I'm no huge scripter so I don't know much of the limitations and overhead this would produce but even a useless idea is better than none so tell me if there's anyway to make this possible.
Aimlock has a inhumane movement, which is why we perceive it as a snap-on effect. Nobody who's aiming can snap to an enemy in 1 frame and hold that position in all the other frames after.
Humane movements are taper effects,
gradual, with a reaction time that varies for every individual but exists nonetheless (215 ms if I put my faith
here). No matter how good you are, we all spin fast then slow down and then stop to aim, we don't 180 and stop in 1 frame, hell we don't even 20 and stop in 1 frame. So why don't we capitalize on that to autoban aimlockers? I believe player.angle() would give us the dataset, its just if its possible without clapping the server.
To alleviate some stress on the scripts, if it is possible, run it when a player is about to shoot (if we can detect that) rather than having the check on all the time. Wasted resource to check for aimlock in someone not shooting.
And for the record, as an experienced sniper I don't really want headshots gone, they make quick scoping possible and shooting moving targets less of a spray. But if we do disable, bring back Hunters and Sea Sparrows. I love me some mayhem