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[SPRX/1.40] Forgotten V1 Release!
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<blockquote data-quote="Right" data-source="post: 30295" data-attributes="member: 4621"><p style="text-align: center"><img src="https://i.gyazo.com/fe229efa9cb35bb7b9655a3849e36a0a.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center">Credits to: TheGreenPlanet for everything, kokole for his original "Perfect Autowall" code and Mr.Hankey for his "Movement Correction" source code.</p> <p style="text-align: center"></p><p><strong>Structs:</strong></p><p><strong>[CODE]struct sWeapon</strong></p><p><strong>{</strong></p><p><strong> char WeaponShader[64];//Weapon Shader</strong></p><p><strong>};</strong></p><p><strong>struct Material</strong></p><p><strong>{</strong></p><p><strong> sWeapon * sWeapon;</strong></p><p><strong>};</strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int state; //0x0000</strong></p><p><strong> char _0x04[0x1C]; //0x0004</strong></p><p><strong> int type; //0x0020</strong></p><p><strong> char _0x24[0x14]; //0x0024</strong></p><p><strong> int *IP[4]; //0x0038</strong></p><p><strong> char _0x3C[0x2124C]; //0x003C</strong></p><p><strong> char *name; //0x21288</strong></p><p><strong> char _0x2128C[0x81A00]; //0x2128C</strong></p><p><strong> //size: 0xA2C8C</strong></p><p><strong>}client_t;</strong></p><p><strong></strong></p><p><strong>struct CWeaponInfo</strong></p><p><strong>{</strong></p><p><strong> char* ViewMode; //0000</strong></p><p><strong> char unknown1[216];</strong></p><p><strong> char* WeaponFx; //00DC</strong></p><p><strong>};</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> char _0x0000[0x4]; //0x0000 </strong></p><p><strong> CWeaponInfo* WeaponInfo; //0x0004</strong></p><p><strong> char _0x0008[0x30]; //0x0008</strong></p><p><strong> char *Name; //0x0038</strong></p><p><strong> char _0x003C[0x8]; //0x003C</strong></p><p><strong> //size: 0x0044</strong></p><p><strong>}weaponinfo_t, *pWeaponinfo_t;</strong></p><p><strong></strong></p><p><strong>struct weapDef</strong></p><p><strong>{</strong></p><p><strong> char _0x0000[0x12C]; //0x0000</strong></p><p><strong> weapType_t weapType; //0x012C</strong></p><p><strong> int weapClass; //0x0130</strong></p><p><strong> int penetrateType; //0x0134</strong></p><p><strong> char _0x0138[0x3E0]; //0x0138</strong></p><p><strong> Material *sWeapon_t; //0x0518</strong></p><p><strong> int killIconRatio; //0x051C</strong></p><p><strong> int flipKillIcon; //0x0520</strong></p><p><strong> char _0x0524[0x64]; //0x0524</strong></p><p><strong> weapProjExposion_t projExplosion; //0x0588</strong></p><p><strong> char _0x058C[0x20]; //0x058C</strong></p><p><strong> int timedDetonation; //0x05AC</strong></p><p><strong> char _0x05B0[0x16C]; //0x05B0</strong></p><p><strong> float fAdsSpread; //0x071C</strong></p><p><strong> char _0x0720[0xEC]; //0x0720</strong></p><p><strong> float fMinDamageRange; //0x080C</strong></p><p><strong>};</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int