how do aimbots/wallhacks auto-target and shoot through walls?

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how do aimbots/wallhacks auto-target and shoot through walls?

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Anonymous 0 Comments

There’s a lot going on when it comes to making hacks for video games. The main thing is server vs client. Pretty much every hack you see that happens in any video game is manipulating client-side code in some way. This is actually what makes anti-cheat hard to do.

The server of a game is to mostly keep clients synced with each other and sometimes keep players in line.

The client is what the player uses, so everything on your screen is apart of the client, basically works with the server to get information and your client gives the server your information.

If you were to get a bird’s eye view of a game’s map and remove ceilings or anything to obscure your view of the players you’d be able to see every player in the match. Interestingly, enough for most games the each client is simulating what the other player’s are doing and if lag is bad you could very well see a slightly different game.

The problem comes from this client-server relationship is that data from other players (like position, armor/cosmetics, maybe health, etc) are being sent to your client, even if you cannot see the player on your screen.

Since the client is on your computer, if you had the know-how you can find the other player’s information in memory. Since it’s on your computer’s memory you can change it or use it to your advantage. The actual how of obtaining this information is a bit beyond eli5.

Essentially, aimbot, wall hacks, etc look up certain values in memory and draw or aim on them on screen, and/or shoot.

Now you’re probably thinking why don’t they just put it on the server? The problem is that twitch reaction games like CoD, CSGO, etc work better when the client does things like reading keystrokes or mouse information better and more smoothly. If they only sent other players information things like lag might make it look like players appeared out of thin air. Another issue is rubberbanding, if connection is poor or delayed or the server is having issues, you could keep teleporting back to the last known location, which frustrates the player.

Anonymous 0 Comments

There’s a lot going on when it comes to making hacks for video games. The main thing is server vs client. Pretty much every hack you see that happens in any video game is manipulating client-side code in some way. This is actually what makes anti-cheat hard to do.

The server of a game is to mostly keep clients synced with each other and sometimes keep players in line.

The client is what the player uses, so everything on your screen is apart of the client, basically works with the server to get information and your client gives the server your information.

If you were to get a bird’s eye view of a game’s map and remove ceilings or anything to obscure your view of the players you’d be able to see every player in the match. Interestingly, enough for most games the each client is simulating what the other player’s are doing and if lag is bad you could very well see a slightly different game.

The problem comes from this client-server relationship is that data from other players (like position, armor/cosmetics, maybe health, etc) are being sent to your client, even if you cannot see the player on your screen.

Since the client is on your computer, if you had the know-how you can find the other player’s information in memory. Since it’s on your computer’s memory you can change it or use it to your advantage. The actual how of obtaining this information is a bit beyond eli5.

Essentially, aimbot, wall hacks, etc look up certain values in memory and draw or aim on them on screen, and/or shoot.

Now you’re probably thinking why don’t they just put it on the server? The problem is that twitch reaction games like CoD, CSGO, etc work better when the client does things like reading keystrokes or mouse information better and more smoothly. If they only sent other players information things like lag might make it look like players appeared out of thin air. Another issue is rubberbanding, if connection is poor or delayed or the server is having issues, you could keep teleporting back to the last known location, which frustrates the player.