Components
| Location | Responsibility |
|---|---|
| Qt desktop app | Main window, aim profiles and controller, input runtime, settings, security UI and the control API. |
| Live-service DLL | Manual-mapped into the game: telemetry publisher, resolvers, recoil/camera writers, QSec guard and the render hook. |
| Python data sidecar | Standard-library, read-only reader on port 8765: entities, anatomy, player state, loot and tables. |
| Licensing service | Runs separately; the desktop pins its origin and verification key at build time. |
Process model
The GUI’s runtime worker copies each telemetry sample out of a shared section (~100 Hz) and hands it to the aim controller, the recorder queue and the status API. Gameplay writes — camera direction, recoil, visual adapters, the guard and background fire — are issued by the DLL on request. The sidecar never writes.
Scene and avatar eligibility is decided in one place (online_policy.h) and shared by both the desktop runtime and the DLL, so the training range and an online match use the same gate.
Real-time render path
The D3D11 Present hook reads the camera, each enemy’s transform, skeleton bone matrices and damage-zone colliders from game memory every frame, and computes the prediction lead with the same maths the aimbot uses. Shared-section telemetry feeds the aimbot and the window overlay; the sidecar is their fallback, not a frame source.
Backend core
The backend is a Qt-free C++17 header library compiled by both the GUI and the offline test suites. Availability for every control comes from a typed schema — 107 canonical settings, 106 implemented, one inactive — not from tab positions. Offline checks validate decisions, guards, timing and caps; they do not validate game-side behaviour.
Attach & compatibility
At startup, on executable change and at least once a minute, a watcher hashes the configured game binary. An unverified fingerprint blocks normal injection and shows a persistent warning; a mid-session change stops telemetry and rendering. Force inject is bound to one exact build and process and consumed once.