The problem I tackled first was the pessimistic line-of-sight checks. The very first prototype Forged just one ray through the player’s camera site to the center of an actor, but this would give inaccurate (pessimistic) final results. This was problematic simply because there are occasions where by players can’t see https://valorant-wh01711.blogvivi.com/29155874/the-smart-trick-of-valorant-hack-that-no-one-is-discussing