How it works
Four ways to catch a cheat.
Every check is built to stop a real client module, and to stay quiet when a real player lags, gets hit, or lands somewhere strange.
Tick-exact movement replay
Each client tick runs through the movement engine: keys, sprint, friction, jumps, knockback, effects, water and collisions. A legit client lands on the predicted spot within float noise. Ping and server lag don't change the result.
SpeedPFlightPSprintPVelocityBNoSlowB
Invisible probes
Fake players nobody can see flash on the crosshair for four ticks. Triggerbots and aim assists hit them, people can't. It only flags when the hits beat that player's own random click rate by a mile.
TriggerBotEHitboxBAimDAntiEntityPushB
Trained aim model
AimC ships with a model trained on recorded fights, so it works the moment you install it. Next to it, the aim checks look at your players' real mouse sensitivity grid and catch rotations no mouse can make.
AimCAimAKillAuraFKillAuraG
Setbacks, not just alerts
Every failed tick is refused on the network thread and the player goes back to the last ground the replay verified. Only the alert is throttled, so spamming a fly toggle gets them nothing.
FlightNStepATimerABlinkA