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:
Any tips and help appreciated 
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
}
};

