| name | create-preprocessor-scripts |
| description | 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.
|
| disable-model-invocation | true |
Create Preprocessor Scripts from Scratch
Create an ida_preprocessor_scripts/find-XXXX.py preprocessor script and add the corresponding
configs/<GAMEVER>.yaml entries for a newly requested function, vtable, or struct member offset.
Resolve GAMEVER from the user's explicit request or CS2VIBE_GAMEVER, set the edit target to
configs/$GAMEVER.yaml, and stop if that exact file does not exist. Never edit another version as a fallback.
When to Use
- A GitHub issue or user instruction requests adding support for finding a new function/symbol
- No existing
.claude/skills/find-XXXX/SKILL.md needs conversion (for that, use convert-finder-skill-to-preprocessor-scripts)
Inputs
The user or issue will provide some or all of:
| Field | Description | Example |
|---|
| Function name(s) | Target symbol(s) to find | CPlayer_MovementServices_PlayWaterStepSound |
| Module | Which DLL/SO the function lives in | server, engine, networksystem, client |
| Category | Symbol type | func, vfunc, structmember, patch, vtable |
| xref_strings | Debug strings for xref-based discovery | "CT_Water.StepLeft" |
| xref_gvs | Global variable VA (e.g. vtable address) to find functions that reference it | vtable VA from SomeClass_vtable.{platform}.yaml |
| xref_funcs | Known callee function name to find its callers | "CPlayerCommandQueue_ctor" |
| Predecessor function | Function to decompile for LLM_DECOMPILE patterns | CBaseEntity_TakeDamageOld |
| VTable class | Class owning the vtable (for vfuncs) | CBasePlayerPawn |
| Desired YAML fields | Which fields the output YAML needs | func_name, func_sig, func_va, func_rva, func_size |
| Dependencies | Input YAMLs this skill depends on | CCSPlayer_MovementServices_vtable.{platform}.yaml |
| Aliases | Alternative names for the symbol | CPlayer_MovementServices::PlayWaterStepSound |
Overview
Twelve preprocessor patterns exist. The discovery method and target type determine which to use:
| Pattern | Discovery Method | Has FUNC_XREFS | Has LLM_DECOMPILE | Has INHERIT_VFUNCS | Has FUNC_VTABLE_RELATIONS | preprocess_skill has llm_config |
|---|
| A -- Regular function via xref strings | find_regex + xrefs_to on debug strings | Yes | No | No | No | No |
| B -- Virtual function via xref strings | Same as A, but function is in a vtable | Yes | No | No | Yes | No |
| C -- Virtual function via LLM_DECOMPILE | Decompile a known predecessor function, identify vfunc call offsets | No | Yes | No | Yes | Yes |
| D -- Regular function via LLM_DECOMPILE | Decompile a known predecessor function, identify direct call targets | No | Yes | No | No | Yes |
| E -- Struct member offset via LLM_DECOMPILE | Decompile a known predecessor function, identify struct field access offsets | No | Yes | No | No | Yes |
| F -- Virtual function via INHERIT_VFUNCS | Inherit vtable slot index from a known base-class vfunc, look up same slot in derived-class vtable (standard); or slot-only mode for abstract/interface vfuncs where only offset/index is needed | No | No | Yes | No | No |
| G -- ConCommand handler function | Find the handler callback registered via RegisterConCommand by matching command name and help string | No (uses COMMAND_NAME/HELP_STRING) | No | No | No | No |
| H -- Secondary (ordinal) vtable | Locate a class's secondary vtable via mangled symbol (Windows) or offset-to-top (Linux) | No | No | No | No | No |
| I -- Interface vfunc offset via thunk instruction walk | Walk a known concrete-class thunk via py_eval + idaapi.decode_insn, extract jmp [reg+disp] displacement as vfunc_offset | No | No | No | No | No |
| J -- IGameSystem vfunc via dispatch scan | Scan IGameSystem_DispatchCall(idx, callback, ...) call sites in a known predecessor; map targets by scan/index order using _igamesystem_dispatch_common | No | No | No | No | No |
| K -- IGameSystem vfunc via slot dispatch scan | Walk an IGameSystem_Loop*AllSystems dispatcher function body; extract [rax+offset] vtable call displacements via _igamesystem_slot_dispatch_common; output is slot-only (no func_sig) | No | No | No | No | No |
| L -- Interface vfunc slot via indirect vcall scan | Scan a known thunk/caller for its unique register-indirect vtable call (jmp/call qword ptr [reg+disp]) via _indirect_vcall_target_common; read the displacement as vfunc_offset; output is slot-only (no func_sig). Reusable form of Pattern I | No | No | No | No | No |
Additionally, struct member offsets can be mixed into any pattern as a secondary target (see "Struct Member Mixin" section below).