ServerTime; //0x0000</strong></p><p><strong> int buttons; //0x0004</strong></p><p><strong> int ViewAngles[3]; //0x0008</strong></p><p><strong> char weaponindex; //0x0014</strong></p><p><strong> char offhand; //0x0015</strong></p><p><strong> char forwardmove; //0x0016</strong></p><p><strong> char sidemove; //0x0017</strong></p><p><strong> char pad[0x8]; //0x0018</strong></p><p><strong> //size: 0x0020</strong></p><p><strong>} usercmd_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> char _0x0000[0x8]; //0x0000</strong></p><p><strong> int Width; //0x0008</strong></p><p><strong> int Height; //0x000C</strong></p><p><strong> char _0x0010[0x10]; //0x0010</strong></p><p><strong> char GameType[0x04]; //0x0020</strong></p><p><strong> char _0x0024[0x1C]; //0x0024</strong></p><p><strong> char HostName[0x10]; //0x0040</strong></p><p><strong> char _0x0050[0xF0]; //0x0050</strong></p><p><strong> int MaxClients; //0x0140</strong></p><p><strong> char _0x0144[0x04]; //0x0144</strong></p><p><strong> char MapName[0x40]; //0x0148</strong></p><p><strong> char _0x014C[0x3D18]; //0x014C</strong></p><p><strong> //size: 0x3E64</strong></p><p><strong>}cgs_s, *pcgs_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> char _0x0000[0x88]; //0x0000</strong></p><p><strong> Vector3 BaseAngles; //0x0088</strong></p><p><strong> char _0x0094[0x2549C]; //0x0094</strong></p><p><strong> Vector3 ViewAngles; //0x25530</strong></p><p><strong> int serverId; //0x2553C</strong></p><p><strong> char _0x25540[0x40010]; //0x25540</strong></p><p><strong> usercmd_s UserCommands[128]; //0x65550</strong></p><p><strong> int CommandNumber; //0x66550</strong></p><p><strong>} ClientActive_s, *pclientActive_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> short CurrentVaild; //0x0000</strong></p><p><strong> short ItemValid; //0x0002</strong></p><p><strong> char _0x0004[0x16]; //0x0004</strong></p><p><strong> Vector3 Origin; //0x001C</strong></p><p><strong> Vector3 Angles; //0x0028</strong></p><p><strong> char _0x0034[0x40]; //0x0034</strong></p><p><strong> int otherEntityNum; //0x0074</strong></p><p><strong> int otherEntityNum2; //0x0078</strong></p><p><strong> char _0x007C[0xC]; //0x007C</strong></p><p><strong> int Item; //0x0088</strong></p><p><strong> char _0x008C[0x34]; //0x008C</strong></p><p><strong> int clientNum; //0x00C0</strong></p><p><strong> int eType; //0x00C4</strong></p><p><strong> int eFlags; //0x00C8</strong></p><p><strong> char _0x00CC[0x70]; //0x00CC</strong></p><p><strong> int groundEntityNum; //0x013C</strong></p><p><strong> char _0x0140[0x8]; //0x0140</strong></p><p><strong> int pickupId; //0x0148</strong></p><p><strong> char _0x014C[0x38]; //0x014C</strong></p><p><strong> int Weapon; //0x0184</strong></p><p><strong> char _0x0188[0x2C]; //0x0188</strong></p><p><strong> char Alive; //0x01B4</strong></p><p><strong> char _0x01B8[0x18]; //0x01B8</strong></p><p><strong> //size: 0x01D0</strong></p><p><strong>}Centity_s, *pCentity_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> char _0x0000[0xC]; //0x0000</strong></p><p><strong> char Name[0x20]; //0x000C</strong></p><p><strong> int team; //0x002C</strong></p><p><strong> char _0x0030[0xC]; //0x0030</strong></p><p><strong> short perks[2]; //0x003C</strong></p><p><strong> char Clan; //0x0040</strong></p><p><strong> char _0x0044[0x1E7]; //0x0044</strong></p><p><strong> int isAiming; //0x022C</strong></p><p><strong> char _0x0230[0x1CC]; //0x0230</strong></p><p><strong> Vector3 playerAngles; //0x03FC</strong></p><p><strong> char _0x0408[0xE0]; //0x0408</strong></p><p><strong> //size: 0x04E4</strong></p><p><strong>} ClientInfo_t;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int x; //0x0000</strong></p><p><strong> int y; //0x0004</strong></p><p><strong> int Width; //0x0008</strong></p><p><strong> int Height; //0x000C</strong></p><p><strong> Vector2 Fov; //0x0010</strong></p><p><strong> Vector3 Origin; //0x0018</strong></p><p><strong> Vector3 ViewAxis[3]; //0x0024</strong></p><p><strong> //size: 0x0048</strong></p><p><strong>} refdef_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int time; //0x0000</strong></p><p><strong> char _0x0004[0xF4]; //0x0004</strong></p><p><strong> float fWeaponPosFrac; //0x00F8</strong></p><p><strong> char _0x00FC[0x10]; //0x00FC</strong></p><p><strong> Vector3 ViewAngles; //0x010C</strong></p><p><strong> //size: 0x0118</strong></p><p><strong>} playerState_s;</strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int snapFlags; //0x0000</strong></p><p><strong> int ping; //0x0004</strong></p><p><strong> int serverTime; //0x0008</strong></p><p><strong> char _0x000C[0x2F68]; //0x000C</strong></p><p><strong> int entities; //0x2F78</strong></p><p><strong> int numEntities; //0x2F7C</strong></p><p><strong>} Snapshot_t;</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>typedef struct</strong></p><p><strong>{</strong></p><p><strong> int clientNum; //0x0000</strong></p><p><strong> char _0x0004[0x1C]; //0x0004</strong></p><p><strong> Snapshot_t *Snap; //0x0020</strong></p><p><strong> Snapshot_t *NextSnap; //0x0024</strong></p><p><strong> char _0x0028[0xC]; //0x0028</strong></p><p><strong> int time; //0x0034</strong></p><p><strong> char _0x0038[0x148]; //0x0038</strong></p><p><strong> float Health; //0x0180</strong></p><p><strong> char _0x0184[0x4]; //0x0184</strong></p><p><strong> float MaxHealth; //0x0188</strong></p><p><strong> char _0x018C[0x43FB4]; //0x018C</strong></p><p><strong> int renderingThirdPerson; //0x44140</strong></p><p><strong> playerState_s pps; //0x44144</strong></p><p><strong> char _0x4425C[0x514]; //0x4425C</strong></p><p><strong> float spreadMultiplier; //0x44770</strong></p><p><strong> char _0x44774[0x2B54]; //0x44774</strong></p><p><strong> refdef_s refdef; //0x472C8</strong></p><p><strong> char _0x47310[0x4050]; //0x47310</strong></p><p><strong> Vector3 refdefViewAngles; //0x4B360</strong></p><p><strong> char _0x4B36C[0x29B4]; //0x4B36C</strong></p><p><strong> Vector2 gunAngles; //0x4DD20</strong></p><p><strong> char _0x4DD2C[0x9AB40]; //0x4DD28</strong></p><p><strong> ClientInfo_t