Goodbye ESPs

Posts 31–43 of 43 · Page 3 of 3
Quote Originally Posted by Yemiez View Post
There
So I'm confused, is this safe to use or not?

I have been using it for the past 2 weeks without any problem. I haven't used it since the update because I was scared as it is marked "detected", but are you saying it is safe to use?
^ Safe , just recompile it!
Quote Originally Posted by T-800 View Post
^ Safe , just recompile it!
Thank you very much! I recompile it at least once a day anyway so I'll just continue using as usual!

I think the original thread should be unlocked so players can comment again since it is working right. If it stays locked there won't be any way for me to see if it's safe or not.
Color or someone made a mistake, i know
Aww, that's so nice of you Valve. Now theres no longer a need to do my own visibility checks when aimbotting <3.
They still work, gg no re.
Quote Originally Posted by Color View Post
They still work, gg no re.
But is VAC able to detect them is the question.
Quote Originally Posted by black54111 View Post
But is VAC able to detect them is the question.
Nope, but it will detect if u will with the same .exe more comps or more days! if u recompile it every match ur safe (no vac)
Quote Originally Posted by T-800 View Post
Nope, but it will detect if u will with the same .exe more comps or more days! if u recompile it every match ur safe (no vac)
Sounds good. Thanks for your help man.
Im still rolling with my ESP and roll nospread.
For all the people wondering about the state of ESP's:
Yes ESP's still works, but since the server will only send the informaiton to the client at certain times it will not always draw, there will be no fix for this, there is no way for the client to control the server.

Aimbot/RCS/Trigger/Bhop/Misc hacks:
Aimbot:
This is the same as the ESP, If you're a dev I'd recommend implementing some neat checks to prevent invalid angles being written.
(Basically aimbot will only work when the client has recieved the information about the entity from the server.)

RCS:
Fully working, this is calculated client side, meaning the client has full controll of its own attack state and the current angles.

Trigger:
inCross trigger: Still working, because if your crosshair is on the enemy it means the server has sent information about the entity, hence you can read about the entity etc etc.

Bhop:
Basically same as RCS, client has full control of its jump state.

Radar(misc):
bSpotted method: Since the client only recieves information about the entity at certain times the radar will only work when the client has recieved information from the server.
Overlay radar: Same principle as bSpotted.
Posts 31–43 of 43 · Page 3 of 3

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