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  1. #1
    damiansharma's Avatar
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    Lightbulb Source Code, Offsets and More

    This Is Where We Post Source Code To Help Others and smaller Creators and to help the battlefield community
    The Latest Source Is:
    https://www.mpgh.net/forum/showthread.php?t=1114212


    https://www.mpgh.net/forum/showthread.php?t=1069019


    Some Notes:
    You Will Need An Base and Offsets to get started you would also need :
    SharpDX.Direct2D1.dll
    SharpDX.dll
    SharpDX.DXGI.dll
    Visual Studios 2015 By Microsoft
    and The Offsets Which you get them here
    you will need an base too which i have download links to the packet which are down at the bottom
    you would Need to add the SharpDx and the other as references and your set you can just google how to do that. and you set to start to code any questions just do an reply do at the bottom



    Offsets UPDATED
    ---------------------------------------------------------------------
    Code:
    /////////////XTREME HACK////////////////////////////////////////
    
    
    using System;
    
    
    namespace External_ESP_Base
    {
        struct Offsets
        {
            public static Int64 OFFSET_DXRENDERER = 0x142572FA0;
            public static Int64 OFFSET_GAMECONTEXT = 0x1424abd20;
            public static Int64 OFFSET_GAMERENDERER = 0x1424AD330;
            public static Int64 OFFSET_VIEWANGLES = 0x1421caee0;
            public static Int64 OFFSET_MAIN = 0x14219ff68;
            public static Int64 OFFSET_CURRENT_WEAPONFIRING = OFFSET_VIEWANGLES + 0x8;
            public static Int64 OFFSET_BORDERINPUTNODE = 0x1424acf70;
            public static Int64 OFFSET_SHOTSTATS = 0x142572950;
    
    
            public struct ClientGameContext
            {
                public static Int64 m_pPhysicsManager = 0x28; // HavokPhysicsManager
                public static Int64 m_pPlayerManager = 0x60;  // ClientPlayerManager
    
    
                public static Int64 GetInstance()
                {
                    return OFFSET_GAMECONTEXT;
                }
            }
    
    
            public struct ClientPlayerManager
            {
                public static Int64 m_pLocalPlayer = 0x540; // ClientPlayer
                public static Int64 m_ppPlayer = 0x548;     // ClientPlayer
            }
    
    
            public struct ClientPlayerView
            {
                public static Int64 m_Owner = 0x00F8; // ClientPlayer
            }
    
    
            public struct ClientPlayer
            {
                public static Int64 szName = 0x40;            // 10 CHARS
                public static Int64 m_isSpectator = 0x13C9;   // BYTE
                public static Int64 m_teamId = 0x13CC;        // INT32
                public static Int64 m_character = 0x14B0;     // ClientSoldierEntity 
                public static Int64 m_ownPlayerView = 0x1510; // ClientPlayerView
                public static Int64 m_PlayerView = 0x1520;    // ClientPlayerView
                public static Int64 m_pAttachedControllable = 0x14C0;   // ClientSoldierEntity (ClientVehicleEntity)
                public static Int64 m_pControlledControllable = 0x14D0; // ClientSoldierEntity
                public static Int64 m_attachedEntryId = 0x14C8; // INT32
            }
    
    
            public struct ClientVehicleEntity
            {
                public static Int64 m_data = 0x0030;           // VehicleEntityData
                public static Int64 m_pPhysicsEntity = 0x0238; // DynamicPhysicsEntity
                public static Int64 m_Velocity = 0x0280;       // D3DXVECTOR3 
                public static Int64 m_prevVelocity = 0x0290;   // D3DXVECTOR3 
                public static Int64 m_Chassis = 0x03E0;        // ClientChassisComponent
                public static Int64 m_childrenAABB = 0x0250;   // AxisAlignedBox
            }
    
    
            public struct AxisAlignedBox
            {
                public static Int64 m_Min = 0x00; // D3DXVECTOR3 
                public static Int64 m_Max = 0x10; // D3DXVECTOR3 
            }
    
    
            public struct DynamicPhysicsEntity
            {
                public static Int64 m_EntityTransform = 0xA0;  // PhysicsEntityTransform
            }
    
    
            public struct PhysicsEntityTransform
            {
                public static Int64 m_Transform = 0x00;       // D3DXMATRIX
            }
    
