|
You last visited: Today at 22:23
Advertisement
War Rock Cheat Programming Discussion
Discussion on War Rock Cheat Programming Discussion within the WarRock forum part of the Shooter category.
11/19/2013, 21:34
|
#316
|
elite*gold: 0
Join Date: Oct 2013
Posts: 162
Received Thanks: 170
|
Quote:
Originally Posted by Kazbah__
im sure you only check the first 50 users on userlist ...
|
nops  i founded a right function for user list and looping all user there and then
if GMWarnonserver contain [GM] i gona send a warning ^^
if you want i could post full source and full code of ollydbg and how i did it
if strstr(GMWarnonserver,"[GM]NX")
|
|
|
11/19/2013, 21:35
|
#317
|
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
|
Quote:
Originally Posted by Kazbah__
im sure you only check the first 50 users on userlist ...
|
Which is pretty easy to do anyways. Also it is possible to just search for them by sending a few packets and then filtering out the reply.
|
|
|
11/19/2013, 21:43
|
#318
|
elite*gold: 123
Join Date: Sep 2009
Posts: 1,920
Received Thanks: 1,052
|
Quote:
Originally Posted by Raz9r
Which is pretty easy to do anyways. Also it is possible to just search for them by sending a few packets and then filtering out the reply.
|
Send:
Receive:
Code:
28960 1 23542775 [GM]NXFallen 0 -1 -1 1 3 1 -1 -1
(Example)
You also can see where the admin is. Like "Lobby/CQC/BG/AI", Room, prem &&
General:
Code:
28960 X 23542775 Y 0 -1 -1 1 3 1 -1 -1
if x = 0 -> No Admin online
if x = 1 -> 1 Admin online
if x > 1 -> More then 1 Admin online (x Admins)
Y = GM Name
|
|
|
11/19/2013, 21:54
|
#319
|
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
|
Just out of interest, how do you guys fix the timestamp corruption when sending custom packets? Do you use War Rocks internal functions, hook its main thread or do you synchronize the packets with some sort of concurrent queue? Or do you just not synchronize and hope there are no before-relationship issues with the logical time?
e/ for further clarification:
Assume we have to packets p and q, whose timestamps are defined as LT(p) and LT(q). The War Rock server assumes the packets are sent following a before-relationship, which essentially means that the following must be true for every packet:
p before q ⇒ LT(p) < LT(q)
This also means that there cannot be two packets p and q with LT(p) = LT(q), which can be an issue when dealing with concurrency.
|
|
|
11/20/2013, 12:29
|
#320
|
elite*gold: 0
Join Date: Oct 2013
Posts: 1,547
Received Thanks: 796
|
I Need OFS_Localplayersize Addy.
|
|
|
11/20/2013, 13:09
|
#321
|
elite*gold: 0
Join Date: Dec 2012
Posts: 6
Received Thanks: 0
|
I need adresses anyone have?:P
|
|
|
11/20/2013, 13:11
|
#322
|
elite*gold: 0
Join Date: Oct 2013
Posts: 1,547
Received Thanks: 796
|
Addys :
Code:
//####################[ CyberMask Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER 0xAF2810
#define ADR_SERVERPOINTER 0xAECFD8