Step 1: Determine the Pattern
From the user's input, determine:
-
Is the target a function, vfunc, or struct member offset?
- Has
xref_strings + category func -> Pattern A
- Has
xref_strings + category vfunc -> Pattern B
- Has
xref_gvs (vtable VA from a vtable YAML) + category func -> Pattern A with dynamic FUNC_XREFS (read vtable VA at runtime; see "Dynamic FUNC_XREFS via xref_gvs" note)
- Has
xref_gvs (vtable VA from a vtable YAML) + category vfunc -> Pattern B with dynamic FUNC_XREFS
- Has
xref_funcs (known callee function name) + category func -> Pattern A (static FUNC_XREFS; see "xref_funcs: finding callers of a known function" note)
- Has
xref_funcs (known callee function name) + category vfunc -> Pattern B (static FUNC_XREFS)
- Has predecessor function + category
vfunc -> Pattern C (vfunc_sig is ALWAYS required in GENERATE_YAML_DESIRED_FIELDS -- see "vfunc_sig is MANDATORY for Pattern C" note below)
- Has predecessor function + category
func -> Pattern D
- Has predecessor function + category
structmember -> Pattern E
- Has base vfunc name + category
vfunc (derived-class override of known base vfunc) -> Pattern F
- If the target is an abstract/interface vfunc (no real function body, only
vfunc_offset/vfunc_index needed) -> use Pattern F slot-only: generate_func_sig=False, desired fields = {func_name, vtable_name, vfunc_offset, vfunc_index}, NO vtable YAML required for the interface class
- Has
COMMAND_NAME + HELP_STRING (ConCommand handler callback) -> Pattern G
- Has mangled vtable symbol / offset-to-top + category
vtable (secondary vtable for a class) -> Pattern H
- Target is an interface vfunc offset with no feasible
func_sig/vfunc_sig, and the offset can be read from a concrete-class thunk's jmp [reg+disp] instruction -> Pattern L (preferred, reusable helper) or Pattern I (bespoke py_eval walk; use only if you need the old-gamever reuse fast path or a custom operand filter)
- Target is an
IGameSystem vfunc visible as the callback argument to IGameSystem_DispatchCall(...) in a known predecessor's decompile -> Pattern J
- Target is an
IGameSystem abstract vfunc (slot-only output: func_name, vtable_name, vfunc_offset, vfunc_index; no func_sig) dispatched by a known IGameSystem_Loop*AllSystems function that iterates all game systems via vtable; the dispatcher's output YAML (func_va) is already available -> Pattern K
- Target is an abstract/interface vfunc dispatched by a thin thunk/caller whose body has exactly one register-indirect vtable call (
jmp/call qword ptr [reg+disp]), and no func_sig/vfunc_sig is feasible (a jmp [reg+disp8] for offset <= 0x7F is only 3 bytes and cannot be signed uniquely) -> Pattern L (slot-only output: func_name, vtable_name, vfunc_offset, vfunc_index; a downstream Pattern F standard override consumes the vfunc_index)
- Target
X was found by a single Pattern A/B finder, but a helper that used to be inlined into X de-inlined on some build (the anchor string/call left X, so X.{platform}.yaml stopped being produced and the fail-fast run aborts the module) -> Pattern M (split into a helper + X-noinline + X-inlined fallback chain)
-
Do xref strings differ between Windows and Linux? If yes, use platform-specific FUNC_XREFS_WINDOWS / FUNC_XREFS_LINUX variant.
-
Are there multiple functions? If they share the same discovery method and starting point, put them in the same script with -AND- in the name. Otherwise, split into separate scripts.
CRITICAL -- LLM_DECOMPILE dependency chains: When LLM_DECOMPILE targets form a chain (FuncA -> FuncB -> FuncC, where each is the predecessor of the next), they MUST be in separate scripts -- one script per link in the chain. A single script CANNOT handle chained LLM_DECOMPILE predecessors because the LLM_DECOMPILE fallback resolves the predecessor's address from its output YAML (func_va field), and within a single script run the predecessor's output YAML doesn't exist yet. The IDA name-lookup fallback also fails because the predecessor wasn't renamed yet.
