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we could solve the sorun of wallhacks because there would be nothing for the wallhack to see. If an opponent was behind a wall, we wouldn’t send their location to enemy players, keeping them hidden until they decided to peek the angle. If we could pull it off, this seemed like the ülk&uum
This kind of systemic approach to fixing bugs was only possible for two reasons. First, because of how early in development the Fog of War system was created. And second, because engineers from across VALORANT
However, to help you avoid being banned via a player-report or spectator review, we'
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This prevented pop-in effects by sending the information to the player just prior to the enemy arrived round the corner. The server properly looked into the future to obtain the shopper the data it necessary just in time.
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Even so, there were troubles with effectiveness, and the line-of-sight checks experienced some intense restrictions. There was however a great distance to go, And that i rapidly recognized it wouldn’t be as easy as I’d hoped. But I realized it could be done.
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