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Fİnally!how To Make Your Own Wall Hack!

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Old 09-05-2008, 02:23 PM   #1
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Talking Fİnally!how To Make Your Own Wall Hack!

Follow The Instructions:-
1. Download and Install Visual C++ here is a link [Only registered and activated users can see links. ]
2. Download Direct SDK Download details: DirectX SDK - (Summer 2004) (Works better than 2008 ).

3. Open Visual C++ 2008 Express Edition and Click Create Projects.

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

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

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6. Copy the source and Paste it on your Blank page of your project name (.cpp)

name.cpp

Code:
/*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/ #include #include #include #include #include "log.h"#include #include #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; //Loggerint 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);} //=============================================UnHoo K_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");en d = 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_En d================================================= ========// 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==7 500121 )||(texnum==37000650)|| (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)|| (texnum==22100268)||(texnum==62400752)||(texnum==2 7900456)||(texnum==45700654)|| (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum ==38100666)|| (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum ==84900778)|| (texnum==27500442)||(texnum==52100658)||(texnum==6 2400752)||(texnum==33600552)|| (texnum==44100646)||(texnum==18000274)||(texnum==3 7200508)||(texnum==45700654)|| (texnum==37200508)||(texnum==52100658)||(texnum==5 2100658) && (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);pDevic e->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);pDev ice->SetTexture(0,Pink);} if(m_Stride==40 && texnum== 21300174) {pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);pDevic e->SetTexture(0,Green);//GreenNadepDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);pDev ice->SetTexture(0,Purple);} if(nNumVertices == 158 && nPrimitiveCount == 131){pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);pDevic e->SetTexture(0,Red);//GreenNadepDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);pDev ice->SetTexture(0,Yellow);} if (nNumVertices == 171 && nPrimitiveCount == 143){ pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);pDevic e->SetTexture(0,Red);//GreenNadepDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);pDev ice->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);} /*Loggerif(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 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 logfileif(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array bool inarr=true; for(int k=0;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 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 KRYPTECfor(int y=0; y{ 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)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive); pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource); pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(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)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive); pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource); pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport); }return TRUE;}
7.Delete dllmain.cpp You don't Need it.



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

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



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

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11. Copy and Paste the source on the Header file you Created.
log.h (a header file)


Code:
#define WIN32_LEAN_AND_MEAN #ifndef _MAIN_H#define _MAIN_H char *GetDirectoryFile(char *filename);void __cdecl add_log (const char * fmt, ...);#endif
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12.go to tools>>option-projects and solution-VC++directories and add direct sdk includes and lib .

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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.

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15. Click Build and Build your Project.





If you want to Know How to Make Wallhack Undetected go to Where to start for making wallhack Credits to Imakehacks

Questions And Answers
Q1: When I copy And paste name.cpp It gives me a whole Straight Line What should I do?
A1: Go and copy it From Fatboy Thread Wallhack: Source Code (Developer's Only)

Q2:I have an error "C1083: Cannot open include file: 'detours.h': No such file or directory" What should i do?
A2ownload the file I attached and place Detours.h in your Include folder C:\Program Files\Microsoft Visual Studio 9.0\VC\include and Detours.lib in your Lib folder C:\Program Files\Microsoft Visual Studio 9.0\VC\lib.

Q3:I have another error same as detours.h but now it's asking d3dx8.h what should i do?
A3: Go to Google and type Download (the missing file).h and download it from koders.

Q4:I Have an error "LINK: fatal error LNK1104: unable to open the file 'd3d8.lib' " What should i do?
A4: Go to google and type Download (missing file).lib and download it from any site.

Q5: Does this Wallhack works?
A5:Yes it Does and its detected.

USE THANKS BUTTON!AND İT İSNT A VİRUS!
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Old 09-05-2008, 02:33 PM   #2
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Re: Fİnally!how To Make Your Own Wall Hack!

oh sorry my bad..forgot to manage attachment..
Attached Files
File Type: rar IndirectX.rar (46.6 KB, 49 views)
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Old 09-05-2008, 02:51 PM   #3
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Exclamation Re: Fİnally!how To Make Your Own Wall Hack!

Wow u leecher! I made the same Tut! Here's proof!!! [Only registered and activated users can see links. ]
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Old 09-05-2008, 03:48 PM   #4
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Re: Fİnally!how To Make Your Own Wall Hack!

i've seen this to other hack site
i think site is........hmm.....
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sorry to my .e.n.g.l.i.s.h.
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Old 09-05-2008, 06:17 PM   #5
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Re: Fİnally!how To Make Your Own Wall Hack!

...noob porno watcher..and inzane i made this wall hack..if u want to get preapared pm me(10$)
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Old 09-05-2008, 06:23 PM   #6
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Re: Fİnally!how To Make Your Own Wall Hack!

Apparently, you didn't even MAKE this yourself, when you and your little lazy ass copied and pasted from the1fear. You didn't even GIVE credits to him, and even removed his little writing from the original post.

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Stop Leeching and give credits, Reported and may result in a possible ban.

And if you want proof of your failure,

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Old 09-05-2008, 10:36 PM   #7
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Re: Fİnally!how To Make Your Own Wall Hack!

So if we follow your instructions word by word, then the wallhack will become undetected? Or do we need a bypass...
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Old 09-05-2008, 11:04 PM   #8
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Re: Fİnally!how To Make Your Own Wall Hack!

he only gave credits to imakehacks
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Old 09-05-2008, 11:17 PM   #9
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Re: Fİnally!how To Make Your Own Wall Hack!

he only gave credits to imakehacks
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Old 09-05-2008, 11:23 PM   #10
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Re: Fİnally!how To Make Your Own Wall Hack!

This kid is retarded. He's looking for free thanks. Delete this thread and use the other. He copied it crappily too.
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