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_REMOTEPOINTER 0xB747C0
#define ADR_VIEWANGELS 0xAEC070
#define ADR_DEVICEPOINTER 0x8CEC3C
#define ADR_BASEPOINTER 0xB24D98
#define ADR_STATEPOINTER 0xAF2838
#define ADR_WEAPONPOINTER 0xB10DF8
#define ADR_VEHICLEPOINTER 0xAEC1E0
#define ADR_VEHICLEPOINTER2 0xAEC178
#define ADR_GPUPOINTER 0x8CEC3C
#define ADR_ZOMBIEMAPPOINTER 0xAEC490
#define ADR_BOMBPOINTER 0xAF2E30
#define ADR_WARROCKHWID 0xAEC06C
#define ADR_GEARBASE 0xB10DF0
#define ADR_MATRIXPOINTER 0xA7A6B0
#define ADR_REMOTEVEHICLE 0xAEC178
#define ADR_ROOMCLASS 0xAF2E24
#define ADR_USERPOINTER 0xAECFD8
#define ADR_USERBASE 0xAF2E30
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE 0xAEC094
#define ADR_STARTSTAMINA 0x89BEC0
#define ADR_STAMINAROLL 0x89BEC8
#define ADR_BONESHOT 0x8D2BB8
#define ADR_BONESHOT2 0xB8EF08
#define ADR_SPEED 0x8D1F88
#define ADR_NOSPAWNWAIT1 0xB8EE3C
#define ADR_NOSPAWNWAIT2 0xB8EE40
#define ADR_NOSPAWNWAIT3 0xB8EE44
#define ADR_NOBOUNDS1 0xB8486C
#define ADR_NOBOUNDS2 0xB84870
#define ADR_NOBOUNDS3 0xB8487E
#define ADR_SCOPE 0x93D490
#define ADR_SCOPESIZE 0x93D498
#define ADR_PLANTANYWHERE 0xAEC0AE
#define ADR_DEFUSEANYWHERE 0x93D4AC
#define ADR_STW 0xAEC4A8
#define ADR_WUW 0xAF9634
#define ADR_WTH 0x8934A4
#define ADR_GMWARNING 0xB1686C
#define ADR_GMWARNINGIP 0xB1646C
#define ADR_SUPERNOSPREAD 0x8D1C08
#define ADR_WEAPONGLOBAL1 0xB10DB8
#define ADR_WEAPONGLOBAL2 0xB65490
#define ADR_CLANTAG1 0xB10D98//*(PINT) 1
#define ADR_CLANTAG2 0xB10D54//*(PINT) 1
#define ADR_CLANTAG3 0xB10DA0//*(PINT) 1
#define ADR_CLANTAG4 0xB0F81C//*(PINT) 1
#define ADR_CLANTAG5 0xAA8A64//*(PINT) 1
#define ADR_CLANTAG6 0xB2541C//(PCHAR)Name of Clan
#define ADR_FASTAMMO 0xAF6E1C
#define ADR_FASTHEALTH 0xAF6E24
//########################[ Offsets ]########################//
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_GRAVITY_Y 0xC4B0
#define OFS_GRAVITY_X 0xC4B8
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_SLOT1 0x9F1E0
#define OFS_SLOT2 0x9F1E1
#define OFS_SLOT3 0x9F1E2
#define OFS_SLOT4 0x9F1E3
#define OFS_SLOT5 0x9F1E4
#define OFS_SLOT6 0x9F1E5
#define OFS_SLOT7 0x9F1E6
#define OFS_SLOT8 0x9F1E7
#define OFS_VIEW_X 0x101D4
#define OFS_VIEW_Y 0x101DC
#define OFS_VIEW_Z 0x101D8
#define OFS_3DPLAYERVIEW 0x101A0
#define OFS_WALKHEIGHT 0x8D1C34
#define OFS_INVISIBLE 0xB7E44
#define OFS_FASTNADEBLAST 0x10114
#define OFS_PITCH 0x101A8
#define OFS_YAW 0x101C4
#define OFS_WEAPONSTATE 0xC4D0
#define OFS_WEAPON1 0x101EC
#define OFS_WEAPON2 0x101EE
#define OFS_WEAPON3 0x101F0
#define OFS_NORECOIL1 0xC444
#define OFS_NORECOIL2 0xC448
#define OFS_NORECOIL3 0xC450
#define OFS_NOSPREAD 0x10110
#define OFS_NOFALLDAMAGE 0x102E8
#define OFS_AUTOPLANT 0x10370
#define OFS_AUTODEFUSE 0x10374
#define OFS_AUTOSHOT 0x10386
#define OFS_NODELAY 0x0
#define OFS_NORELOAD 0x1040D
#define OFS_PLAYERSTATE 0xC4CC
#define OFS_PLAYERSPEED 0x1010C
#define OFS_WEAPONDAMAGE 0x14BC
