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CS2_VibeSignatures
CS2_VibeSignatures contains 40 collected skills from HLND2T, with repository-level occupation coverage and site-owned skill detail pages.
Skills in this repository
Final-guarantee fallback for the find-CEntitySystem_m_entityNames preprocessor. Recovers CEntitySystem::m_entityNames in CS2 server.dll / libserver.so by decompiling CEntitySystem_AddEntityToNameMap and recognizing its ordered-map/RB-tree lookup whether the lookup helper is emitted as a separate function or inlined into the predecessor. Use when ida_preprocessor_scripts/find-CEntitySystem_m_entityNames.py cannot resolve the member because the LLM_DECOMPILE reference shape moved across the inline boundary. Trigger: CEntitySystem_m_entityNames
Generate reference YAML via project CLI into ida_preprocessor_scripts/references/<module>/<func_name>.<platform>.yaml
Find and identify CNetworkMessages_AllowAdditionalMessageRegistration and CNetworkMessages_IsAdditionalMessageRegistrationAllowed virtual functions in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 networksystem.dll or libnetworksystem.so to locate both vfuncs by reusing the known CNetworkMessages_RegisterNetworkFieldChangeCallbackInternal slot and checking the two adjacent CNetworkMessages vtable entries. Trigger: CNetworkMessages_AllowAdditionalMessageRegistration, CNetworkMessages_IsAdditionalMessageRegistrationAllowed
Use when the user wants to run the IDA validation pipeline (`uv run ida_analyze_bin.py -debug`) repeatedly until it reports zero failures. For each failing skill, diagnose the failure, ask the user how to proceed, and offer several viable solutions. Only when the user explicitly says the failure cannot be solved now and asks to temporarily disable the skill, comment it out in configs/<GAMEVER>.yaml and record it in docs/ida_validation_failure-<GAMEVER>.md. Use after a game-version bump or a large batch of new skills when several skills may fail and you want a guided triage-and-quarantine pass. Triggers: run validation until no failure, validate until green, get validation passing, disable failing skills, quarantine failing skills, loop ida_analyze_bin until no failures
Initialize this repository's local game binaries for an exact GAMEVER from download.yaml or its latest entry, restore tracked game-symbol YAML artifacts when available, and optionally rename known functions in IDA databases. Use only when explicitly asked to initialize or restore gamebin/bin state for a CS2 game version.
Safely dispatch a new release build or same-version republish from the immutable current origin/main SHA. Use only when explicitly asked to publish, rebuild, or republish a game version, including requests such as “发布 14170”, “重新发布 14170”, “使用当前 main 重建 14170 的 release”, or “触发最新游戏版本的 release build”.
Convert an existing find-XXXX SKILL.md into a preprocessor Python script, updating configs/<GAMEVER>.yaml and removing the old SKILL.md. Covers xref-string-based and LLM_DECOMPILE-based discovery patterns.
Create an Agent SKILL.md fallback for an existing find-XXXX finder that relies on a fragile discovery foundation — above all LLM_DECOMPILE (patterns C/D/E), which matches the decompiled shape of a predecessor function against a stored reference and breaks when a symbol is inlined or de-inlined in a way the reference does not cover. The generated fallback coexists with the preprocessor and runs only when it returns failure, recovering every target robustly by decompiling the predecessor and following the inline/de-inline boundary with semantic anchors. Use when a finder broke on a game update, or you want to durably backstop one before it does. The recipe generalizes to any finder foundation. Triggers: create agent skill fallback, add SKILL.md fallback, robust fallback for finder, backstop LLM_DECOMPILE finder, final guarantee skill
Create a new cpp_tests entry for validating a C++ interface vtable layout against binary reference YAMLs. Creates the .cpp test file in cpp_tests/ and appends a configs/<GAMEVER>.yaml entry under cpp_tests:. Use when a user asks to add vtable layout validation for a new hl2sdk_cs2 interface class.
Create a new find-XXXX preprocessor Python script from scratch (no existing SKILL.md), add configs/<GAMEVER>.yaml skill and symbol entries. Covers xref-string-based and LLM_DECOMPILE-based discovery patterns. Use when a GitHub issue or user instruction specifies a new function to find.
