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  1. #1
    haromass's Avatar
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    legit no recoil and no spread

    So someone posted some coding and I figured I would spread it to this forum, hopefully it isnt already on here because I didn't see it at all.

    Code:
            public static Int64 OFFSET_WEAPONSCONFIG = 0x1423B2EC8;
                public static Int64 m_pSway = 0x0078;                  // WeaponSway
                public static Int64 m_pSwayData = 0x0008;      // GunSwayData
     
      public struct PZ_GunSwayData
            {
                public static Int64 m_RecoilSight = 0x0430;           // FLOAT 
                public static Int64 m_RecoilHip = 0x0438;   // FLOAT 
                public static Int64 m_SpreadSight = 0x0434;         // FLOAT 
                public static Int64 m_SpreadHip = 0x043C; // FLOAT 
            }
    Code:
      #region No Recoil Control
            private bool RipOfRecoilControl()
            {
               try
                {
     
                    if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float RecoilSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight);
                    float RecoilHip =  RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip);
     
                    if (bRipOfRecoil)
                    {
                       if(RecoilHip == localPlayer.CurrentWeapon.RecoilDecrease || RecoilSight == localPlayer.CurrentWeapon.RecoilMultiplier)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                         return true;
                          
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, 0.5f);
                        }
                    }
                    else
                    {
                        if (RecoilHip == 0.5f || RecoilSight == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, localPlayer.CurrentWeapon.RecoilMultiplier);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, localPlayer.CurrentWeapon.RecoilDecrease);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
     
                #region No Spread Control
            private bool NoSpreadControl()
            {
               try
                {
     
                   if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float SpreadHip = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip);
                    float SpreadSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight);
     
                    if (bNoSpread)
                    {
                        if (SpreadSight == localPlayer.CurrentWeapon.DeviationZoom || SpreadHip == localPlayer.CurrentWeapon.DeviationNoZoom)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                            return true;
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, 0.5f);
                        }
                    }
                    else 
                    {
                        if (SpreadSight == 0.5f || SpreadHip == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, localPlayer.CurrentWeapon.DeviationNoZoom);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, localPlayer.CurrentWeapon.DeviationZoom);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
    Original Poster: zakaria1996

    The original poster says he/she has tested it and its 100% safe from FF, GGC, and PB but I wouldn't know anything about that as I have not tested it, i'm just sharing it.

    Last edited by haromass; 08-30-2018 at 08:02 PM.

  2. #2
    mafiamagic's Avatar
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    thanks for sharing

  3. #3
    red02's Avatar
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    thanks for the release

  4. #4
    Likujs's Avatar
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    Who can help me, how can i use this script? With Autohotkey?

  5. #5
    legcya's Avatar
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    bf4

    Quote Originally Posted by haromass View Post
    So someone posted some coding and I figured I would spread it to this forum, hopefully it isnt already on here because I didn't see it at all.

    Code:
            public static Int64 OFFSET_WEAPONSCONFIG = 0x1423B2EC8;
                public static Int64 m_pSway = 0x0078;                  // WeaponSway
                public static Int64 m_pSwayData = 0x0008;      // GunSwayData
     
      public struct PZ_GunSwayData
            {
                public static Int64 m_RecoilSight = 0x0430;           // FLOAT 
                public static Int64 m_RecoilHip = 0x0438;   // FLOAT 
                public static Int64 m_SpreadSight = 0x0434;         // FLOAT 
                public static Int64 m_SpreadHip = 0x043C; // FLOAT 
            }
    Code:
      #region No Recoil Control
            private bool RipOfRecoilControl()
            {
               try
                {
     
                    if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float RecoilSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight);
                    float RecoilHip =  RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip);
     
                    if (bRipOfRecoil)
                    {
                       if(RecoilHip == localPlayer.CurrentWeapon.RecoilDecrease || RecoilSight == localPlayer.CurrentWeapon.RecoilMultiplier)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                         return true;
                          
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, 0.5f);
                        }
                    }
                    else
                    {
                        if (RecoilHip == 0.5f || RecoilSight == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, localPlayer.CurrentWeapon.RecoilMultiplier);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, localPlayer.CurrentWeapon.RecoilDecrease);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
     
                #region No Spread Control
            private bool NoSpreadControl()
            {
               try
                {
     
                   if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float SpreadHip = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip);
                    float SpreadSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight);
     
                    if (bNoSpread)
                    {
                        if (SpreadSight == localPlayer.CurrentWeapon.DeviationZoom || SpreadHip == localPlayer.CurrentWeapon.DeviationNoZoom)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                            return true;
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, 0.5f);
                        }
                    }
                    else 
                    {
                        if (SpreadSight == 0.5f || SpreadHip == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, localPlayer.CurrentWeapon.DeviationNoZoom);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, localPlayer.CurrentWeapon.DeviationZoom);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
    Original Poster: zakaria1996

    The original poster says he/she has tested it and its 100% safe from FF, GGC, and PB but I wouldn't know anything about that as I have not tested it, i'm just sharing it.
    amigo lo siento necesito 15 post

    - - - Updated - - -

    Quote Originally Posted by haromass View Post
    So someone posted some coding and I figured I would spread it to this forum, hopefully it isnt already on here because I didn't see it at all.