#define OFS_WEAPONDEFENCE 0x14C0
#define OFS_WEAPONRANGE 0x0
#define OFS_AMMONUMBER 0x14C8
#define OFS_MAGAZINENUMBER 0x858D002C
#define OFS_EFFECTRANGE 0x14D0
#define OFS_PARABOLA 0x14D4
#define OFS_SHOTSPEED 0x14E4
#define OFS_WEAPONWHEIGHT 0x14E8
#define OFS_GLOBALSIZE 0xB10
#define OFS_PLAYERID 0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1 0x51B876
#define ASM_WARROCKCHECK2 0x5DF0BF
#define ASM_SELFCRC 0x0
#define ASM_WARROCKANTICRASH 0x51B876
#define ASM_QUICKPLANT 0x51173E
#define ASM_QUICKDEFUSE 0x50D7DB
#define ASM_NORELOAD 0x0
#define ASM_AUTOAMMO 0x5066E5
#define ASM_RADARGPS 0x59FE16
#define ASM_MOVETOLOBBY 0x4DF822
#define ASM_SNIPERAMMO 0x60FC28
#define ASM_ASSAULTAMMO 0x42B1F9
#define ASM_BACKTOLOBBY 0x4DF4A9
#define ASM_MINEVIEW1 0x44858A
#define ASM_MINEVIEW2 0x448608
#define ASM_UNLOXYGEN 0x50882B
#define ASM_ESPHEALTH 0x45DCA6
#define ASM_OPK1 0x408567
#define ASM_OPK2 0x408570
#define ASM_OPK3 0x40856C
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito ]######//
Structs :
Code:
=================================================
============== BuRn3R Struct Logger =============
== Structs: CPlayer, CServer, CBase & CVehicle ==
=================================================
struct CPlayer
{
char BuRn3R1[2832];//0x00
int GlobalIndex;//0xB10
char BuRn3R2[47408];//0xB14
float NoRecoil1;//0xC444
float NoRecoil2;//0xC448
float NoRecoil3;//0xC44C
char BuRn3R3[72];//0xC450
BYTE Index;//0xC498
char BuRn3R4[19];//0xC499
float GravityX;//0xC4AC
float GravityY;//0xC4B0
float GravityZ;//0xC4B4
char BuRn3R5[24];//0xC4B8
int WeaponState;//0xC4D0
char BuRn3R6[15416];//0xC4D4
float PlayerSpeed;//0x1010C
float NoSpread;//0x10110
float FastNadeBlast;//0x10114
char BuRn3R7[136];//0x10118
int PlayerView3D;//0x101A0
char BuRn3R8[4];//0x101A4
float Pitch;//0x101A8
char BuRn3R9[24];//0x101AC
float Yaw;//0x101C4
char BuRn3R10[12];//0x101C8
float ViewX;//0x101D4
float ViewY;//0x101D8
float ViewZ;//0x101DC
char BuRn3R11[12];//0x101E0
WORD Weapon1;//0x101EC
WORD Weapon2;//0x101EE
WORD Weapon3;//0x101F0
char BuRn3R12[90];//0x101F2
BYTE PlayerState;//0x1024C
char BuRn3R13[155];//0x1024D
float NoFallDamage;//0x102E8
char BuRn3R14[20];//0x102EC
float PosX;//0x10300
char BuRn3R15[4];//0x10304
float PosY;//0x102F8
char BuRn3R16[4];//0x102FC
float PosZ;//0x10308
char BuRn3R17[100];//0x1030C
DWORD AutoPlant;//0x10370
DWORD AutoDefuse;//0x10374
char BuRn3R18[14];//0x10378
DWORD AutoShot;//0x10386
char BuRn3R19[106];//0x1038A
float NoM134Idle;//0x103F4
char BuRn3R20[19228];//0x103F8
int LocalIndex;//0x14F14
};
struct CServer
{
char BuRn3R1[292];//0x00
BYTE AntiAbnormal1;//0x124
BYTE AntiAbnormal2;//0x125
char BuRn3R2[570];//0x126
BYTE AntiAbnormal3;//0x360
BYTE AntiAbnormal4;//0x361
char BuRn3R3[554];//0x362
int Premium;//0x58C
long PremiumDays;//0x590
char BuRn3R4[-22000];//0x594
int SuperMaster;//0xFFFFAFA4
char BuRn3R5[20565];//0xFFFFAFA8
BYTE Slot1;//0xFFFFFFFD
BYTE Slot2;//0xFFFFFFF9
