External Anti-Aim?

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External Anti-Aim?
Basically right I don't know all too much about game hacking but I do know a fair bit of C++ and I was wondering is an external anti-aim possible? and is it viable?
If you are able to make silent aim externally (free sources are available over web) then you are able to make anti aim working. You have to write angles into UserCmd (I guess), but you have to do it multiple times to get it working. It would be shitty & inefficient anyway. Atleast free resources say that. Correct me someone if it's a lie.
Is it possible externally? Yes.
Is it good externally? No.

Inb4 "Why"?: To achieve the so called "anti aim" you have to write your weird angles to the angle buffer that the server and every other player receives while your viewangles that you see stay the same. This is done by writing to the usercmd structure ( a structure which is passed to CreateMove and later on sent to the server ). Internally you can simply hook CreateMove and have access to this structure, externally you have to find the location of where these buffers ( multiple of them ) are stored. The problem is that you have to hit the right buffer ( the one that gets sent next ) + the right time, or else the game could be overwriting them after you've written to them. This won't always work.
Quote Originally Posted by WasserEsser View Post
Is it possible externally? Yes.
Is it good externally? No.

Inb4 "Why"?: To achieve the so called "anti aim" you have to write your weird angles to the angle buffer that the server and every other player receives while your viewangles that you see stay the same. This is done by writing to the usercmd structure ( a structure which is passed to CreateMove and later on sent to the server ). Internally you can simply hook CreateMove and have access to this structure, externally you have to find the location of where these buffers ( multiple of them ) are stored. The problem is that you have to hit the right buffer ( the one that gets sent next ) + the right time, or else the game could be overwriting them after you've written to them. This won't always work.
What do you think about external psilent? Does it work and is it efficient?
Quote Originally Posted by antep2727 View Post
What do you think about external psilent? Does it work and is it efficient?
The same way you do "anti aim" is used to do silent aim.

pSilent is silent aim which is also not noticeable on demos. The demos are however generated from the usercmd's that are sent to the server. To be able to hit someone, you have to aim at them in the usercmd or else you'll shoot behind you. The client isn't the one who is deciding whether you killed someone or not, it's the server. This means that you have to aim at the enemy. This means that atleast that one tick you want to shoot, you have to aim at an enemy. Since demos are generated from the usercmds sent to the server, you can't do pSilent anymore. You can do it for ineye demos however ( POV demos or whatever you want to call them; the record command ).
Quote Originally Posted by WasserEsser View Post
Is it possible externally? Yes.
Is it good externally? No.

Inb4 "Why"?: To achieve the so called "anti aim" you have to write your weird angles to the angle buffer that the server and every other player receives while your viewangles that you see stay the same. This is done by writing to the usercmd structure ( a structure which is passed to CreateMove and later on sent to the server ). Internally you can simply hook CreateMove and have access to this structure, externally you have to find the location of where these buffers ( multiple of them ) are stored. The problem is that you have to hit the right buffer ( the one that gets sent next ) + the right time, or else the game could be overwriting them after you've written to them. This won't always work.
Thank you, this is really detailed and helps a lot, basically what I was asking this for is because I really have no use for Anti-aim it would simply be just a troll pretty much (like in a game be like "time to toggle" and just spin/bhop through the map)

@Smoke //Solved Please, Thanks to @WasserEsser
Has been solved.

/Closed.
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