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Apr 26th, 2023
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  1. void ClipTraceToPlayers(const vec3_t& a1, const vec3_t& a2, c_trace_filter* a3, c_game_trace* a4, float a5, float a6, float a7) {
  2. if (!memory::fnClipTraceToPlayers) return;
  3. return memory::fnClipTraceToPlayers(a1, a2, a3, a4, a5, a6, a7);
  4. }
  5. bool HandleBulletPenetration(float& a1, int& a2, bool& a3, void* a4, vec3_t& a5, void* a6, float a7, float a8, bool a9, std::uint32_t a10, float a11, int& a12, vec3_t& a13, float a14, float a15, float& a16, std::uint32_t a17, void* a18) {
  6. if (!memory::fnHandleBulletPenetration) return false;
  7. return memory::fnHandleBulletPenetration(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17, a18);
  8. }
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