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How to Compile Wallhack Source [Tutorial ]

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Solved How to Compile Wallhack Source [Tutorial ]

Post by Error 404 on Fri Jan 15, 2010 10:15 am

There is a lot of people who was always asking on how to compile
fatboy wallhack source well now....im here to teach you
How to Compile Wallhack

Follow The Instructions:-
1. Download and Install Visual C++ here is a link [You must be registered and logged in to see this link.].
2. Download Direct SDK [You must be registered and logged in to see this link.]
3. Open Visual C++ 2008 Express Edition and Click Create Projects.

4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.

5. Click Application Settings , Click on dll option and Click Finish.


Code:
/*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/
 
 
#include <windows.h>
#include <detours.h>
#include <d3d8.h>
#include <d3dx8.h>
#include "log.h"
#include <fstream>
#include <iostream>
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
using namespace std;
static DWORD dwBeginScene            = 0x6D9D9250;
static DWORD dwEndScene                = 0x6d9d93a0;
static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
static DWORD dwSetStreamSource        = 0x6d9d6760;
static DWORD dwSetViewport            = 0x6d9d5b90    ;
 
 
int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;
 
LPDIRECT3DTEXTURE8  Red,Yellow,Green,Blue,Purple,Pink,Orange;
bool Color = true;
bool Logger = false;
ofstream ofile;   
char dlldir[320];
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool xhair = false;
bool WallHack = false;
bool WallHack2 = false;
HANDLE hand1      =NULL;
HANDLE hand2      =NULL;
 
DWORD bytes;
 
//Logger
int texarray[1000];
int arraycounter;
int delarray[500];
int dcount;
unsigned int arrc;
int i=0;
 
 
D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
 
 
char *GetDirectoryFile(char *filename)
{
    static char path[320];
    strcpy(path, dlldir);
    strcat(path, filename);
    return path;
}
 
void __cdecl add_log (const char *fmt, ...)
{
    if(ofile != NULL)
    {
        if(!fmt) { return; }
 
        va_list va_alist;
        char logbuf[256] = {0};
 
        va_start (va_alist, fmt);
        _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
        va_end (va_alist);
 
        ofile << logbuf << endl;
    }
}
 
HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
        return E_FAIL;
 
    WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
            |(WORD)(((colour32>>20)&0xF)<<8)
            |(WORD)(((colour32>>12)&0xF)<<4)
            |(WORD)(((colour32>>4)&0xF)<<0);
 
    D3DLOCKED_RECT d3dlr;   
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;
 
    for(int xy=0; xy < 8*8; xy++)
        *pDst16++ = colour16;
 
    (*ppD3Dtex)->UnlockRect(0);
 
    return S_OK;
}
 
 
//=================================EndScene_Start=================================================================================//
typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
oEndScene pEndScene;
 
HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
{
if(Color)
{
GenerateTexture(pDevice, &Red,      D3DCOLOR_ARGB    (255  ,  255  ,    0      ,    0      ));
GenerateTexture(pDevice, &Yellow,  D3DCOLOR_ARGB    (255  ,  255  ,    255    ,    0      ));
GenerateTexture(pDevice, &Green,    D3DCOLOR_ARGB    (255  ,  0    ,    255    ,    0      ));
GenerateTexture(pDevice, &Blue,    D3DCOLOR_ARGB    (255  ,  0    ,    0      ,    255    ));
GenerateTexture(pDevice, &Purple,  D3DCOLOR_ARGB    (255  ,  102  ,    0      ,    153    ));
GenerateTexture(pDevice, &Pink,    D3DCOLOR_ARGB    (255  ,  255  ,    20      ,  147    ));
GenerateTexture(pDevice, &Orange,  D3DCOLOR_ARGB    (255  ,  255  ,    165      ,  0      ));
Color=false;
}
 
if(xhair)
{
  D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
  D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
  pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0,  0);
  pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0,  0);
}   
 
//=============================================UnHooK_Start===================================================//
 
if((GetAsyncKeyState(VK_F5)&1))       
{   
int end    =NULL;
int dip    =NULL;
int svp    =NULL;
int sss    =NULL;
 
 
BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
hand1 = GetCurrentProcess();
DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
end = 0x6d9d93a0;
dip = 0x6d9d73a0;
svp = 0x6d9d5b90;
sss = 0x6d9d6760;
 
WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
}   
//=========================================UnHook_End=========================================================//
 
if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}       
if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}       
 
return pEndScene(pDevice);
}
//====================================EndScene_End============================================================================//
 
 
 
 
//=================================Dip_Start============================================================================================//
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive;
 
