Big thanks to t0m for exposing the method which his system works on.
His summary:
Didn’t Valve already fixed wallhacks?
So I am actually using multiple sources to locate an enemy:
If you are close to an enemy the server sends the player directly to you. In this state he will be rendered completely visible(solid) on the map and also ingame.
If the Enemy is not in range, I use sound queues or other kinds of information to locate the player. Normal hacks are calling this ‘dormant’ tracking. The player is displayed transparently in this state, and will fade out of when the information gets old.
Valve should bring the enemy faster into this state by creating a better visibility check, only send enemies that you should see.
This ’dormant’ tracking can be fixed by not sending sounds across the whole map (like the jump sounds) and also anonymize the sounds, so I don’t know from which player the sound originates.
Really surprising was the fact that if a player dies and spectates a teammate that the location of this
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