    
            public struct VehicleEntityData
            {
                public static Int64 m_FrontMaxHealth = 0x148; // FLOAT
                public static Int64 m_NameSid = 0x0248;       // char* ID_P_VNAME_9K22
            }
    
    
            public struct ClientChassisComponent
            {
                public static Int64 m_Velocity = 0x01C0; // D3DXVECTOR4
            }
    
    
            public struct ClientSoldierEntity
            {
                public static Int64 m_data = 0x0030;         // VehicleEntityData
                public static Int64 m_pPlayer = 0x01E0;          // ClientPlayer
                public static Int64 m_pHealthComponent = 0x0140; // HealthComponent
                public static Int64 m_authorativeYaw = 0x04D8;   // FLOAT
                public static Int64 m_authorativePitch = 0x04DC; // FLOAT 
                public static Int64 m_poseType = 0x04F0;         // INT32
                public static Int64 m_RenderFlags = 0x04F4;      // INT32
                public static Int64 m_pPhysicsEntity = 0x0238;   // VehicleDynamicPhysicsEntity
                public static Int64 m_pPredictedController = 0x0490;    // ClientSoldierPrediction
                public static Int64 m_soldierWeaponsComponent = 0x0570; // ClientSoldierWeaponsComponent
                public static Int64 m_ragdollComponent = 0x0580;        // ClientRagDollComponent 
                public static Int64 m_breathControlHandler = 0x0588;    // BreathControlHandler 
                public static Int64 m_sprinting = 0x5B0;  // BYTE 
                public static Int64 m_occluded = 0x05B1;  // BYTE
            }
    
    
            public struct HealthComponent
            {
                public static Int64 m_Health = 0x0020;        // FLOAT
                public static Int64 m_MaxHealth = 0x0024;     // FLOAT
                public static Int64 m_vehicleHealth = 0x0038; // FLOAT (pLocalSoldier + 0x1E0 + 0x14C0 + 0x140 + 0x38)
            }
    
    
            public struct ClientSoldierPrediction
            {
                public static Int64 m_Position = 0x0030; // D3DXVECTOR3
                public static Int64 m_Velocity = 0x0050; // D3DXVECTOR3
            }
    
    
            public struct ClientSoldierWeaponsComponent
            {
                public enum WeaponSlot
                {
                    M_PRIMARY = 0,
                    M_SECONDARY = 1,
                    M_GADGET = 2,
                    M_GRENADE = 6,
                    M_KNIFE = 7
                };
    
    
                public static Int64 m_handler = 0x0890;      // m_handler + m_activeSlot * 0x8 = ClientSoldierWeapon
                public static Int64 m_activeSlot = 0x0A98;   // INT32 (WeaponSlot)
                public static Int64 m_activeHandler= 0x08D0; // ClientActiveWeaponHandler 
            }
    
    
            public struct UpdatePoseResultData
            {
                public enum BONES
                {
                    BONE_HEAD = 104,
                    BONE_NECK = 142,
                    BONE_SPINE2 = 7,
                    BONE_SPINE1 = 6,
                    BONE_SPINE = 5,
                    BONE_LEFTSHOULDER = 9,
                    BONE_RIGHTSHOULDER = 109,
                    BONE_LEFTELBOWROLL = 11,
                    BONE_RIGHTELBOWROLL = 111,
                    BONE_LEFTHAND = 15,
                    BONE_RIGHTHAND = 115,
                    BONE_LEFTKNEEROLL = 188,
                    BONE_RIGHTKNEEROLL = 197,
                    BONE_LEFTFOOT = 184,
                    BONE_RIGHTFOOT = 198
                };
    
    
                public static Int64 m_ActiveWorldTransforms = 0x0028; // QuatTransform
                public static Int64 m_ValidTransforms = 0x0040;       // BYTE
            }
    
    
            public struct ClientRagDollComponent
            {
                public static Int64 m_ragdollTransforms = 0x0088; // UpdatePoseResultData
                public static Int64 m_Transform = 0x05D0;         // D3DXMATRIX
            }
    
    
            public struct QuatTransform
            {
                public static Int64 m_TransAndScale = 0x0000; // D3DXVECTOR4
                public static Int64 m_Rotation = 0x0010;      // D3DXVECTOR4
            }
    
