Good day guys! I'm creating my own superkill but this shit 22_11 keeps firing.

What I've done so far:
GAMEPROTO_CS_CHEAT_CODE — NOP'd the send in the cheat-code report builder.
GAMEPROTO_CS_HACK_VERIFICATION_ACK — forced the SC_DAMAGEHACK_VERIFICATION_REQ
handler down the "pass" path, and also NOP'd the generic self-report sender.
GAMEPROTO_SC_NOTIFY_HACKING — skipped the SC dispatch branch entirely.
GAMEPROTO_SC_HACK_PARAMETER — server->client only; no client handler to patch.
GAMEPROTO_CS_CLIENTFIRE — did NOT touch this one. I tested suppressing it and
Method: static byte patches inside CShell_x64.dll plus inline hooks on the message
record vtables (serializer/packer) for observation.
Result: 22_11 still fires. In one session the hitbox was
off and all of the above were patched, and the server still sent "disconnected 2_6 incorrect player
info".
So my question: has anyone actually found where the 22_11 decision is made? or how to bypass this type of client error?