(i != -1){
							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
							  D3DXVECTOR3 Position;
							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
							  pPlayerManager->Pitch = DegToRad( Position[PITCH] ); 
						}
				}
}
void doaimbot2() //Peito
{	
         
				if((*(BYTE *)GameStatus == 1) && Bones == 2){
							int i = GetClosestPlayer();
							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
	                        lpGetPlayerByIndex GetPlayerByIndex;
							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                            lpGetLocalPlayer GetLocalPlayer;
   							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
						if(i != -1){
							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
							  D3DXVECTOR3 Position;
							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
							  pPlayerManager->Pitch = DegToRad( Position[PITCH] +1 ); 
						}
				}
}
void doaimbot3() //Nutshot
{	
         
	if((*(BYTE *)GameStatus == 1) && Bones == 3){
							int i = GetClosestPlayer();
							pPlayerManager      = *(cPlayerMgr**)(ADDR_PLAYERMGR);
							typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(unsigned long ulThis,int index, int unk);
	                        lpGetPlayerByIndex GetPlayerByIndex;
							GetPlayerByIndex    = (lpGetPlayerByIndex)(ADDR_PLAYERBYINDEX);
							unsigned long ulThis = *(unsigned long*)(ADDR_CLIENTINFOMGR);
							typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
                            lpGetLocalPlayer GetLocalPlayer;
   							GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
							cPlayerInfo* pLocal = GetLocalPlayer(ulThis); 
						if(i != -1){
							  cPlayerInfo* pPlayer = GetPlayerByIndex( ulThis,i,0);
							  D3DXVECTOR3 Position;
							  GetAngleToTarget( (MyGetObjectMaxPos(pPlayer->obj)), (MyGetObjectMaxPos(pLocal->obj)), Position ); 
							  pPlayerManager->Yaw = DegToRad( Position[YAW] );
							  pPlayerManager->Pitch = DegToRad( Position[PITCH] +5,2 ); 
						}
				}
}
aimbot do pasha, correto até esta, usei ele nos meus primeiros hacks, porém tem que atualizar as classes ...
Quote Originally Posted by luizimloko View Post
aimbot do pasha, correto até esta, usei ele nos meus primeiros hacks, porém tem que atualizar as classes ...
Onde se acha as class atualizada?
Quote Originally Posted by RatoAtmico View Post
Onde se acha as class atualizada?
ollydbg, ida pro, cérebro, técnicas em eng. reversa.
Caralho esse forum ainda existe isso nunca morre? pqp
Quote Originally Posted by experthack View Post
Caralho esse forum ainda existe isso nunca morre? pqp
MPGH é o melhor mano!!!!
Essa classe taria atualizada?
Code:
class cPlayerInfo
{
public:
	char unknown0[4]; //0x0000 
	DWORD index; //0x0004 
	char unknown1[12]; //0x0008 
	char pName[20]; //0x0014 
	char unknown2[4]; //0x0028 
	__int32 *obj; //0x002C 
	__int32 pKills; //0x0030 
	__int32 pDeaths; //0x0034 
	__int32 pKillsaLive; //0x0038 
	char unknown3[12]; //0x003C 
	__int32 pSuicides; //0x0048 
	__int32 pKillsAfterJoin; //0x004C 
	__int32 pDoubleKills; //0x0050 
	__int32 pMultiKills; //0x0054 
	__int32 pUltraKills; //0x0058 
	__int32 pFantastic; //0x005C 
	char unknown4[4]; //0x0060 
	__int32 pHeadShots; //0x0064 
	__int32 pFTMission; //0x0068 
	char unknown5[8]; //0x006C 
	__int32 Team; //0x0074 
	char unknown6[4]; //0x0078 
	BYTE pIsDead; //0x007C 
	char unknown7[307]; //0x0080 
	__int32 pRank; //0x01B3 
	char unknown8[80]; //0x01B7 
	__int32 pFTScore; //0x0207 
	__int32 pFTSpawn; //0x020B 
	char unknown9[3]; //0x020F 
	__int32 pFTLongestLife; //0x0212 
	__int32 pFTKill; //0x0216 
	char unknown10[80]; //0x021A 
	cPlayerInfo* pPrev; //0x026A 
	cPlayerInfo* pNext; //0x026E

