auto fire_data_first = autowall::get().wall_penetration(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player);
auto fire_data_second = autowall::get().wall_penetration(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player);
// fake head check
if (fire_data_first.visible != fire_data_second.visible)
{
player_record->type = resolver_type::TRACE;
player_record->side = fire_data_first.visible ? RESOLVER_FIRST : RESOLVER_SECOND;
lock_side = m_globals()->m_curtime;
}