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
 
 
 
 
if(WallHack)
{
texnum = (nNumVertices*100000)+nPrimitiveCount;
    if(m_Stride==40 &&
 
  (texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
  (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
  (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
  (texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
  (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
  (texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)||
  (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)||
  (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)||
  (texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)||
  (texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)||
  (texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&
 
 
 
    (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
    (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm
    (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
    (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
    (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody    thanks japennese guy =)
    //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
    (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item
    (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
    (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Orange);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
 
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
 
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}           
 
if(m_Stride==40 && texnum== 21300174)   
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Green);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Purple);
}     
 
 
if(nNumVertices == 158 && nPrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
 
if (nNumVertices == 171 && nPrimitiveCount == 143)
{
 
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
 
 
 
if(m_Stride==40 &&//face,mask etc...
(texnum==36700612) ||
(texnum==9600172 ) ||
(texnum==14200236) ||
(texnum==37800552) ||
(texnum==28100486) ||
(texnum==35500568) ||
(texnum==2200024 ) ||
(texnum==16200243) ||
(texnum==31900466) ||
(texnum==19300342) ||
(texnum==36200604) ||
(texnum==21300290) ||
(texnum==35700558) ||
(texnum==22100396) ||
(texnum==36100604) ||
(texnum==27100464) ||
(texnum==11400180) ||
(texnum==34900580) ||
(texnum==13200212) ||
(texnum==34700538) ||
(texnum==19500352)&&
(nNumVertices == 448 && nPrimitiveCount == 776))
 
{
pDevice->SetTexture(0,Blue);
}
 
 
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}
 
/*Logger
if(m_Stride==40){
 
 
 while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
    while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
    bool alrdy=false;
    bool inarr=false;
 
        if(texarray[arrc]==texnum)
            if(delarray[i]==texarray[arrc])
            alrdy=true;
    for(int i=0;i<dcount;i++) //sees if said texture is in delarray
        if(delarray[i]==texnum)
            inarr=true;
    if(texarray[arrc]==texnum || inarr){ //If true, color model differently
        LPDIRECT3DTEXTURE8 texCol;
            DWORD dwOldZEnable = D3DZB_TRUE;
            pDevice->SetTexture(0, NULL);
            pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
            pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
                texCol=Blue;
            else
                texCol=Red;
          pDevice->SetTexture(0, texCol);
            pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
            pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
 
    }
}
if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
    bool inarr=true;
    for(int k=0;k<dcount;k++){
        if(delarray[k]==texarray[arrc])
        {
            inarr=false;//Found selected texture to already exist
            delarray[k]=0;//Delete texture
            break;//Cancel loop
        }
    }
    if(inarr==true)
    {
    delarray[dcount]=texarray[arrc];//Add texture
    dcount++;
    }
}
if(GetAsyncKeyState(VK_F7)&1){
int total=1;
    add_log("omfg values?!? {");
    for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
        if(delarray[x]){
            add_log("%i,",delarray[x]); //add_log2==add_log but without endl
            total++;
        }
    add_log("}; %i variables in array",total);
}
bool found = false; //THIS PART CREDITS TO KRYPTEC
for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
{
    if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
}
    if(!found && arraycounter < 1000)
    {
    texarray[arraycounter]=texnum;
    arraycounter++;
    }*/
 
 
}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}
//=====================================Dip_End===========================================================================//
 
 
//=====================================Sss_Start==========================================================================//
typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
oSetStreamSource pSetStreamSource;
 
HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
{
        if(nStreamNumber==0)
        m_Stride = nStride;
 
    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
}
//====================================Sss_End============================================================================//
 
//====================================Svp_Start==========================================================================//
typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
oSetViewport pSetViewport;
 
HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
{
    ScreenCenterX = ( float )pViewport->Width / 2;
    ScreenCenterY = ( float )pViewport->Height / 2;   
 
    return pSetViewport(pDevice,pViewport);
}
//===================================Svp_End=============================================================================//
 
typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
oBeginScene pBeginScene;
 
HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
{
    if((GetAsyncKeyState(VK_F6)&1))   
    {
        pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
        pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
        pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
        pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
    }
 
    return pBeginScene(pDevice);
}
 
 
BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
    DisableThreadLibraryCalls(hModule);
 
    if ( dwReason == DLL_PROCESS_ATTACH )
    {
 
        //=========Log==========================//
        GetModuleFileName(hModule, dlldir, 512);
        for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } }
        ofile.open(GetDirectoryFile("log.txt"), ios::app);   
        //=========Log=========================//
 
        pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
        pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
        pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
        pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
        pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
 
}
return TRUE;
}

7.Delete dllmain.cpp You don't Need it.