    
            public struct ClientSoldierWeapon
            {
                public static Int64 m_data = 0x0030;              // WeaponEntityData
                public static Int64 m_authorativeAiming = 0x4988; // ClientSoldierAimingSimulation
                public static Int64 m_pWeapon = 0x49A8;           // ClientWeapon
                public static Int64 m_pPrimary = 0x49C0;          // WeaponFiring
            }
    
    
            public struct ClientActiveWeaponHandler
            {
                public static Int64 m_activeWeapon = 0x038; // ClientSoldierWeapon
            }
    
    
            public struct WeaponEntityData
            {
                public static Int64 m_name = 0x0130; // char*
            }
    
    
            public struct ClientSoldierAimingSimulation
            {
                public static Int64 m_fpsAimer = 0x0010;  // AimAssist
                public static Int64 m_yaw = 0x0018;       // FLOAT
                public static Int64 m_pitch = 0x001C;     // FLOAT
                public static Int64 m_sway = 0x0028;      // D3DXVECTOR2
                public static Int64 m_zoomLevel = 0x0068; // FLOAT
            }
    
    
            public struct ClientWeapon
            {
                public static Int64 m_pModifier =  0x0020; // WeaponModifier
                public static Int64 m_shootSpace = 0x0040; // D3DXMATRIX
            }
    
    
            public struct WeaponFiring
            {
                public static Int64 m_pSway = 0x0078;                  // WeaponSway
                public static Int64 m_pPrimaryFire = 0x0128;           // PrimaryFire 
                public static Int64 m_projectilesLoaded = 0x01A0;      // INT32 
                public static Int64 m_projectilesInMagazines = 0x01A4; // INT32 
                public static Int64 m_overheatPenaltyTimer = 0x01B0;   // FLOAT
            }
    
    
            public struct WeaponSway
            {
                public static Int64 m_pSwayData = 0x0008;      // GunSwayData
                public static Int64 m_deviationPitch = 0x0130; // FLOAT 
                public static Int64 m_deviationYaw = 0x0134;   // FLOAT 
            }
    
    
            public struct GunSwayData
            {
                public static Int64 m_DeviationScaleFactorZoom = 0x360;           // FLOAT 
                public static Int64 m_GameplayDeviationScaleFactorZoom = 0x364;   // FLOAT 
                public static Int64 m_DeviationScaleFactorNoZoom = 0x368;         // FLOAT 
                public static Int64 m_GameplayDeviationScaleFactorNoZoom = 0x36C; // FLOAT 
    
    
                public static Int64 m_ShootingRecoilDecreaseScale = 0x370; // FLOAT 
                public static Int64 m_FirstShotRecoilMultiplier = 0x374;   // FLOAT 
            }
    
    
            public struct PrimaryFire
            {
                 public static Int64 m_shotConfigData = 0x0010; // ShotConfigData
            }
    
    
            public struct ShotConfigData
            {
                public static Int64 m_initialSpeed = 0x0088;    // FLOAT 
                public static Int64 m_pProjectileData = 0x00B0; // BulletEntityData
            }
    
    
            public struct BulletEntityData
            {
                public static Int64 m_Gravity = 0x0130;     // FLOAT
                public static Int64 m_StartDamage = 0x0154; // FLOAT
                public static Int64 m_EndDamage = 0x0158;   // FLOAT
            }
    
    
            public struct AimAssist
            {
                public static Int64 m_yaw = 0x0014;   // FLOAT
                public static Int64 m_pitch = 0x0018; // FLOAT
            }
    
    
            public struct BreathControlHandler
            {
                public static Int64 m_breathControlTimer = 0x0038; // FLOAT
                public static Int64 m_breathControlMultiplier = 0x003C; // FLOAT  
                public static Int64 m_breathControlPenaltyTimer = 0x0040; // FLOAT  
                public static Int64 m_breathControlpenaltyMultiplier = 0x0044; // FLOAT  
                public static Int64 m_breathControlActive = 0x0048; // FLOAT  
                public static Int64 m_breathControlInput = 0x004C; // FLOAT  
                public static Int64 m_breathActive = 0x0050; // FLOAT  
                public static Int64 m_Enabled = 0x0058; // FLOAT  
            }
    
    
            public struct GameRenderer
            {
                public static Int64 m_pRenderView = 0x60; // RenderView
    