clientInfo[18]; //0xE8868</strong></p><p><strong> char _0xEE070[0x55C]; //0xEE070</strong></p><p><strong> float aimSpreadScale; //0xEE5CC</strong></p><p><strong> char pad10[0x88]; //0xEE5D0</strong></p><p><strong> //size: 0xEE658</strong></p><p><strong>}cg_s, *pcg_s;</strong></p><p><strong></strong></p><p><strong>//WeaponInfo_t = 0x1022C7E4;</strong></p><p><strong>//cgArray_s = 0x1022C7DC;</strong></p><p><strong>//clientActive_s = 0x10267CE0;</strong></p><p><strong>//centity_s = 0x1022C7F4;</strong></p><p><strong>//cgState_s = 0x1022C7E0;[/CODE]</strong></p><p><strong></strong></p><p><strong>Functions:</strong></p><p><strong>[CODE]namespace adresses</strong></p><p><strong>{</strong></p><p><strong> int UI_ClanKeyboard_a = 0x026F5BC;</strong></p><p><strong> int Trace_GetEntityHitID_a = 0x157F30;</strong></p><p><strong> int cBuff_AddText_a = 0x15EC18;</strong></p><p><strong> int Dvar_GetBool_a = 0x1D4F10;</strong></p><p><strong> int AimTarget_GetTagPos_a = 0x015100;</strong></p><p><strong> int SL_GetStringOfSize_a = 0x17FD28;</strong></p><p><strong> int Atan_a = 0x3596D0;</strong></p><p><strong> int CG_LocationalTrace_a = 0x79098;</strong></p><p><strong> int Dvar_GetString_a = 0x1D4E48;</strong></p><p><strong> int BG_GetSpreadForWeapon_a = 0x29DD8;</strong></p><p><strong> int BG_GetWeaponDef_a = 0x29978;</strong></p><p><strong> int CG_GoodRandomFloat_a = 0x6FF28;</strong></p><p><strong> int BG_GetSurfacePenetrationDepth_a = 0x298E8;</strong></p><p><strong> int BG_AdvanceTrace_a = 0x2CC28;</strong></p><p><strong> int BulletTraceO_a = 0x71370;</strong></p><p><strong> int Sys_Milliseconds_a = 0x257938;</strong></p><p><strong> int R_AddCmdDrawStretchPicRotateXY_a = 0x30F780;</strong></p><p><strong> int R_RegisterFont_a = 0x2F6C60;</strong></p><p><strong> int Material_RegisterHandle_a = 0x3076F8;</strong></p><p><strong> int R_AddCmdDrawText_a = 0x30DF20;</strong></p><p><strong> int R_AddCmdDrawStretchPic_a = 0x30F158;</strong></p><p><strong> int R_AddCmdDrawTextWithEffects_a = 0x30DCF0;</strong></p><p><strong> int R_TextWidth_a = 0x2F6E68;</strong></p><p><strong> int R_TextHeight_a = 0x2F6C50;</strong></p><p><strong> int R_NormalizedTextScale_a = 0x2F6C00;</strong></p><p><strong>}[/CODE]</strong></p><p><strong></strong></p><p><strong>Controls:</strong></p><p>OPEN MENU - L1 + R3</p><p>SCROLL UP / DOWN - DPAD UP / DPAD DOWN</p><p>CLOSE - R3</p><p>SELECT - SQUARE</p><p></p><p><strong>Download:</strong></p><p><a href="http://www.mediafire.com/file/dq31hs7urd73ziu/COD4+FORGOTTEN+V1+UPD+%231.rar" target="_blank">COD4 FORGOTTEN V1 UPD #1</a></p><p></p><p style="text-align: center"><strong>Video showcases:</strong></p> <p style="text-align: center">[MEDIA=youtube]F-cVHFRjIWw[/MEDIA]</p> <p style="text-align: center">[MEDIA=youtube]EHRyxsNkoTo[/MEDIA]</p></blockquote><p></p>