8. Include stdafx.h should be on top of Other Includes.

9. Click on Projects on top, Click Add New Item.

10.Click on Header file (.h), Name it log and Click Add.

11. Copy and Paste the source on the Header file you Created.
log.h (a header file)
6. Copy the source and Paste it on your Blank page of your project name (.cpp)

name.cpp

[code]#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
#endif[/html]

12.go to tools>>option-projects and solution-VC++directories and add direct sdk Summer 2004 includes and library.

13. Click on Project And then Click Properties.

14.Click on Configuration Properties , On the Right side on Character set, Change "Use Unicode Character set" to "Use Multi-Byte Character set" and Click Ok.

15. Download the files i attached in this thread and place the detours.h in your Include folder C:\Program Files\Microsoft Visual Studio 9.0\VC\include and Detours.lib in your Library folder C:\Program Files\Microsoft Visual Studio 9.0\VC\lib.

16. Click Build and Build your Project.

17. You will find your DLL file in C:\Documents and Settings\TheIFear\My Documents\Visual Studio 2008\Projects\(name of your dll)\Debug, and you will find your dll.

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Q1:I have an error "C1083: Cannot open include file: 'detours.h': No such file or directory" What should i do?
A1: Download the file I attached and place Detours.h in your Include folder C:\Program Files\Microsoft Visual Studio 9.0\VC\include
Detours.lib in your Lib folder C:\Program Files\Microsoft Visual Studio 9.0\VC\lib

Q2:I have another error same as detours.h but now it's asking d3dx8.h what should i do?
A2: Redo Step 12 an add Include of Direct SDK Summer 2004.

Q3:I Have an error "LINK: fatal error LNK1104: unable to open the file 'd3d8.lib' " What should i do?
A3: Redo step 12 and add Library of Direct SDK Summer 2004.

Q4: Does this Wallhack works?
A4:Yes it Does and its detected.

Q5: I get so many errors when i compile it about d3d8.h or other headers what should I do?
A5: Go F.U.C.K yourselves (j.k), you didn't copy all of the source perfectly or something might be missing, so you should either check the source if it copied well or check for the header that keeps appearing in the compiler and re download it and everything should work well.

Q6: Does this work for Windows Vista or 7 (new)?
A6: No it doesn't, you should change the vtable so it can work.

Q7: Will you make a Tutorial for how to make it undetected?
A7: No, And **** off and stop ****ing pm about it you ****ing retards.(j.k) but seriously Stop!!.

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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by Vcas on Fri Jan 15, 2010 11:42 am

hehehe, mahirap ito sa mga hindi nakakaintindi, kaya ang need ng iba ay manghingi na lang ng cheat...

may tina try pa ako sir, yung edited barney21
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by lilJYD24 on Fri Jan 15, 2010 1:07 pm

leech i post this in descipe^^ but not same but the video is same i know how to do this^^
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by Error 404 on Fri Jan 15, 2010 1:52 pm

Di ko 2 ni leech >.< sadyang magka2preho tau ng video dahil yan lng nkita ko...

Mtgal ko na din na post yan sa PN...

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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by JuneJee on Thu Feb 18, 2010 10:28 pm

thanks for the guide.... wahehheheh.... try and try again.... hahay.....
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by toledz on Sun Feb 21, 2010 3:46 pm

mga kua hirap nmn yn :';sdfsf:
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by frekz215 on Sat Feb 27, 2010 2:08 pm

uu nga ang hirap, lalot na wala kang alam sa program ahaha
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by s2pidluv on Sat Feb 27, 2010 2:36 pm

ang hirap gawin ..... pero slamat sa guide ... tnx ...
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by MoonWalk on Fri Mar 05, 2010 9:29 pm

asan po ung detours.h?
wala kasi sa lib file ko eh...
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by jhefrey on Fri Mar 19, 2010 9:39 pm

malapit na ako matapos sa pagkokompile pero mahirap kac wala kaming sariling pc
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by jhefrey on Fri Mar 19, 2010 9:43 pm

try nyo nalang at mag intindi sa mga instruction ni error404 makuha nyo rin!!! wag kau sabi na mahirap tapusin mo ang pag cocompile mo para ma test mo kung gumana ba
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Solved Re: How to Compile Wallhack Source [Tutorial ]

Post by jhefrey on Sat Mar 20, 2010 6:58 pm

error404 anu po ba ito wallhack?? at anu hotkeys n2 pagkatapos i compile
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Solved Re: How to Compile Wallhack Source [Tutorial ]

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