    
                public static Int64 GetInstance()
                {
                    return OFFSET_GAMERENDERER;
                }
            }
    
    
            public struct RenderView
            {
                public static Int64 m_Transform = 0x0040;         // D3DXMATRIX
                public static Int64 m_FovY = 0x00B4;              // FLOAT
                public static Int64 m_fovX = 0x0250;              // FLOAT
                public static Int64 m_ViewProj = 0x0420;          // D3DXMATRIX
                public static Int64 m_ViewMatrixInverse = 0x02E0; // D3DXMATRIX
                public static Int64 m_ViewProjInverse = 0x04A0;   // D3DXMATRIX
            }
    
    
            public struct BorderInputNode
            {
                public static Int64 m_pMouse = 0x0058; // Mouse
                public static Int64 GetInstance()
                {
                    return OFFSET_BORDERINPUTNODE;
                }
            }
    
    
            public struct Mouse
            {
                public static Int64 m_pDevice = 0x0010; //  MouseDevice
            }
    
    
            public struct MouseDevice
            {
                public static Int64 m_Buffer = 0x0104; // D3DXVECTOR3
            }
    
    
            public struct VehicleWeapon
            {
                public static Int64 m_pClientCameraComponent = 0x0010; // ClientCameraComponent
                public static Int64 GetInstance()
                {
                    return OFFSET_CURRENT_WEAPONFIRING;
                }
            }
    
    
            public struct ClientCameraComponent
            {
                public static Int64 pChaseorStaticCamera = 0x00B8; // StaticCamera
            }
    
    
            public struct StaticCamera
            {
                public static Int64 m_PreCrossMatrix = 0x0010;    // D3DXMATRIX
                public static Int64 m_CrossMatrix = 0x0050;       // D3DXMATRIX
                public static Int64 m_ForwardOffset = 0x01D0;     // D3DXVECTOR3
            }
        }
    }


    how to add an option
    ------------------------------------------------
    1. first declare a bool and a bool can mean 0 for false and 1 for true and also they mean true and false so go like this for example
    Code:
    bool option_example = false; /*put an semicolon at the end of each statement */

    2. add a key there should be an thing like key manager or in this case it is 'manager' here like this it goes with all the other keys for example
    Code:
    
    
    Code:
               manager.AddKey(Keys.NumPad1);
    

    3.add keys function so lets do it like this
    Code:
    case Keys.NumPad1:
    this.option_example = !this.option_example/*use our bool from earlier*/
    break;

    4.adding function lets make our hack NoSpread
    Code:
    if (option_example == true){
    Code:
     long Address7 = RPM.ReadInt64(RPM.ReadInt64(RPM.ReadInt64(RPM.ReadInt64(5404143328) + 18880L) + 120L) + 8L);
                        RPM.WriteFloat(Address7 + 1072L, 0.0f);
                        RPM.WriteFloat(Address7 + 1076L, 0.0f);
                        RPM.WriteFloat(Address7 + 1080L, 0.0f);
                        RPM.WriteFloat(Address7 + 1084L, 0.0f);
    }

    5.adding it to gui ok lets use our things that we added
    Code:
    
    
    Code:
      DrawText(20, 40, "NUMPAD1: NoSpread", option_example? selectedColor : Color.White, true, fontSmall);
    

    and you are done just launch external base .net//means C#
    virus Scans
    -----------------------------------------------------------------------

    https://www.virustotal.com/en/file/a...is/1483400263/
    https://virusscan.jotti.org/en-US/fi...job/lb7etgfn7q
    <b>Downloadable Files</b> Downloadable Files
    Last edited by damiansharma; 01-02-2017 at 08:57 PM.

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  3. #2
    Paralyze's Avatar
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    File is safe, use at your own risk.
    /approved and stickied
    Member: December 24th, 2012
    Donator: January 4th, 2013
    Editor: January 19th, 2013 - August 17th, 2013
    Battlefield Minion: March 7th, 2013 - September 22nd, 2013
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    Former Staff: May 5th, 2014 - October 10th, 2015
    Battlefield Minion: October 10th, 2015 - February 12th, 2017
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  4. #3
    bajskorven23's Avatar
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    Ok this will rpbably sound really stupid but I can not for the life of me find how to PM or how to leave a public message so I'm just gonna type it out here.

