Are you taking ping into account? Players with say, 100 ping may be aiming perfectly aimbot-like but since your server is 100ms in the "future," you're seeing them aim at something that doesn't look like it's the centre of the player.
How about the precision of aiming in general? Do you know how that works from the networking side, and with how much precision your angles are given to the server?
And if you need help with the statistical brown townysis I can help you out. I've taken basic statistics and can probably implement it.
I was looking at interpolation/extrapolation for this purpose, actually, haha. I haven’t gotten around to that (sadly, I don’t have any motivation right now), but, I was looking to add it in. Part of the reason I store velocities in a std::map :P
Precision of aiming- my tolerances for those are around 2/100th of a degree of what the server aimbot gets from the data that should be available to the user- minus the spazzing out. (That was actually related to the tick count of the aimbot being 0, lmao). I haven’t added in lag prediction but from the few people I’ve had test it for false positives, I’ve mostly gotten rid of the majority of them. This isn’t, exactly, well, perfect, or even a product. I know how to implement the lag time stuff, just, no real motivation to keep going at this point. I appreciate the offer of help, but, we’ll see.