Additional info:
-iOS InApp purchases has been cracked: you can buy "for free". Although some programs fails, our InApp system is vulnerable: you can buy any InApp purchase.
-We can detect if the iOS has the InApp hack installed: before going to the real InApp function, just try a fake purchase. If it returned "true", the iOS InApp system is hacked. I returned a msg that says "Sorry, InApp purchases can not be processed. Your device is hacked".
-In the last loop, the user has 2 options, PURCHASE and CANCEL. Once he presses PURCHASE, iOS will return to our app PURCHASE SUCESFULL or FAILED. But we can not detect if the user CANCELled it, so our app will be in an infinite loop waiting for the SUSC or FAIL msg. What I am doing is counting mouse clicks (screen touchs) on this loop: if the user cancelled the purchase, he will be waiting for the app to return to main game/loop. As the app it is not returning, he will kick (touch!) the screen saying "hey, what are you waiting for?". If the mouse counter reaches 2 or 3, I assume it was cancelled (also, not tested right now, but I think also that GL apps can not detect screen touchs while a iOS (purchase) window is open.)