internal ray trace crashing
Code:
Ray_t ray; trace_t tr; CTraceFilter filter; filter.pSkip = pLocalPlayer; ray.Init(pLocalPlayer->EyePosition(), GetBonePosition(pLocalPlayer, 6)); Interfaces->EngineTrace->TraceRay(ray, MASK_SHOT_HULL | CONTENTS_HITBOX, &filter, &tr);
I'm still fairly new to internal.