Use when hl2sdk_cs2 C++ headers must be repaired to match the latest vtable or record-layout YAML references. Runs run_cpp_tests.py to obtain layout diffs, maps failing cpp_tests entries to their configured headers, edits only those headers, and repeats validation until the differences are resolved. Triggers: fix cpp headers, fix-cppheaders, repair vtable layout, repair record layout, header layout differences.
Run repository-mutating post-change maintenance in two ordered phases around C++ validation. Use phase=before-validation for formatting, candidate build, and candidate-backed gamedata, then use phase=after-validation to publish the same validated candidate bytes.
Run the repository's C++ post-change validation gate against an immutable candidate snapshot before publication. Use when a project workflow explicitly requests final C++ validation after formatting and gamedata updates. Any failed, skipped, or non-runnable validation stops the calling task and must be reported to the user.
Rename a symbol (function, vfunc, vtable, struct member, global variable) across all preprocessor scripts, configs/<GAMEVER>.yaml entries, and existing YAML output files. Use when a symbol's name changes (class rename, naming-convention fix, etc.), or when splitting a single finder into an inline/noinline fallback chain because a helper de-inlined and the target's YAML stopped being produced on some gamever/platform.
Final-guarantee fallback for the find-CEntitySystem_Init-decompiles preprocessor. Recovers the struct members, indirect virtual-function offsets, and de-inlined helpers that CEntitySystem::Init sets up, by decompiling CEntitySystem_Init in CS2 server.dll / libserver.so and following de-inlined callees when a target is no longer accessed directly. Use this skill when the deterministic/LLM preprocessor (ida_preprocessor_scripts/find-CEntitySystem_Init-decompiles.py) could not resolve every target because a member or vfunc was inlined or de-inlined in a way the LLM_DECOMPILE references do not cover. Trigger: CEntitySystem_m_sEntSystemName, CEntitySystem_m_eNetworkSerializationMode, CEntitySystem_m_Symbols, CEntitySystem_m_ComponentUnserializerInfoAllocator, CEntitySystem_m_pNetworkFieldChangedEventQueue, CEntitySystem_m_pNetworkFieldScratchData, CEntitySystem_m_pFieldChangeLimitSpew, CEntitySystem_m_EntityMaterialAttributes, INetworkMessages_SetNetworkSerializationContextData, IFlattenedSerializers_CreateFieldCh
Clean up the local workspace after a dev branch has been merged into main. Verifies the current dev branch is fully merged into origin/main, then switches to main, pulls the latest, deletes the local dev branch, and deletes the remote dev branch if it still exists. STOPS and warns the user if the current branch is not yet merged. Triggers: cleanup workspace, cleanup branch, delete merged branch, finish dev branch, post-merge cleanup
Batch-dump vtables from IDA Pro MCP by searching mangled symbol patterns, then write a merged YAML file beside the binary. Use this skill when you need to find and export all vtables matching a name pattern (e.g., all GameSystem vtables) in one shot. Triggers: dump vtables, batch vtable dump, export vtables, dump all vtables matching pattern
Find and identify the CBaseEntity_GetChangeAccessorPathInfo_1 virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the second GetChangeAccessorPathInfo override by scanning CBaseEntity vtable slots near the known CBaseEntity_GetChangeAccessorPathInfo_2 slot for an implementation identical to CBaseEntity_GetChangeAccessorPathInfo_2. Trigger: CBaseEntity_GetChangeAccessorPathInfo_1
Find and identify the CNetworkMessages destructor virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 networksystem.dll or libnetworksystem.so to locate the CNetworkMessages_dtor vfunc by scanning the last three entries of the CNetworkMessages vtable. Trigger: CNetworkMessages_dtor
Find and identify the CNetworkMessages_GetNetworkSerializationContextData virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 networksystem.dll or libnetworksystem.so to locate the getter vfunc by reusing the known CNetworkMessages_SetNetworkSerializationContextData slot and checking the adjacent CNetworkMessages vtable entry. Trigger: CNetworkMessages_GetNetworkSerializationContextData
Find and identify the CNetworkMessages_GetIsForServer virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 networksystem.dll or libnetworksystem.so to locate the GetIsForServer vfunc by reusing the known CNetworkMessages_SetIsForServer slot and checking the adjacent CNetworkMessages vtable entry. Trigger: CNetworkMessages_GetIsForServer
Generate and validate unique byte signatures for functions using IDA Pro MCP. Use this skill when you need to create a pattern-scanning signature for a function that can reliably locate it across binary updates. Triggers: generate signature, byte signature, pattern signature, function signature, unique signature, sig for function
Generate and validate unique byte signatures for global variable using IDA Pro MCP. Use this skill when you need to create a pattern-scanning signature for a global variable that can reliably locate it across binary updates. Triggers: global variable signature, signature for global variable