    I am trying to make a viewmodel fov changer for Battlefield 4 that makes it so that you can see more of your gun, I have posted about this in another hacking forum and he said that I needed to change the value of "public static Int64 m_FovY = 0x00B4; // FLOAT" But I don't have the memory address (I think that's what you call it) and I don't have the offset either. How do I find these out or maybe you know them? I am already done with everything else I only need the memory address and offset. Please help.

  5. #4
    damiansharma's Avatar
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    Quote Originally Posted by bajskorven23 View Post
    Ok this will rpbably sound really stupid but I can not for the life of me find how to PM or how to leave a public message so I'm just gonna type it out here.

    I am trying to make a viewmodel fov changer for Battlefield 4 that makes it so that you can see more of your gun, I have posted about this in another hacking forum and he said that I needed to change the value of "public static Int64 m_FovY = 0x00B4; // FLOAT" But I don't have the memory address (I think that's what you call it) and I don't have the offset either. How do I find these out or maybe you know them? I am already done with everything else I only need the memory address and offset. Please help.
    download
    the source then put this in offsets
    public static Int64 m_FovY = 0x00B4; // FLOAT
    then put an bool up then say
    long num1 = RPM.ReadInt64(Offsets.m_FovY);
    then write
    RPM.WriteFloat(num1, 1);

  6. #5
    bajskorven23's Avatar
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    Quote Originally Posted by damiansharma View Post
    download
    the source then put this in offsets
    public static Int64 m_FovY = 0x00B4; // FLOAT
    then put an bool up then say
    long num1 = RPM.ReadInt64(Offsets.m_FovY);
    then write
    RPM.WriteFloat(num1, 1);
    Ok thanks, I think I understand bit I need to ask another stupid question I'm coding my fov changer in C# does that change anything?

  7. #6
    damiansharma's Avatar
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    Quote Originally Posted by bajskorven23 View Post
    Ok thanks, I think I understand bit I need to ask another stupid question I'm coding my fov changer in C# does that change anything?
    no
    i am programming my hacks in C# btw

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    bajskorven23 (01-24-2017)

  9. #7
    bajskorven23's Avatar
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    Quote Originally Posted by damiansharma View Post
    no
    i am programming my hacks in C# btw
    Ok thanks, I have just one more question. Do you have the addresses for any of these 'codes'
    public static Int64 m_FovY = 0x00B4; // FLOAT
    public static Int64 m_fovX = 0x0250; // FLOAT
    I have them now no need for a reply
    Last edited by bajskorven23; 01-13-2017 at 07:40 AM. Reason: Clarification

  10. #8
    bajskorven23's Avatar
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    Ok this is going to sound stupid but I have still not figured out how to make this viewmodel fov changer and I can't send pm's or vm's to you so could I add you on steam or something. I am nearly done I only need help with the offsets and such.

  11. #9
    franciscolopez's Avatar
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    Thank you for sharing.

  12. #10
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    Pretty sure unlimited ammo never works lol

  13. #11
    damiansharma's Avatar
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    Quote Originally Posted by MrCode5 View Post
    Pretty sure unlimited ammo never works lol
    I
    Never Found The Offset Pointers
    Yeah In A Couple of Weeks I Will Get The Old Menu Running

  14. #12
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    Need help for finding the DeployScreen offset (After UI patch). The angles offset were already found for wyvern's script, just need the additional ones.

    OFFSET_DXDISPLAYSETTINGS : 0x142364c70
    OFFSET_FLAG : 0x142385a98
    OFFSET_SSMODULE : 0x14273d6e8
    OFFSET_CONSOLECOMMANDS : 0x140663a20
    OFFSET_CLIENTGAMECONTEXT : 0x142670d80
    OFFSET_PLAYERMANAGER : 0x60
    OFFSET_LOCALPLAYER : 0x540
    OFFSET_PLAYERS_ARRAY : 0x548
    OFFSET_TEAMID : 0x13cc
    OFFSET_SOLDIER : 0x14d0

  15. #13
    Iron.Wolf's Avatar
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    Love this thank you

  16. #14
    damiansharma's Avatar
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    Quote Originally Posted by Iron.Wolf View Post
    Love this thank you
    yeah lol
    cya later

  17. #15
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    Source Code Offsets and More

    I have a China Rising code for PS4 that I dont need. If someone wants to use it reply here and its yours. 1st one wins.

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