BYTE Slot3;//0xFFFFFFFA
BYTE Slot4;//0xFFFFFFFB
BYTE Slot5;//0x0
BYTE Slot6;//0xFFFFFFFD
BYTE Slot7;//0xFFFFFFFE
BYTE Slot8;//0xFFFFFFFF
char BuRn3R6[913816];//0x0
long Level;//0xDF198
char BuRn3R7[-160628];//0xDF19C
long Dinar;//0xB7E28
char BuRn3R8[24];//0xB7E2C
long Invisible;//0xB7E44
char BuRn3R9[1304];//0xB7E48
int RoomMaster//0xB8360
};
struct CVehicle
{
char BuRn3R1[11452636];//0x00
float Pitch;//0xAEC0DC
float Yaw;//0xAEC0E0
};
struct CBase
{
CPlayer* pLocal;//0x0
char* BuRn3R1[-4];//0x4
CPlayer** pGlobal;//0x0
};
|
|
|
11/20/2013, 13:53
|
#323
|
elite*gold: 26
Join Date: Nov 2013
Posts: 410
Received Thanks: 249
|
[quote=GTGameerish;25970182]Addys :
Code:
//####################[ CyberMask Logger ]####################//
//########################[ Pointers ]########################//
#define ADR_PLAYERPOINTER 0xAF2810
#define ADR_SERVERPOINTER 0xAECFD8
#define ADR_HEALTHPOINTER 0x31FB8
#define ADR_REMOTEPOINTER 0xB747C0
#define ADR_VIEWANGELS 0xAEC070
#define ADR_DEVICEPOINTER 0x8CEC3C
#define ADR_BASEPOINTER 0xB24D98
#define ADR_STATEPOINTER 0xAF2838
#define ADR_WEAPONPOINTER 0xB10DF8
#define ADR_VEHICLEPOINTER 0xAEC1E0
#define ADR_VEHICLEPOINTER2 0xAEC178
#define ADR_GPUPOINTER 0x8CEC3C
#define ADR_ZOMBIEMAPPOINTER 0xAEC490
#define ADR_BOMBPOINTER 0xAF2E30
#define ADR_WARROCKHWID 0xAEC06C
#define ADR_GEARBASE 0xB10DF0
#define ADR_MATRIXPOINTER 0xA7A6B0
#define ADR_REMOTEVEHICLE 0xAEC178
#define ADR_ROOMCLASS 0xAF2E24
#define ADR_USERPOINTER 0xAECFD8
#define ADR_USERBASE 0xAF2E30
//########################[ Address ]########################//
#define ADR_QUICKPLANTDEFUSE 0xAEC094
#define ADR_STARTSTAMINA 0x89BEC0
#define ADR_STAMINAROLL 0x89BEC8
#define ADR_BONESHOT 0x8D2BB8
#define ADR_BONESHOT2 0xB8EF08
#define ADR_SPEED 0x8D1F88
#define ADR_NOSPAWNWAIT1 0xB8EE3C
#define ADR_NOSPAWNWAIT2 0xB8EE40
#define ADR_NOSPAWNWAIT3 0xB8EE44
#define ADR_NOBOUNDS1 0xB8486C
#define ADR_NOBOUNDS2 0xB84870
#define ADR_NOBOUNDS3 0xB8487E
#define ADR_SCOPE 0x93D490
#define ADR_SCOPESIZE 0x93D498
#define ADR_PLANTANYWHERE 0xAEC0AE
#define ADR_DEFUSEANYWHERE 0x93D4AC
#define ADR_STW 0xAEC4A8
#define ADR_WUW 0xAF9634
#define ADR_WTH 0x8934A4
#define ADR_GMWARNING 0xB1686C
#define ADR_GMWARNINGIP 0xB1646C
#define ADR_SUPERNOSPREAD 0x8D1C08
#define ADR_WEAPONGLOBAL1 0xB10DB8
#define ADR_WEAPONGLOBAL2 0xB65490
#define ADR_CLANTAG1 0xB10D98//*(PINT) 1
#define ADR_CLANTAG2 0xB10D54//*(PINT) 1
#define ADR_CLANTAG3 0xB10DA0//*(PINT) 1
#define ADR_CLANTAG4 0xB0F81C//*(PINT) 1
#define ADR_CLANTAG5 0xAA8A64//*(PINT) 1
#define ADR_CLANTAG6 0xB2541C//(PCHAR)Name of Clan
#define ADR_FASTAMMO 0xAF6E1C
#define ADR_FASTHEALTH 0xAF6E24
//########################[ Offsets ]########################//
#define OFS_X 0x10300
#define OFS_Y 0x10310
#define OFS_Z 0x10308
#define OFS_GRAVITY_Y 0xC4B0
#define OFS_GRAVITY_X 0xC4B8
#define OFS_GRAVITY_Z 0xC4B4
#define OFS_SLOT1 0x9F1E0
#define OFS_SLOT2 0x9F1E1
#define OFS_SLOT3 0x9F1E2