};
Quote Originally Posted by RatoAtmico View Post
Essa classe taria atualizada?
Code:
class cPlayerInfo
{
public:
	char unknown0[4]; //0x0000 
	DWORD index; //0x0004 
	char unknown1[12]; //0x0008 
	char pName[20]; //0x0014 
	char unknown2[4]; //0x0028 
	__int32 *obj; //0x002C 
	__int32 pKills; //0x0030 
	__int32 pDeaths; //0x0034 
	__int32 pKillsaLive; //0x0038 
	char unknown3[12]; //0x003C 
	__int32 pSuicides; //0x0048 
	__int32 pKillsAfterJoin; //0x004C 
	__int32 pDoubleKills; //0x0050 
	__int32 pMultiKills; //0x0054 
	__int32 pUltraKills; //0x0058 
	__int32 pFantastic; //0x005C 
	char unknown4[4]; //0x0060 
	__int32 pHeadShots; //0x0064 
	__int32 pFTMission; //0x0068 
	char unknown5[8]; //0x006C 
	__int32 Team; //0x0074 
	char unknown6[4]; //0x0078 
	BYTE pIsDead; //0x007C 
	char unknown7[307]; //0x0080 
	__int32 pRank; //0x01B3 
	char unknown8[80]; //0x01B7 
	__int32 pFTScore; //0x0207 
	__int32 pFTSpawn; //0x020B 
	char unknown9[3]; //0x020F 
	__int32 pFTLongestLife; //0x0212 
	__int32 pFTKill; //0x0216 
	char unknown10[80]; //0x021A 
	cPlayerInfo* pPrev; //0x026A 
	cPlayerInfo* pNext; //0x026E

};

Ta errada.
Quote Originally Posted by Coder.Hu3 View Post
Ta errada.
tú tem a correta?
// VER_BR_1410.04

class cSFXList
{
public:
DWORD unknown1;
DWORD* List; //0x0004
DWORD unknown2;
__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(); //0x00E4
virtual DWORD GetInterfaceManager(); //0x00E8
virtual DWORD GetPlayerManager(); //0x00EC
virtual void Function60();
virtual void Function61();
virtual void Function62();
virtual void Function63();
virtual void Function64();
virtual void Function65();
virtual cSFXMgr* GetSFXMgr(); //0x0108
virtual void Function67();
virtual void Function68();
virtual void Function69();
};

class Transform
{
public:
D3DXVECTOR3 Pos; //0x0000
unsigned char Space [0x100];
}; //Size=0x000C

class cLTModel
{
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 unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); //0x0038
virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); //0x003C
virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace ); //0x0040
virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next ); //0x0044
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); //0x0058
};

class cLTClientShellBase
{
public:
CLTBase* ILTBase; //0x0000
char unknown1[16];
__int32 ILTDrawPrim; //0x0014
char unknown2[12];
cLTModel** ILTModel; //0x0024
char unknown3[144];
cGameClientShell* ILTGameClientShell; //0x00B8
};//Size=0x00BC

class IntersectQueryCA
{
public:
D3DXVECTOR3 Start; //0x0000
D3DXVECTOR3 End; //0x000C
char unknown1[12];
unsigned int Flags; //0x0024
ObjectFilterFn FilterFn; //0x0028
void* FilterIntersectParam; //0x002C
ObjectFilterFn FilterIntersectFn; //0x0030
void* FilterParam; //0x0034
void* PolyFilterParam; //0x0038
};//Size=0x003C

class IntersectInfoCA
{
public:
D3DXVECTOR3 vImpactPos; //0x0000
char unknown1[16];
int* hObjImpact; //0x001C
DWORD nSomething1; //0x0020
DWORD nSomething2; //0x0024
DWORD nSomething3; //0x0028
};//Size=0x002C