Step 2: Create the Preprocessor Script
Script location: ida_preprocessor_scripts/find-{skill_name}.py
The filename MUST match the name field in configs/<GAMEVER>.yaml skill entry.
Read the reference for your chosen pattern:
Cross-Cutting Notes
FULLMATCH: Prefix for Xref Strings (Patterns A & B)
When the xref string is short or generic (e.g. "Precache", "userid", "team"), use the FULLMATCH: prefix to require exact string matching instead of substring matching. Without it, "Precache" would match "PrecacheModel", "PrecacheSound", etc.
FUNC_XREFS = [
{
"func_name": "CEntityInstance_Precache",
"xref_strings": [
"FULLMATCH:Precache",
],
"xref_gvs": [], "xref_signatures": [], "xref_funcs": [],
"exclude_funcs": [], "exclude_strings": [], "exclude_gvs": [], "exclude_signatures": [],
},
]
Dynamic FUNC_XREFS via xref_gvs (vtable VA)
When the target function is the constructor (or any other function that references a class's vtable), use xref_gvs with the vtable's virtual address. Because the vtable VA is only known after IDA analysis, it cannot be hardcoded -- it must be read from the vtable's output YAML at runtime.
This requires a custom preprocess_skill that:
- Reads
vtable_va from {VtableClass}_vtable.{platform}.yaml in new_binary_dir
- Builds
func_xrefs dynamically with the VA in xref_gvs
- Passes the dynamic list to
preprocess_common_skill
import os
try:
import yaml
except ImportError:
yaml = None
def _read_vtable_va(yaml_path):
try:
with open(yaml_path, "r", encoding="utf-8") as f:
data = yaml.safe_load(f)
if isinstance(data, dict):
va = data.get("vtable_va")
if va:
return str(va)
except Exception:
pass
return None
async def preprocess_skill(
session, skill_name, expected_outputs, old_yaml_map,
new_binary_dir, platform, image_base, debug=False,
):
vtable_yaml_path = os.path.join(new_binary_dir, f"SomeClass_vtable.{platform}.yaml")
vtable_va = _read_vtable_va(vtable_yaml_path)
if not vtable_va:
if debug:
print(" Preprocess: SomeClass_vtable vtable_va not found, cannot resolve xref_gvs")
return False
func_xrefs = [
{
"func_name": "SomeClass_ctor",
"xref_strings": [],
"xref_gvs": [str(vtable_va)],
"xref_signatures": [],
"xref_funcs": [],
"exclude_funcs": [],
"exclude_strings": [],
"exclude_gvs": [],
"exclude_signatures": [],
},
]
return await preprocess_common_skill(
session=session,
expected_outputs=expected_outputs,
old_yaml_map=old_yaml_map,
new_binary_dir=new_binary_dir,
platform=platform,
image_base=image_base,
func_names=TARGET_FUNCTION_NAMES,
func_xrefs=func_xrefs,
generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
debug=debug,
)
configs/.yaml expected_input: must include the vtable YAML so it is guaranteed to be resolved before this script runs.
Multiple xrefs / exclude_signatures: If more than one function references the vtable (e.g. constructor + destructor), the intersection yields >1 result and the skill fails. Use exclude_signatures to exclude the unwanted function(s). If the ambiguity is platform-specific, make the exclusion conditional:
exclude_signatures = ["66 83 ?? FF"] if platform == "linux" else []
To find the right bytes to exclude: look up the two candidate addresses in IDA, read the first ~4 bytes of the function to exclude, and use those as the exclude_signatures pattern with ?? wildcards where needed.
xref_funcs: Finding Callers of a Known Function (Patterns A & B)
When the target function is discoverable as a caller of another already-known function, use xref_funcs with the callee's name. Unlike xref_gvs, the function name is available at script-write time, so FUNC_XREFS can be a static module-level constant -- no dynamic building required.