#define OFS_SLOT4 0x9F1E3
#define OFS_SLOT5 0x9F1E4
#define OFS_SLOT6 0x9F1E5
#define OFS_SLOT7 0x9F1E6
#define OFS_SLOT8 0x9F1E7
#define OFS_VIEW_X 0x101D4
#define OFS_VIEW_Y 0x101DC
#define OFS_VIEW_Z 0x101D8
#define OFS_3DPLAYERVIEW 0x101A0
#define OFS_WALKHEIGHT 0x8D1C34
#define OFS_INVISIBLE 0xB7E44
#define OFS_FASTNADEBLAST 0x10114
#define OFS_PITCH 0x101A8
#define OFS_YAW 0x101C4
#define OFS_WEAPONSTATE 0xC4D0
#define OFS_WEAPON1 0x101EC
#define OFS_WEAPON2 0x101EE
#define OFS_WEAPON3 0x101F0
#define OFS_NORECOIL1 0xC444
#define OFS_NORECOIL2 0xC448
#define OFS_NORECOIL3 0xC450
#define OFS_NOSPREAD 0x10110
#define OFS_NOFALLDAMAGE 0x102E8
#define OFS_AUTOPLANT 0x10370
#define OFS_AUTODEFUSE 0x10374
#define OFS_AUTOSHOT 0x10386
#define OFS_NODELAY 0x0
#define OFS_NORELOAD 0x1040D
#define OFS_PLAYERSTATE 0xC4CC
#define OFS_PLAYERSPEED 0x1010C
#define OFS_WEAPONDAMAGE 0x14BC
#define OFS_WEAPONDEFENCE 0x14C0
#define OFS_WEAPONRANGE 0x0
#define OFS_AMMONUMBER 0x14C8
#define OFS_MAGAZINENUMBER 0x858D002C
#define OFS_EFFECTRANGE 0x14D0
#define OFS_PARABOLA 0x14D4
#define OFS_SHOTSPEED 0x14E4
#define OFS_WEAPONWHEIGHT 0x14E8
#define OFS_GLOBALSIZE 0xB10
#define OFS_PLAYERID 0x0
//########################[ Assembly ]########################//
#define ASM_WARROCKCHECK1 0x51B876
#define ASM_WARROCKCHECK2 0x5DF0BF
#define ASM_SELFCRC 0x0
#define ASM_WARROCKANTICRASH 0x51B876
#define ASM_QUICKPLANT 0x51173E
#define ASM_QUICKDEFUSE 0x50D7DB
#define ASM_NORELOAD 0x0
#define ASM_AUTOAMMO 0x5066E5
#define ASM_RADARGPS 0x59FE16
#define ASM_MOVETOLOBBY 0x4DF822
#define ASM_SNIPERAMMO 0x60FC28
#define ASM_ASSAULTAMMO 0x42B1F9
#define ASM_BACKTOLOBBY 0x4DF4A9
#define ASM_MINEVIEW1 0x44858A
#define ASM_MINEVIEW2 0x448608
#define ASM_UNLOXYGEN 0x50882B
#define ASM_ESPHEALTH 0x45DCA6
#define ASM_OPK1 0x408567
#define ASM_OPK2 0x408570
#define ASM_OPK3 0x40856C
//######[ Credits to : CyberMask,NoName,R3D_L1n3,Exodus,Cyno,King7,Straquaz,CyberRazzer,Eagl3,AeroMan,Areys2nD,Kazbah,iKito ]######//
I have this addreess in my addylog:
#define ASM_NORELOAD 0x51A956
#define ASM_WARROCKCHECK1 0x51B87F
#define ASM_WARROCKCHECK2 0x51B8B0
#define ASM_WARROCKCHECK3 0x51B8F2
#define ADR_STW 0x89591C
#define ASM_OPK3 0x40857C
|
|
|
11/20/2013, 14:04
|
#324
|
elite*gold: 0
Join Date: Sep 2010
Posts: 92
Received Thanks: 425
|
#request dump after maintenance for today and more addies
|
|
|
11/20/2013, 14:17
|
#325
|
elite*gold: 0
Join Date: Oct 2013
Posts: 1,547
Received Thanks: 796
|
Suche immer noch LocalPlayerSize Addy ^^
|
|
|
11/20/2013, 15:32
|
#326
|
elite*gold: 0
Join Date: Mar 2008
Posts: 213
Received Thanks: 348
|
#request dumped warrock after update
|
|
|
11/20/2013, 16:30
|
#327
|
elite*gold: 26
Join Date: Nov 2013
Posts: 410
Received Thanks: 249
|
Warrock dump 20/11/2013:
|
|
|
11/20/2013, 17:06
|
#328
|
elite*gold: 0
Join Date: Dec 2012
Posts: 6
Received Thanks: 0
|
Anyone have this structurs? 
