
Displays which weapon SteadyHand detects the user to be using in real-time so that user can validate that the program is recording/aiming for the correct weapon in-game. GUI: Allows user to switch between "Active" and "Recording" modes, as described below. Detailed and in-depth documentation and explanation are present within the files themselves (for the master branch), but here's a brief overview: SteadyHand is structured as an openFrameworks application with a real-time GUI, background webserver, and a Win32 API backend. Since CS:GO is mainly available on Windows and SteadyHand uses the Windows API, SteadyHand can only be used on the Windows operating system, preferably 7/10. It accomplishes this using Valve's Game-State Integration, which sends live information about in-game events in JSON format to a HTTP endpoint. SteadyHand also automatically detects real-time which weapon the user has equipped and loads the corresponding pattern to control the recoil. SteadyHand) exactly replicate it every time the user fires the particular gun in the game.īy simulating mouse movements in place of the user (through the Windows C++ API), SteadyHand automatically controls in-game weapon recoil and maintains accurate aim without human error whenever the player fires a gun.

a macro) for a spray pattern once and have a program (i.e. Because the recoil pattern for each gun is constant, it is feasible to manually record a set mouse movement path (i.e. To compensate for recoil, players move their mouse in such a way that the mouse movement mirrors the weapon's recoil across the y=x axis. For example, every time a player fires an M4 rifle in-game, the gun will recoil in a pattern that looks like a flipped-seven. In CS:GO, every gun recoils in a set pattern. I developed this project in order to learn and practice C++, Windows programming, and GUI design. If you want to test SteadyHand in-game, run CS:GO with the launch option -insecure and play in a offline map/match. The main differences involve better coding style and documentation/comments in the master branch.ĭisclaimer: This program is a proof-of-concept, meaning that it is not meant to be used in live CS:GO games to cheat. There are differences in the UI between the current master branch and video demo (based off the legacy2018 branch), but the key aspects and functionality of the program remain the same.

An auto-aim/recoil assist program for Counter-Strike: Global Offensive (CS:GO) created by Keon (Isaac) Park, CS Illinois, and written in C++ using the Windows API, openFrameworks, Valve's Game-State Integration, and Crow.ĭemo Video from 2018.
