DrawBone bugged and crashing

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DrawBone bugged and crashing
Can someone help me please.
Drawbone is bugged before it was closing cs go, now it is bugged.
And I do not know how to pack



Code crash game:
Line 24 crashing "matBones[pBone->parent]"
Code:
void DrawBoneESP(CPlayer* pBaseEntity, bool isEnemy, bool isVisibled, bool isVisibledSmoke) throw()
	{
		if (Options::Visuals::ESP::esqueleto);
		{
			model_t* pModel = pBaseEntity->GetClientRenderable()->GetModel();
			if (!pModel)
				return;

			studiohdr_t* pStudioMdl = Interface.ModelInfo->GetStudiomodel(pModel);
			if (!pStudioMdl)
				return;

			matrix3x4 matBones[128];
			if (!pBaseEntity->SetupBones(&matBones[0], 128, 256, Interface.Globals->curtime))
				return;

			for (int i = 0; i < pStudioMdl->numbones; i++) {
				mstudiobone_t* pBone = pStudioMdl->pBone(i);
				if (pBone && (pBone->flags & 0x100) && pBone->parent != -1) {
					Vector3 vecParentPos, vecChildPos;
					Vector3 vecParent, vecChild;
					MatrixPosition(matBones[i], vecChildPos);

					MatrixPosition(matBones[pBone->parent], vecParentPos);// Crashing Game

					if (U::WorldToScreen(vecChildPos, vecChild) && U::WorldToScreen(vecParentPos, vecParent))
						DrawLine(vecChild.x, vecChild.y, vecParent.x, vecParent.y, Color::Red(), 1);
				}
			}
		}
	}
Code: Bugged game
Line 24 bugged lines
Code:
void DrawBoneESP(CPlayer* pBaseEntity, bool isEnemy, bool isVisibled, bool isVisibledSmoke) throw()
	{
		if (Options::Visuals::ESP::aa1);
		{
			model_t* pModel = pBaseEntity->GetClientRenderable()->GetModel();
			if (!pModel)
				return;

			studiohdr_t* pStudioMdl = Interface.ModelInfo->GetStudiomodel(pModel);
			if (!pStudioMdl)
				return;

			matrix3x4 matBones[128];
			if (!pBaseEntity->SetupBones(&matBones[0], 128, 256, Interface.Globals->curtime))
				return;

			for (int i = 0; i < pStudioMdl->numbones; i++) {
				mstudiobone_t* pBone = pStudioMdl->pBone(i);
				if (pBone && (pBone->flags & 0x100) && pBone->parent != -1) {
					Vector3 vecParentPos, vecChildPos;
					Vector3 vecParent, vecChild;
					MatrixPosition(matBones[i], vecChildPos);

					MatrixPosition(matBones[pBone->parent != 1], vecParentPos);// Bugged lines

					if (U::WorldToScreen(vecChildPos, vecChild) && U::WorldToScreen(vecParentPos, vecParent))
						DrawLine(vecChild.x, vecChild.y, vecParent.x, vecParent.y, Color::Red(), 1);
				}
			}
		}
	}
Code:
if ((bone && (bone->flags & 0x100) && (bone->parent != -1)))
		{
			vBone = Utils::GetEntityBone(m_pEntity, k);
			vBoneChild = Utils::GetEntityBone(m_pEntity, bone->parent);
			if (Utils::WorldToScreen(vBone, vBoneOut) && Utils::WorldToScreen(vBoneChild, vBoneChildOut))
				renderer.AddLine({ vBoneOut.x, vBoneOut.y }, { vBoneChildOut.x, vBoneChildOut.y }, D3DCOLOR_RGBA(255, 255, 255, 255));
		}
Quote Originally Posted by Azuki View Post
Code:
if ((bone && (bone->flags & 0x100) && (bone->parent != -1)))
		{
			vBone = Utils::GetEntityBone(m_pEntity, k);
			vBoneChild = Utils::GetEntityBone(m_pEntity, bone->parent);
			if (Utils::WorldToScreen(vBone, vBoneOut) && Utils::WorldToScreen(vBoneChild, vBoneChildOut))
				renderer.AddLine({ vBoneOut.x, vBoneOut.y }, { vBoneChildOut.x, vBoneChildOut.y }, D3DCOLOR_RGBA(255, 255, 255, 255));
		}
I could not fix yet
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