D3DXMATRIX Project;//
D3DXMATRIX View;//
pLocal;//
xJumpToAdress1[1169876];//
pGlobal;//
|
|
|
11/20/2013, 23:10
|
#329
|
elite*gold: 1
Join Date: Apr 2010
Posts: 13,772
Received Thanks: 15,036
|
Quote:
Originally Posted by Raz9r
Just out of interest, how do you guys fix the timestamp corruption when sending custom packets? Do you use War Rocks internal functions, hook its main thread or do you synchronize the packets with some sort of concurrent queue? Or do you just not synchronize and hope there are no before-relationship issues with the logical time?
e/ for further clarification:
Assume we have to packets p and q, whose timestamps are defined as LT(p) and LT(q). The War Rock server assumes the packets are sent following a before-relationship, which essentially means that the following must be true for every packet:
p before q ⇒ LT(p) < LT(q)
This also means that there cannot be two packets p and q with LT(p) = LT(q), which can be an issue when dealing with concurrency.
|
LT (q) = LT (p) + 1
If the server from WarRock is coded as bad as the client actually is, this could work
|
|
|
11/20/2013, 23:28
|
#330
|
elite*gold: 297
Join Date: Dec 2010
Posts: 1,129
Received Thanks: 1,687
|
Quote:
Originally Posted by Omdihar
LT (q) = LT (p) + 1
If the server from WarRock is coded as bad as the client actually is, this could work 
|
Well the problem is that there may be two packets from the game whose logical timestamps only differ by one. So far I'm putting both the games and my cheats packets into one concurrent queue to properly update the logical timestamps and thus delay the send operation by up to 100ms, which can be critical for certain packets. Also the difference between the timestamps differs for a few packet types, so I really need to use some kind of a concurrent priority queue aka. a performance killer.
|
|
|
Similar Threads
|
[Farmville2]Rock&Wood Cheat.
10/28/2012 - Facebook - 0 Replies
Credits:
http://www.pwnthis.net/2012/10/farmville-2-cheats -vanishing-rocks.html
1. Gehe auf deine Farm.
2. Öffne Cheat Engine.
3. Öffne den flash plugin bei Firefox.
4. Ändere den Value type auf Text.
5. Scanne: obstruction_rock.
6. Wähle alle Ergebnisse aus und nutzen dann den roten Pfeil.
|
Can you help me in Cheat Engine for the rock paper scissor please ?
08/04/2011 - 4Story - 4 Replies
With Cheat Engine 6 I tried to modifie the number of victories:
I win one time, I put 1 and do first scan
I win twice, I put 2 and I do next scen
I win three times and I put 3 and next scan and I found the adress number:
07482200
I modifie for put 15 and I try to leave and he didn't work I repaet operations and I try to continue but didn't work either =(
Do you know how make that ?
|
help war rock cheat
04/14/2008 - Say Hello - 3 Replies
can some 1 give me some cheat for war rock thx.
[email protected]:confused:
|
All times are GMT +1. The time now is 22:24.
|
|