FUNC_XREFS = [
{
"func_name": "TargetFunc",
"xref_strings": [],
"xref_gvs": [],
"xref_signatures": [],
"xref_funcs": ["KnownCalleeFunc"],
"exclude_funcs": [],
"exclude_strings": [],
"exclude_gvs": [],
"exclude_signatures": [],
},
]
configs/.yaml expected_input: include the callee's output YAML to guarantee it is renamed in IDA before this script runs (the name lookup requires the rename to have happened):
expected_input:
- KnownCalleeFunc.{platform}.yaml
- TargetClass_vtable.{platform}.yaml
Struct Member Mixin (for any pattern)
Struct member offsets can also be mixed into a function-finding script when they are discovered from the same function via signature matching (not LLM_DECOMPILE). Add TARGET_STRUCT_MEMBER_NAMES alongside TARGET_FUNCTION_NAMES and pass struct_member_names= to preprocess_common_skill:
TARGET_FUNCTION_NAMES = [
"SomeFunction",
]
TARGET_STRUCT_MEMBER_NAMES = [
"SomeStruct_m_someField",
]
GENERATE_YAML_DESIRED_FIELDS = [
("SomeFunction", ["func_name", "func_sig", "func_va", "func_rva", "func_size"]),
("SomeStruct_m_someField", ["struct_name", "member_name", "offset", "size", "offset_sig", "offset_sig_disp"]),
]
return await preprocess_common_skill(
...
func_names=TARGET_FUNCTION_NAMES,
struct_member_names=TARGET_STRUCT_MEMBER_NAMES,
...
)
CRITICAL -- FUNC_VTABLE_RELATIONS and vfunc fields
FUNC_VTABLE_RELATIONS is required for ANY target whose GENERATE_YAML_DESIRED_FIELDS includes vtable_name or vfunc_sig -- not just Pattern B and C. Without it, the LLM_DECOMPILE slot-only fallback fails with "slot-only fallback missing vtable_name" and the entire skill fails.
This applies even when:
- The target is a vfunc call-site offset (e.g.
call [rax+128h]) rather than an actual function body in a vtable
- No vtable YAML exists for that class in configs/.yaml (no
expected_input for the vtable needed)
- The script also finds non-vfunc targets (global variables, struct offsets) alongside the vfunc target
The vtable_name from FUNC_VTABLE_RELATIONS is used as metadata written to the output YAML -- it does NOT require an actual vtable lookup. For example, ("IGameTypes_CreateWorkshopMapGroup", "IGameTypes") provides the vtable class name IGameTypes even though no IGameTypes_vtable.{platform}.yaml exists.
Rule of thumb: If any field in GENERATE_YAML_DESIRED_FIELDS starts with vfunc_ or equals vtable_name, the target MUST have an entry in FUNC_VTABLE_RELATIONS.
CRITICAL -- vfunc_sig is MANDATORY for Pattern C (vfunc via LLM_DECOMPILE)
For ANY vfunc discovered via LLM_DECOMPILE (Pattern C), GENERATE_YAML_DESIRED_FIELDS MUST include vfunc_sig. This is non-negotiable -- the slot index alone is not stable across binary updates without a signature anchor on the actual vfunc body.
This rule applies to BOTH variants:
- Standard Pattern C (also a downstream predecessor):
func_name, func_va, func_rva, func_size, vfunc_sig, vfunc_offset, vfunc_index, vtable_name
- Slim Pattern C (not a downstream predecessor):
func_name, vfunc_sig, vfunc_offset, vfunc_index, vtable_name
Pure slot-only output (func_name, vtable_name, vfunc_offset, vfunc_index with NO vfunc_sig) is reserved for Pattern F slot-only / Pattern I / Pattern K / Pattern L -- it is NOT a valid output shape for Pattern C. Examples that follow this rule: find-CEntityInstance_ScriptEntityIO.py, find-CEntityInstance_Restore.py, find-CEntityInstance_RequiredEdictIndex.py, find-CEntityInstance_PreDataUpdate.py, find-CEntityInstance_PostDataUpdate.py, find-CEntityInstance_NetworkUpdateState.py.