[QUOTE="Right, post: 30295, member: 4621"] [CENTER][IMG]https://i.gyazo.com/fe229efa9cb35bb7b9655a3849e36a0a.png[/IMG] Credits to: TheGreenPlanet for everything, kokole for his original "Perfect Autowall" code and Mr.Hankey for his "Movement Correction" source code. [/CENTER] [B]Structs: [CODE]struct sWeapon { char WeaponShader[64];//Weapon Shader }; struct Material { sWeapon * sWeapon; }; typedef struct { int state; //0x0000 char _0x04[0x1C]; //0x0004 int type; //0x0020 char _0x24[0x14]; //0x0024 int *IP[4]; //0x0038 char _0x3C[0x2124C]; //0x003C char *name; //0x21288 char _0x2128C[0x81A00]; //0x2128C //size: 0xA2C8C }client_t; struct CWeaponInfo { char* ViewMode; //0000 char unknown1[216]; char* WeaponFx; //00DC }; typedef struct { char _0x0000[0x4]; //0x0000 CWeaponInfo* WeaponInfo; //0x0004 char _0x0008[0x30]; //0x0008 char *Name; //0x0038 char _0x003C[0x8]; //0x003C //size: 0x0044 }weaponinfo_t, *pWeaponinfo_t; struct weapDef { char _0x0000[0x12C]; //0x0000 weapType_t weapType; //0x012C int weapClass; //0x0130 int penetrateType; //0x0134 char _0x0138[0x3E0]; //0x0138 Material *sWeapon_t; //0x0518 int killIconRatio; //0x051C int flipKillIcon; //0x0520 char _0x0524[0x64]; //0x0524 weapProjExposion_t projExplosion; //0x0588 char _0x058C[0x20]; //0x058C int timedDetonation; //0x05AC char _0x05B0[0x16C]; //0x05B0 float fAdsSpread; //0x071C char _0x0720[0xEC]; //0x0720 float fMinDamageRange; //0x080C }; typedef struct { int ServerTime; //0x0000 int buttons; //0x0004 int ViewAngles[3]; //0x0008 char weaponindex; //0x0014 char offhand; //0x0015 char forwardmove; //0x0016 char sidemove; //0x0017 char pad[0x8]; //0x0018 //size: 0x0020 } usercmd_s; typedef struct { char _0x0000[0x8]; //0x0000 int Width; //0x0008 int Height; //0x000C char _0x0010[0x10]; //0x0010 char GameType[0x04]; //0x0020 char _0x0024[0x1C]; //0x0024 char HostName[0x10]; //0x0040 char _0x0050[0xF0]; //0x0050 int MaxClients; //0x0140 char _0x0144[0x04]; //0x0144 char MapName[0x40]; //0x0148 char _0x014C[0x3D18]; //0x014C //size: 0x3E64 }cgs_s, *pcgs_s; typedef struct { char _0x0000[0x88]; //0x0000 Vector3 BaseAngles; //0x0088 char _0x0094[0x2549C]; //0x0094 Vector3 ViewAngles; //0x25530 int serverId; //0x2553C char _0x25540[0x40010]; //0x25540 usercmd_s UserCommands[128]; //0x65550 int CommandNumber; //0x66550 } ClientActive_s, *pclientActive_s; typedef struct { short CurrentVaild; //0x0000 short ItemValid; //0x0002 char _0x0004[0x16]; //0x0004 Vector3 Origin; //0x001C Vector3 Angles; //0x0028 char _0x0034[0x40]; //0x0034 int otherEntityNum; //0x0074 int otherEntityNum2; //0x0078 char _0x007C[0xC]; //0x007C int Item; //0x0088 char _0x008C[0x34]; //0x008C int clientNum; //0x00C0 int eType; //0x00C4 int eFlags; //0x00C8 char _0x00CC[0x70]; //0x00CC int groundEntityNum; //0x013C char _0x0140[0x8]; //0x0140 int pickupId; //0x0148 char _0x014C[0x38]; //0x014C int Weapon; //0x0184 char _0x0188[0x2C]; //0x0188 char Alive; //0x01B4 char _0x01B8[0x18]; //0x01B8 //size: 0x01D0 }Centity_s, *pCentity_s; typedef struct { char _0x0000[0xC]; //0x0000 char Name[0x20]; //0x000C int team; //0x002C char _0x0030[0xC]; //0x0030 short perks[2]; //0x003C char Clan; //0x0040 char _0x0044[0x1E7]; //0x0044 int isAiming; //0x022C char _0x0230[0x1CC]; //0x0230 Vector3 playerAngles; //0x03FC