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The problem I tackled 1st was the pessimistic line-of-sight checks. The 1st prototype Solid just one ray through the player’s camera area in the direction of the middle of the actor, but this would give inaccurate (pessimistic) results. This was problematic since there are times exactly where gamers can’t see https://codycvafj.timeblog.net/64429618/top-valorant-esp-cheats-secrets

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