Key Differences Between Patterns
| Aspect | Pattern A (func + xref) | Pattern B (vfunc + xref) | Pattern C (vfunc + LLM) | Pattern D (func + LLM) | Pattern E (structmember + LLM) | Pattern F (vfunc + inherit) | Pattern G (ConCommand handler) | Pattern H (ordinal vtable) | Pattern I (iface vfunc thunk walk) | Pattern J (IGameSystem dispatch) | Pattern K (IGameSystem slot dispatch) | Pattern L (iface vfunc vcall scan) |
|---|
| FUNC_XREFS | Yes | Yes | No | No | No | No | No (uses COMMAND_NAME/HELP_STRING) | No | No | No | No | No |
| FUNC_VTABLE_RELATIONS | No | Yes | Yes | No | No | No | No | No | No | No | No | No |
| INHERIT_VFUNCS | No | No | No | No | No | Yes | No | No | No | No | No | No |
| LLM_DECOMPILE | No | No | Yes | Yes | Yes | No | No | No | No | No | No | No |
llm_config param | No | No | Yes | Yes | Yes | No | No | No | No | No | No | No |
| Helper module | preprocess_common_skill | preprocess_common_skill | preprocess_common_skill | preprocess_common_skill | preprocess_common_skill | preprocess_common_skill | preprocess_registerconcommand_skill | preprocess_ordinal_vtable_via_mcp | py_eval + write_func_yaml (custom) | preprocess_igamesystem_dispatch_skill | preprocess_igamesystem_slot_dispatch_skill (from _igamesystem_slot_dispatch_common) | preprocess_indirect_vcall_target_skill (from _indirect_vcall_target_common) |
| Target list | TARGET_FUNCTION_NAMES | TARGET_FUNCTION_NAMES | TARGET_FUNCTION_NAMES | TARGET_FUNCTION_NAMES | TARGET_STRUCT_MEMBER_NAMES | (none -- defined in INHERIT_VFUNCS) | TARGET_FUNCTION_NAMES | TARGET_CLASS_NAME (single string) | TARGET_FUNC_NAME + PREDECESSOR_STEM (module-level constants) | TARGET_SPECS (list of dicts with target_name, rename_to, optional dispatch_rank) | TARGET_SPECS (list of dicts with target_name, vtable_name, optional dispatch_rank) | SOURCE_FUNCTION_NAME + TARGET_FUNCTION_NAME + VTABLE_CLASS (module-level constants) |
| preprocess param | func_names= | func_names= | func_names= | func_names= | struct_member_names= | inherit_vfuncs= | command_name=, help_string= | class_name=, ordinal= | (custom: reads YAML, calls py_eval) | source_yaml_stem=, target_specs=, via_internal_wrapper=, multi_order= | dispatcher_yaml_stem=, target_specs=, multi_order=, expected_dispatch_count= | source_yaml_stem=, target_name=, vtable_name= |
| YAML fields | func_name, func_sig, func_va, func_rva, func_size | Same + vtable_name, vfunc_offset, vfunc_index | vfunc_sig ALWAYS required. Standard: func_name, func_va, func_rva, func_size, vfunc_sig, vfunc_offset, vfunc_index, vtable_name. Slim (not a downstream predecessor): func_name, vfunc_sig, vfunc_offset, vfunc_index, vtable_name | func_name, func_sig, func_va, func_rva, func_size | struct_name, member_name, offset, size, offset_sig, offset_sig_disp | Standard: func_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_index; Slot-only: func_name, vtable_name, vfunc_offset, vfunc_index | func_name, func_sig, func_va, func_rva, func_size | (vtable YAML via write_vtable_yaml) | func_name, vtable_name, vfunc_offset, vfunc_index | func_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_index | func_name, vtable_name, vfunc_offset, vfunc_index | func_name, vtable_name, vfunc_offset, vfunc_index |
| config category | func | vfunc | vfunc | func | structmember | vfunc | func | vtable | vfunc | vfunc | vfunc | vfunc |
Step 3: Update configs/.yaml
3a. Skills Section
Each preprocessor script needs a corresponding skill entry under the appropriate module's skills: list.
Find the module section (e.g. server, engine, networksystem) and add entries in logical order (near related functions).
Template:
- name: find-{SKILL_NAME}
expected_output:
- {FUNC_NAME_1}.{platform}.yaml
expected_input:
- {PREDECESSOR_FUNC}.{platform}.yaml
- {VTABLE_CLASS}_vtable.{platform}.yaml
Rules:
expected_output: One .{platform}.yaml per target function in the script
expected_input: Include predecessor function YAML (Patterns C & D) and/or vtable YAML (Patterns B & C & F)
- Pattern A with no vtable: typically NO
expected_input
- Pattern F (standard): needs both the derived class vtable YAML and the base vfunc YAML in
expected_input
- Pattern F (slot-only): needs ONLY the base vfunc YAML in
expected_input -- no vtable YAML for the interface class
- Pattern J: needs both the predecessor function YAML and
IGameSystem_vtable.{platform}.yaml in expected_input
- Pattern K: needs ONLY
{DISPATCHER_YAML_STEM}.{platform}.yaml in expected_input -- no IGameSystem_vtable.{platform}.yaml needed
- Multi-function scripts use
-AND- in the name: find-FuncA-AND-FuncB
- Place the new entry near related functions (e.g.