char _0x0408[0xE0]; //0x0408 //size: 0x04E4 } ClientInfo_t; typedef struct { int x; //0x0000 int y; //0x0004 int Width; //0x0008 int Height; //0x000C Vector2 Fov; //0x0010 Vector3 Origin; //0x0018 Vector3 ViewAxis[3]; //0x0024 //size: 0x0048 } refdef_s; typedef struct { int time; //0x0000 char _0x0004[0xF4]; //0x0004 float fWeaponPosFrac; //0x00F8 char _0x00FC[0x10]; //0x00FC Vector3 ViewAngles; //0x010C //size: 0x0118 } playerState_s; typedef struct { int snapFlags; //0x0000 int ping; //0x0004 int serverTime; //0x0008 char _0x000C[0x2F68]; //0x000C int entities; //0x2F78 int numEntities; //0x2F7C } Snapshot_t; typedef struct { int clientNum; //0x0000 char _0x0004[0x1C]; //0x0004 Snapshot_t *Snap; //0x0020 Snapshot_t *NextSnap; //0x0024 char _0x0028[0xC]; //0x0028 int time; //0x0034 char _0x0038[0x148]; //0x0038 float Health; //0x0180 char _0x0184[0x4]; //0x0184 float MaxHealth; //0x0188 char _0x018C[0x43FB4]; //0x018C int renderingThirdPerson; //0x44140 playerState_s pps; //0x44144 char _0x4425C[0x514]; //0x4425C float spreadMultiplier; //0x44770 char _0x44774[0x2B54]; //0x44774 refdef_s refdef; //0x472C8 char _0x47310[0x4050]; //0x47310 Vector3 refdefViewAngles; //0x4B360 char _0x4B36C[0x29B4]; //0x4B36C Vector2 gunAngles; //0x4DD20 char _0x4DD2C[0x9AB40]; //0x4DD28 ClientInfo_t clientInfo[18]; //0xE8868 char _0xEE070[0x55C]; //0xEE070 float aimSpreadScale; //0xEE5CC char pad10[0x88]; //0xEE5D0 //size: 0xEE658 }cg_s, *pcg_s; //WeaponInfo_t = 0x1022C7E4; //cgArray_s = 0x1022C7DC; //clientActive_s = 0x10267CE0; //centity_s = 0x1022C7F4; //cgState_s = 0x1022C7E0;[/CODE] Functions: [CODE]namespace adresses { int UI_ClanKeyboard_a = 0x026F5BC; int Trace_GetEntityHitID_a = 0x157F30; int cBuff_AddText_a = 0x15EC18; int Dvar_GetBool_a = 0x1D4F10; int AimTarget_GetTagPos_a = 0x015100; int SL_GetStringOfSize_a = 0x17FD28; int Atan_a = 0x3596D0; int CG_LocationalTrace_a = 0x79098; int Dvar_GetString_a = 0x1D4E48; int BG_GetSpreadForWeapon_a = 0x29DD8; int BG_GetWeaponDef_a = 0x29978; int CG_GoodRandomFloat_a = 0x6FF28; int BG_GetSurfacePenetrationDepth_a = 0x298E8; int BG_AdvanceTrace_a = 0x2CC28; int BulletTraceO_a = 0x71370; int Sys_Milliseconds_a = 0x257938; int R_AddCmdDrawStretchPicRotateXY_a = 0x30F780; int R_RegisterFont_a = 0x2F6C60; int Material_RegisterHandle_a = 0x3076F8; int R_AddCmdDrawText_a = 0x30DF20; int R_AddCmdDrawStretchPic_a = 0x30F158; int R_AddCmdDrawTextWithEffects_a = 0x30DCF0; int R_TextWidth_a = 0x2F6E68; int R_TextHeight_a = 0x2F6C50; int R_NormalizedTextScale_a = 0x2F6C00; }[/CODE] Controls:[/B] OPEN MENU - L1 + R3 SCROLL UP / DOWN - DPAD UP / DPAD DOWN CLOSE - R3 SELECT - SQUARE [B]Download:[/B] [url="http://www.mediafire.com/file/dq31hs7urd73ziu/COD4+FORGOTTEN+V1+UPD+%231.rar"]COD4 FORGOTTEN V1 UPD #1[/url] [CENTER][B]Video showcases:[/B] [MEDIA=youtube]F-cVHFRjIWw[/MEDIA] [MEDIA=youtube]EHRyxsNkoTo[/MEDIA][/CENTER] [/QUOTE]
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[SPRX/1.40] Forgotten V1 Release!
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