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 Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..

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wakakak06
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PostSubject: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 8:28 am

Nih langsung ja

name.cpp

PHP Code:
/*creds to 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;

//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)<<Cool
|(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");
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_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);
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
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
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 KRYPTEC
for(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;
}
log.h
PHP Code:
#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
#endif
How to add DirectX SDK:Look in the media section of this site:
soldierfront wallhacks
and
Wallhack: Source Code (Developer's Only)

Understanding detours:
OK,this little topic will be easy if you understand codecaves.

Basically what we use a detour for is to hijack an api/function.So what asmebly it writes is a Jmp[0xE9] to our module,so that now we control that function....then in the hook you hack then the original is then executed....jmp back to the original..where the program can keep flowing. Codecaves work similar but most people jmp inside the target process and u must find the empty space..and write all the extra jmp backs.

DirectX WallHack\Chams:
There are many way of doing this
the way i do it is clearing the zbuffer on the disred (model rec).
Code:

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);//disables the zbuffer on our model rec

pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);//stencil buffer can be used to make a wallhack dont really need it

pDevice->SetTexture(0,Red);//set texture on model rec

Since the zbuffer is disabled thats wht u see red behind the walls

pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);//redraws the scene
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);//turns zbuffer back on
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);//stencil
pDevice->SetTexture(0,Yellow);//sets color on model rec

Buat Leechers nih gw kasih makan tuh BATA cek pm gan!
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suryaagung
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 9:01 am

aduh mumet hahahahhahahah kk kasih pencerahanya dong hehehheh ok
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wend1tan
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 9:29 am

tanya tanya tanya tanya tanya
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ZaragozaR
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 9:48 am

ini di apain???? cape dee
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wakakak06
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 9:57 am

gw juga g tau sihh.............

tapi copy paste ke notepad

> Paste di Notepad trus lo simpan dah jadi deh cheatnya..........

cari aplikasi cheat yg murah dan select DLL for inject
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wakakak06
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 10:00 am

[b] MOHON KASIH CENDOL JUGA YA REPUTASI WE BELUM ADA sembah NO SARA
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warz0ne
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 10:12 am

Sori bro,

Kalau gak salah ini dicompile untuk WH nya warrock ? dulu soalnya aku sudah coba untuk PB tp gak bisa.

Maaf kalau ada salah kata.
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polur
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 12:07 pm

mna link na gan.................setan
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shaffira
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 12:13 pm

nuhun kang gamapng bgt niyh heuheu
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rido jendral
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 12:20 pm

=======
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b03_n9ul
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 12:37 pm

apa an tuh, kagak ngerti GUA, mohon pencerahan nya GAN..........
sembah sembah sembah sembah sembah sembah sembah sembah sembah sembah sembah
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aridewa
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 1:23 pm

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pb.expert
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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Tue Oct 26, 2010 9:55 pm

NOT WORKED DETECTED

__________________________________________________________________________________________________
jika yang saya share berguna, jangan lupa tekan tombol [+]
di pojok kanan atas

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PostSubject: Re: Yang mau cheat WH 26102010 ...... gw baru pertamax sharenya hihiihihi..   Today at 7:15 pm

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