class cLTBase
{
public:
__int32 ILTClient; //0x0000
char unknown1[96];
bool( WINAPIV* IntersectSegment )( IntersectQueryCA& Query, IntersectInfoCA* pInfo ); //0x0064
char unknown2[28];
unsigned int ( WINAPIV* GetLocalClientID )( unsigned int* pIDOut ); //0x0084
char unknown3[412];
unsigned int( WINAPIV* RunConsoleCommand )( const char* szCommand ); //0x0224
int*( WINAPIV* GetClientObject )(); //0x0228
char unknown4[16];
unsigned int( WINAPIV* GetObjectScale )( int* pObject, float* scale ); //0x023C
unsigned int( WINAPIV* SetObjectScale )( int* pObject, float scale ); //0x0240
char unknown5[4];
unsigned int( WINAPIV* GetObjectColor )( int* pObject, float* r, float* g, float* b, float* a ); //0x0248
unsigned int( WINAPIV* SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x024C
};

class cClientWeapon
{
public:
char unknown1[0xE0];
__int32 fireWeapon; //0x00E0

void Fire(bool fire = true)
{
if(fire) fireWeapon = 1;
}
};//Size=0x00E4

class cClientWeaponMgr
{
public:
cClientWeapon** WeaponList; //0x0000
__int32 MaxWeapons; //0x0004
__int32 WeapIndex; //0x0008
cClientWeapon* CurrentWeapon; //0x000C
BYTE WeaponsEnabled; //0x0010
BYTE WeaponsVisible; //0x0011
char unknown1[16];
__int32 nCurrentWeaponID; //0x0020
};//Size=0x0024

class cPlayerMgr
{
public:
char unknown1[24];
cClientWeaponMgr* WeaponMgr; //0x0018
char unknown2[56];
float Pitch; //0x0054
float Yaw; //0x0058
float Roll; //0x005C
char unknown3[220];
__int32* CameraObject; //0x013C

__inline cClientWeapon* GetCurrentWeapon()
{
if( WeaponMgr && WeaponMgr->CurrentWeapon )
return WeaponMgr->CurrentWeapon;

return NULL;
}
};//Size=0x0138

class PlayerInfo
{
public:
__int32 pPing; //0x0000
__int32 index; //0x0004
__int32 ID; //0x0008
char unknown1[8];
char pName[20]; //0x0014
char unknown2[4];
__int32* Object; //0x002C
__int32 Kills; //0x0030
__int32 Deaths; //0x0034
char unknown3[44];
__int32 HeadShots; //0x0064
char unknown4[12];
__int32 pTeam; //0x0074
char unknown5[4];
bool pIsDead; //0x007C
char unknown6[655];
PlayerInfo* PlayerPrev; //0x030C
PlayerInfo* PlayerNext; //0x0310
};//Size=0x0314

class ClienteInfo
{
public:
DWORD unknown1;
PlayerInfo* Primeiro; //0x0004
unsigned int LocalIndex; //0x0008

inline PlayerInfo* JogadorIndex(int id)
{
PlayerInfo* ptr = Primeiro;

while(ptr)
{
if(ptr->index == id)
return ptr;

ptr = ptr->PlayerNext;
}
return NULL;
}
};//Size=0x000C

class Info
{
public:
char unknown1[12];
__int32 iHP; //0x000C
__int32 iAP; //0x0010
__int32 iMaxHP; //0x0014
__int32 iMaxAP; //0x0018
__int32 gotoWepInfo; //0x001C
__int32 goToSomething; //0x0020
char unknown2[388];
float fStamina; //0x01A8
__int32 iIsRunning; //0x01AC
__int32 iIsJumping; //0x01B0
__int32 iWeaponSlotInUse; //0x01B4
char unknown3[44];
PlayerInfo* goToPlayers; //0x01E4
};//Size=0x01E8

class LocalInfo
{
public:
Info* goToInfoClass; //0x0000
};//Size=0x0004

class cCharacterFX
{
public:
char unknown1[16];
__int32* Object; //0x0010
char unknown2[44];
__int32 IsPlayer; //0x0040
char unknown3[52];
BYTE Index; //0x0078
char unknown4[1240];
BYTE bIsDead; //0x0551
bool bSpawnSheild; //0x0552
char unknown5[9];
__int32* hHitbox; //0x055C
char unknown6[92];
WORD wHealth; //0x05BC
WORD wArmor; //0x05BE
char unknown7[4];
__int32 Index2; //0x05C4
};//Size=0x05C8

