You can technically implement “client-sided” anti-cheats (as in, anti-cheats running in one client to detect another client's cheats), although that is trickier than server-sided anti-cheats for sure (for instance, aim and movement checks are much easier to implement client-sidedly than lag checks).
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A great example of this is Polar and most other current anti-cheats in Minecraft, although the most notable libre aim analysis anti-cheat is MX. It's not particularly expensive to make a reliable aim analysis tool.