Triggerbot crashing on-key

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Triggerbot crashing on-key
Hello everyone i updated sigs after new update but maybe i forgot something, my triggerbot is crashing only when you have it binded to key i attached a debugger and there is crashing line:

Code:
class IEngineTrace
{
public:
	int	GetPointContents(const Vector &vecAbsPosition, int contentsMask = MASK_ALL, IClientEntity** ppEntity = NULL)
	{
		typedef int(__thiscall* fnGetPointContents)(void*, const Vector&, int, IClientEntity**);
		return call_vfunc<fnGetPointContents>(this, 0)(this, vecAbsPosition, contentsMask, ppEntity);
	}

	void TraceRay(const Ray_t &ray, unsigned int fMask, ITraceFilter* pTraceFilter, trace_t* pTrace)
	{
		typedef void(__thiscall* fnTraceRay)(void*, const Ray_t&, unsigned int, ITraceFilter*, trace_t*); <----- THIS
		call_vfunc<fnTraceRay>(this, 5)(this, ray, fMask, pTraceFilter, pTrace);
	}
	void EdgeTraceRay(Ray_t &ray, CTraceFilter &filt, CGameTrace &trace, bool wall = false) 
	{
		typedef void(__thiscall *OrigFn)(void *, Ray_t &, unsigned int, CTraceFilter &, CGameTrace &);
		call_vfunc<OrigFn>(this, 5)(this, ray, wall ? 0x200400B : 0x46004003, filt, trace);				// 0x46004003 0x4600400B
	}
};
Any tips and help appreciated
THANKS FOR HELP REALLY GUYS!
Quote Originally Posted by certmemer View Post
wow dude learncpp.com
Quoting a wise person's words on your other post
Quote Originally Posted by gigagiga View Post
Quoting a wise person's words on your other post
what the actual fuck help me dont make thing take longer than it could be
Quote Originally Posted by gigagiga View Post
Quoting a wise person's words on your other post
lmao

"my triggerbot is crashing only when you have it binded to key"
are you sure its the traceray thats crashing
Quote Originally Posted by certmemer View Post
lmao

"my triggerbot is crashing only when you have it binded to key"
are you sure its the traceray thats crashing
i honestly dont know what is it but debugger took me there.
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