Going to go ahead and do a function signature dump, going to keep the sigs in code format so you can implement it. (I have C++ in mind)
Request::GetHostAddress(Request *this, const char *) (For getting the server IP or something)
Sig: \x55\x89\xE5\x83\xEC\x00\x8B\x45\x00\x89\x04\x24\xE8\x00\x00\x00\x00\x89\xC1
Mask: xxxxx?xx?xxxx????xx
Agent::get_shoot_speed(Agent *this) (Pretty helpful for prediction)
Sig: \x55\x89\xE5\x53\x57\x56\x83\xEC\x00\xE8\x00\x00\x00\x00\x5F\x8B\x5D\x00\x89\x1C\x24\xC7\x44\x24\x00\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x89\x55\x00
Mask: xxxxxxxx?x????xxx?xxxxxx?????x????xx?
Agent::is_enemy(Agent *this, const Agent *) (Really simple way to check who is on your team)
Sig: \x55\x89\xE5\x53\x57\x56\x83\xEC\x00\xE8\x00\x00\x00\x00\x5A\x8B\x7D\x00\x8B\x45\x00\x8B\x48\x00\x8B\x77\x00\x89\x75\x00\x83\x78\x00\x00\x75\x00\x8B\x98\x00\x00\x00\x00\xC7\x45\x00\x00\x00\x00\x00\x85\xDB\x78\x00\x8B\x82\x00\x00\x00\x00\x8B\x00\x39\x58\x00
Mask: xxxxxxxx?x????xxx?xx?xx?xx?xx?xx??x?xx????xx?????xxx?xx????xxxx?
Agent::update_weapons(Agent *this) (This one should be obvious)
Sig: \x55\x89\xE5\x53\x57\x56\x83\xEC\x00\xE8\x00\x00\x00\x00\x5B\x8B\x7D\x00\xC7\x87\x00\x00\x00\x00\x00\x00\x00\x00
Mask: xxxxxxxx?x????xxx?xx????????
Agent::player_attack_dir(Agent *this, int) (Again, this one should be obvious)
Sig: \x55\x89\xE5\x53\x57\x56\x83\xEC\x00\xE8\x00\x00\x00\x00\x5B\x8B\x83\x00\x00\x00\x00\x8B\x48\x00
Mask: xxxxxxxx?x????xxx????xx?
Agent::attack_dir_to_movement_flag(Agent *this, const int *) (Sent in bit operators, see below)
Sig: \x55\x89\xE5\x8B\x45\x00\x8B\x00\x83\xF8\x00\x77\x00\xE8\x00\x00\x00\x00\x59\x8B\x84\x81\x00\x00\x00\x00\x5D\xC3\xB8\x00\x00\x00\x00\x5D\xC3\x90\x55\x89\xE5\x8B\x45\x00
Mask: xxxxx?xxxx?x?x????xxxx????xxx????xxxxxxxx?
Tactical_window::update_health(Tactical_window *this) (You can use this for a lot of things)
Sig:\x55\x89\xE5\x53\x57\x56\x81\xEC\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x5E\x8B\x7D\x00\x8B\x86\x00\x00\x00\x00\x89\x85\x00\x00\x00\x00\x8B\x00\x89\x45\x00\x8B\x8E\x00\x00\x00\x00
Mask: xxxxxxxx????x????xxx?xx????xx????xxxx?xx????
Tactical_window::full_screen(Tactical_window *__hidden this) (I guess if you're doing some retarded external overlay you can use this)
Sig: \x55\x89\xE5\xB8\x00\x00\x00\x00\x5D\xC3\x55\x89\xE5\x56\xE8\x00\x00\x00\x00
Mask: xxxx????xxxxxxx????
Bit operators ex:
IN_ATTACK = (1 << 0), // 512
IN_JUMP = (1 << 1), // 1024
IN_DUCK = (1 << 2), // 2048 Might be a bit off, but that's what they look like in reclass/olly
Important: The bigger the sig the more likely it is to break