class cWeaponInfo
{
public:
char unknown1[12];
DWORD dwClientWeaponType; //0x000C
char unknown2[16];
DWORD dwAlt_InstDamage; //0x0020
DWORD dwInstDamage; //0x0024
char unknown3[108];
DWORD dwFireSnd; //0x0094
char unknown4[108];
float fFireDelay1; //0x0104
float ffiredelay1; //0x0108
DWORD dwMaxAmmo3; //0x010C
DWORD dwMaxAmmo2; //0x0110
char unknown5[316];
BYTE TripleShotMode; //0x0250
char unknown6[3];
DWORD dwTripleShotRoundNum; //0x0254
float fDamageRFacter; //0x0258
char unknown7[20];
DWORD dwInfiAmmo2; //0x0270
DWORD dwInfiniteAmmo; //0x0274
DWORD dwHideWhenEmpty; //0x0278
char unknown8[4];
DWORD dwShotsPerClip; //0x0280
char unknown9[52];
float fZoomTime; //0x02B8
DWORD dwMinPerturb; //0x02BC
DWORD dwMaxPerturb; //0x02C0
float fDuckPerturb; //0x02C4
float fMoveDuckPerturb; //0x02C8
DWORD dwZoomedMinPerturb; //0x02CC
DWORD dwZoomedMaxPerturb; //0x02D0
DWORD dwRange; //0x02D4
char unknown10[12];
DWORD VectorsPerRound; //0x02E4
char unknown11[40];
float fPerturbIncSpeed; //0x0310
float fPerturbDecSpeed; //0x0314
char unknown12[4];
float fZoomedPerturbIncSpeed; //0x031C
float fZoomedPerturbDecSpeed; //0x0320
char unknown13[4];
float fBaseCamRecoilPitch; //0x0328
float fBaseCamRecoilAccelPitch; //0x032C
char unknown14[36];
float fTripleShotMaxCamRecoilPitch; //0x0354
float fTripleShotBaseCamRecoilPitch; //0x0358
char unknown15[8];
DWORD dwTripleShotMinPerturb; //0x0364
DWORD dwTripleShotMaxPerturb; //0x0368
float fTripleShotPerturbIncSpeed; //0x036C
float fTripleShotPerturbDecSpeed; //0x0370
char unknown16[108];
BYTE DisableCrosshair; //0x03E0
char unknown17[27];
float fCameraSwayXFreq; //0x03FC
float fCameraSwayYFreq; //0x0400
char unknown18[8];
DWORD dwEffectRange; //0x040C
};//Size=0x0410(1040)

class cWeaponMgr
{
public:
char unknown1[5600];
cWeaponInfo** Weapons; //0x15E0
__int32 WeaponCount; //0x15E4
};//Size=0x15E8

class CILTDrawPrim
{
public:
char unknown1[16184];
D3DVIEWPORT9 ViewPort; //0x3F38
D3DXMATRIX World; //0x3F50
D3DXMATRIX View; //0x3F90
D3DXMATRIX Projection; //0x3FD0
};//Size=0x4010

class cObjName
{
public:
char unknown1[4];
char Name[28]; //0x0004
};//Size=0x0008

class cBaseFX
{
public:
char unknown1[16];
int* Object; //0x0010
D3DXVECTOR3 Pos; //0x0014
char unknown2[28];
cObjName* gotoObjName; //0x0034
char unknown3[8];
int NaoArma; //0x0040
char unknown4[4];
BYTE Unknown5;
BYTE OwnerID; //0x004C
char unknown6[40];
};//Size=0x0054

/pedef bool (*ObjectFilterFnCA)(int* hObj, void* pUserData);
Class atualizada foi um tal de Reclass-Pro-Auto que posto isso na net
Quote Originally Posted by diegosarria12 View Post
Class atualizada foi um tal de Reclass-Pro-Auto que posto isso na net
valeu cara!
Ainda não funciona, vô leecha outro code
Champs Eu uso esse aim...O mesmo q passe para o N1GG4 bom..Tem q atualizar uma coisa na source do aim e tirar algumas coisas desnesessárias com os lugares de mirar tipo shift rbutton e talz.. o de resto esta funcionando me add no skype..

Code4Change

vlw
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