    Code:
            public static Int64 OFFSET_WEAPONSCONFIG = 0x1423B2EC8;
                public static Int64 m_pSway = 0x0078;                  // WeaponSway
                public static Int64 m_pSwayData = 0x0008;      // GunSwayData
     
      public struct PZ_GunSwayData
            {
                public static Int64 m_RecoilSight = 0x0430;           // FLOAT 
                public static Int64 m_RecoilHip = 0x0438;   // FLOAT 
                public static Int64 m_SpreadSight = 0x0434;         // FLOAT 
                public static Int64 m_SpreadHip = 0x043C; // FLOAT 
            }
    Code:
      #region No Recoil Control
            private bool RipOfRecoilControl()
            {
               try
                {
     
                    if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float RecoilSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight);
                    float RecoilHip =  RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip);
     
                    if (bRipOfRecoil)
                    {
                       if(RecoilHip == localPlayer.CurrentWeapon.RecoilDecrease || RecoilSight == localPlayer.CurrentWeapon.RecoilMultiplier)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                         return true;
                          
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, 0.5f);
                        }
                    }
                    else
                    {
                        if (RecoilHip == 0.5f || RecoilSight == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == localPlayer.CurrentWeapon.RecoilMultiplier && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == localPlayer.CurrentWeapon.RecoilDecrease)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilSight, localPlayer.CurrentWeapon.RecoilMultiplier);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_RecoilHip, localPlayer.CurrentWeapon.RecoilDecrease);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
     
                #region No Spread Control
            private bool NoSpreadControl()
            {
               try
                {
     
                   if (!localPlayer.CurrentWeapon.IsValid() || (int)localPlayer.CurrentWeapon.Slot >= 2 || localPlayer.IsDead() || localPlayer.InVehicle)
                       return false;
     
                    Int64 pSoldierWeapon = RPM.ReadInt64(Offsets.OFFSET_WEAPONSCONFIG);
                    if (!RPM.IsValid(pSoldierWeapon))
                        return false;
     
                    Int64 pSway = RPM.ReadInt64(pSoldierWeapon + Offsets.PZ_WeaponFiring.m_pSway);
                    if (!RPM.IsValid(pSway))
                        return false;
     
                    Int64 pSwayData = RPM.ReadInt64(pSway + Offsets.PZ_WeaponSway.m_pSwayData);
                    if (!RPM.IsValid(pSwayData))
                        return false;
                    float SpreadHip = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip);
                    float SpreadSight = RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight);
     
                    if (bNoSpread)
                    {
                        if (SpreadSight == localPlayer.CurrentWeapon.DeviationZoom || SpreadHip == localPlayer.CurrentWeapon.DeviationNoZoom)
                        {
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                            return true;
     
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, 0.5f);
                        if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                            RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, 0.5f);
                        }
                    }
                    else 
                    {
                        if (SpreadSight == 0.5f || SpreadHip == 0.5f)
                        {
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == localPlayer.CurrentWeapon.DeviationNoZoom && RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == localPlayer.CurrentWeapon.DeviationZoom)
                                return true;
     
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadHip, localPlayer.CurrentWeapon.DeviationNoZoom);
                            if (RPM.ReadFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight) == 0.5f)
                                RPM.WriteFloat(pSwayData + Offsets.PZ_GunSwayData.m_SpreadSight, localPlayer.CurrentWeapon.DeviationZoom);
                        }
                    }
                }
                catch (Exception ex)
                {
     
                }
                return false;
            }
            #endregion
    Original Poster: zakaria1996

    The original poster says he/she has tested it and its 100% safe from FF, GGC, and PB but I wouldn't know anything about that as I have not tested it, i'm just sharing it.

    thanks bro is perfverct

  6. #6
    progidio's Avatar
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    thanks works rly good!

  7. #7
    GhostDecker's Avatar
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    how can you use this can someone tell me ??

  8. #8
    dany_diaz's Avatar
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    Thanks man !

  9. #9
    pacoporras7's Avatar
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    This still working??

  10. #10
    Tigr44's Avatar
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    Anyone can confirm that is still UD by PB?

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