Generate and validate unique byte signatures for instructions that need to be runtime-patched using IDA Pro MCP. Use this skill when you need a signature to locate a specific instruction for patching (e.g., force/skip a branch, NOP a call, change an immediate operand). Triggers: patch signature, signature for patch, patch instruction signature, nop signature, jump patch signature, skip branch signature, force branch signature
Generate and validate unique byte signatures for instructions containing a struct member offset using IDA Pro MCP. Use this skill when you need a signature for an instruction like mov [rcx+1A8h], eax or cmp dword ptr [rdi+0B0h], 0, where the struct offset must be explicitly fixed in the first instruction bytes. Triggers: struct offset signature, signature for struct offset, structure member offset signature, mov [reg+offset] signature, struct field signature
Generate and validate unique byte signatures for instructions containing a virtual-function offset using IDA Pro MCP. Use this skill when you need a signature for an instruction like call qword ptr [rax+538h], where the vfunc offset (0x538) must be explicitly fixed in the first instruction bytes. Triggers: vfunc offset signature, signature for vfunc offset, virtual function offset signature, call [reg+offset] signature
Find and patch the g_pNavMesh null-check inside CCSBotManager_AddBot in CS2 binary using IDA Pro MCP. This patch removes the navigation mesh requirement so bots can be added even without a nav mesh loaded. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the nav mesh check in AddBot. Trigger: bot nav ignore, AddBot nav mesh patch, bot without nav, CCSBotManager nav ignore
Find and identify the CCSGameRules__sm_mapGcBanInformation global variable in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the GC ban information map structure by decompiling CCSPlayerController_ResourceDataThink's sub-function (Linux) or searching for the "Notification about user penalty" string (Windows).
Find and patch the water jump velocity inside CCSPlayer_MovementServices_CheckJumpButton in CS2 binary using IDA Pro MCP. This patch changes the water jump velocity from 100.0f to 145.0f by modifying the immediate operand of a mov instruction. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the water jump height value. Trigger: water jump patch, CheckJumpButton water velocity, jump height patch, water jump 145
Find and identify the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove in CS2 binary using IDA Pro MCP, then generate a patch signature to disable it. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the speed-clamp if-branch that caps player velocity to maxspeed inside FullWalkMove. Trigger: FullWalkMove speed clamp, velocity clamping patch, FullWalkMove SpeedClamp, disable maxspeed clamp
Write function analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after completing function identification and signature generation to persist the results in a standardized YAML format. For virtual functions with known vtable index, use write-vfunc-as-yaml instead.
Write global variable analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after completing global variable identification and signature generation to persist the results in a standardized YAML format.
Write patch analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after identifying a patch target and generating a signature for it to persist the results in a standardized YAML format.
Write struct member offset analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after identifying a struct member offset and optionally generating a signature for it to persist the results in a standardized YAML format.
Write virtual function analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after completing virtual function identification, signature generation, and vtable analysis to persist the results in a standardized YAML format.
Write vtable analysis results as YAML file beside the binary using IDA Pro MCP. Use this skill after locating a vtable to persist the results in a standardized YAML format.
Load function information from a pre-generated YAML file. Use this skill when you need function address, size, signature, and optional vtable metadata before downstream analysis. This skill checks for existing function YAML files and errors out if not found.
Find a function's vtable offset and index using IDA Pro MCP. Use this skill when you have a function address and need to determine its position in a vtable by iterating through vtable entries. Triggers: vtable index, vftable offset, virtual function table position, find function in vtable
Load vtable information from a pre-generated YAML file. Use this skill when you need to get vtable address and size for a class before analyzing virtual functions. This skill checks for existing vtable YAML files and errors out if not found, ensuring the vtable analysis has been done first.
Find a function's vtable address using IDA Pro MCP. Use this skill when want to get exact virtual address of a class. Triggers: get vftable address, get virtual function table, find vtable, get vtable