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C++ Function VAC-Live Bypass - Anti-Aim Reconstruction & Protobuf Injection

whysofuriouss

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Greetings,

this is an open-source, C++ version of the anti-aim mechanism used by Gamesense/FVA in CS2, reverse-engineered from IDA Pro.

In short, the project hooks CBaseUserCmd::CreateMove and injects fake subtick angles (CSGOInputHistoryEntryPB) into the input_history section. This creates an anti-aim effect because the server miscalculates the angles during backtracking/rewinding.

Highlights:
  • Protobuf RepeatedPtrField memory management (grow/swap-append fully fixed)
  • ArenaStringPtr::Set tagged pointer corrections according to ABI.
  • Multi-depot support (updated RVAs are available in version_manifest.h)
Source & Details:

Have a good time on the forums. (this is not mine, reposted)
 

Password for .zip file is hvh.net

Last edited by a moderator:
Greetings,

this is an open-source, C++ version of the anti-aim mechanism used by Gamesense/FVA in CS2, reverse-engineered from IDA Pro.

In short, the project hooks CBaseUserCmd::CreateMove and injects fake subtick angles (CSGOInputHistoryEntryPB) into the input_history section. This creates an anti-aim effect because the server miscalculates the angles during backtracking/rewinding.

Highlights:
  • Protobuf RepeatedPtrField memory management (grow/swap-append fully fixed)
  • ArenaStringPtr::Set tagged pointer corrections according to ABI.
  • Multi-depot support (updated RVAs are available in version_manifest.h)
Source & Details:

Have a good time on the forums. (this is not mine, reposted)
good bro tysm
 
this would never even work even if cs2 didnt update
It did work until the vac-live update, valve tried using the new trueview demo system in vac-live but by doing that, this method of inserting faked subtick angles fooled the system.
 

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