using mother_fucker_valve = Vector * (__thiscall*)(void*);
inline mother_fucker_valve _yes_fuck;
#include "cheats/lagcompensation/local_animations.h"
Vector* __fastcall eye_angles(void* ecx, void* edx)
{
static int* WantedReturnAddress1 = (int*)util::FindSignature(("client.dll"), "8B CE F3 0F 10 00 8B 06 F3 0F 11 45 ? FF 90 ? ? ? ? F3 0F 10 55 ?"); //Update Animations X/Y
static int* WantedReturnAddress2 = (int*)util::FindSignature(("client.dll"), "F3 0F 10 55 ? 51 8B 8E ? ? ? ?"); //Update Animations X/Y
static int* WantedReturnAddress3 = (int*)util::FindSignature(("client.dll"), "8B 55 0C 8B C8 E8 ? ? ? ? 83 C4 08 5E 8B E5"); //Retarded valve fix
static auto oGetEyeAngles = _yes_fuck;
if (_ReturnAddress() != WantedReturnAddress1 && _ReturnAddress() != WantedReturnAddress2 && _ReturnAddress() != WantedReturnAddress3)
return oGetEyeAngles(ecx);
if (!ecx || ((player_t*)ecx)->EntIndex() != m_engine()->GetLocalPlayer())
return oGetEyeAngles(ecx);
return &local_animations::get().local_data.real_angles;
}