HelpVisible Check Bug

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Visible Check Bug
hello, after latest patcher of crossfire al my old method for visible check has crashing, but i using other but this method have some bug's ...
some players shows visible behind walls etc..., anyone know how i solve it ?.



Code:
D3DXVECTOR3 MyGetObjectMaxPosition(INT *Object)
{
	return *(D3DXVECTOR3 *)(Object + 0x4);
}

Old Method (Crashing now):
iQuery.Start  = MyGetObjectMaxPosition(PlayerPostion->LTClients->pLocal->CameraObject);

Actual Method:
iQuery.Start  = PlayerPostion->LTClients->pLocal->Position;
Code:
bool __cdecl IsVisible(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
{
	DWORD IntersectSegment_Address = FindPattern((DWORD)GetModuleHandle(eCF), 0xFFFFFF, (PBYTE)"\x5D\xC3\xCC\x55\x8B\xEC\x8B\x45\x0C\x50\x8B\x4D\x08\x51\x8B\x15\x00\x00\x00\x00","xxxxxxxxxxxxxxxx????");
	oIntersectSegment = (IntersectSegment)(IntersectSegment_Address + 0x3);

	iQuery.m_From	= MePos;
	iQuery.m_To		= TargetPos;

	return !oIntersectSegment(iQuery, &iInfo);
}
your Old Method is crashing now cuz CameraObject offset had been changed and the same is for position
---------- Post added at 01:21 PM ---------- Previous post was at 01:20 PM ----------

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Quote Originally Posted by Dragon(H)ell View Post
your Old Method is crashing now cuz CameraObject offset had been changed and the same is for position
have update on class too ?
Quote Originally Posted by luccss View Post
---------- Post added at 01:21 PM ---------- Previous post was at 01:20 PM ----------

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have update on class too ?
Yep .
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