CCSPlayer_MovementServices_* entries together)
Dependency chain example (multi-script):
- name: find-FuncA
expected_output:
- FuncA.{platform}.yaml
- name: find-FuncB
expected_output:
- FuncB.{platform}.yaml
expected_input:
- FuncA.{platform}.yaml
- SomeClass_vtable.{platform}.yaml
3b. Symbols Section
For each target function, add a symbol entry under the same module's symbols: list (if not already present).
- name: {FUNC_NAME}
category: func
alias:
- {ClassName}::{MethodName}
- name: {FUNC_NAME}
category: vfunc
alias:
- {ClassName}::{MethodName}
- name: {STRUCT_MEMBER_NAME}
category: structmember
struct: {STRUCT_NAME}
member: {MEMBER_NAME}
alias:
- {StructName}::{MemberName}
Check existing symbols before adding -- do NOT create duplicates.
Place the new symbol near related symbols (same class/subsystem).
Step 4: Handle Reference YAMLs (Patterns C, D & E only)
Pattern C, D, and E scripts reference a predecessor function's YAML at:
ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.{platform}.yaml
Check if the reference YAML already exists:
ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.linux.yaml
ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.windows.yaml
Always generate them using generate_reference_yaml.py:
uv run generate_reference_yaml.py -func_name {PREDECESSOR_FUNC} -auto_start_mcp -binary "bin/{gamever}/{module}/{binary_name}.dll" -platform windows -debug
uv run generate_reference_yaml.py -func_name {PREDECESSOR_FUNC} -auto_start_mcp -binary "bin/{gamever}/{module}/lib{module}.so" -platform linux -debug
where {gamever} can be obtained from .env -> CS2VIBE_GAMEVER.
IMPORTANT -- Always pass -platform explicitly. While -platform can theoretically be inferred from the binary extension (.dll -> windows, .so -> linux), auto-inference is unreliable and may produce the wrong platform's reference YAML. Always pass -platform windows or -platform linux explicitly.
IMPORTANT -- Run generate_reference_yaml.py sequentially, NOT in parallel. All invocations share the same IDA MCP connection. Running them in parallel will cause connection conflicts and failures. Run one command at a time, waiting for each to complete before starting the next.
YOU MUST: rename known symbols / add necessary comments in the generated reference YAMLs so the LLM can find desired symbols by comparing reference ones with raw procedure/disassembly read from new binaries. Always annotate both disasm_code and procedure fields. Format by target type:
Direct function call — rename sub_XXXX to the target function name in both fields.
Virtual function call — add offset comment:
disasm_code: call qword ptr [rax+3F0h] ; 3F0h = CBaseEntity_OnTakeDamage
procedure: (*a1 + 1008LL)... // 1008LL = 0x3F0 = CBaseEntity_OnTakeDamage
Global variable — rename qword_XXXX to the target name in both fields.
Struct member access — add comments using the (structmember, struct=X, member=Y) tag:
disasm_code: cmp dil, [rsi+0C1h] ; 0C1h = SDL_Mouse::relative_mode (structmember, struct=SDL_Mouse, member=relative_mode)
procedure: a1 != Mouse->field // 0xC1 = SDL_Mouse::relative_mode (structmember, struct=SDL_Mouse, member=relative_mode)
The (structmember, struct=StructName, member=member_name) tag is required for all struct member annotations — it tells the LLM which struct and member name to report back. Annotate every access site for the target field.
IMPORTANT -- When the predecessor is a NEW function (no existing output YAMLs): If the predecessor function is brand new (discovered by another new script you're creating at the same time), its output YAMLs don't exist yet and generate_reference_yaml.py cannot resolve its address. You must use a multi-phase workflow:
- Phase 1: Create ALL scripts (vtable, xref_string, LLM_DECOMPILE) and update configs/.yaml
- Phase 2: Run
uv run ida_analyze_bin.py -debug -oldgamever none -- the vtable and xref_string scripts will succeed and populate the NEW predecessor's output YAMLs. The LLM_DECOMPILE script will fail (no reference YAML yet) or be skipped.
- Phase 3: Now that the predecessor has output YAMLs, run
generate_reference_yaml.py to create reference YAMLs, then annotate them.
- Phase 4: Run
uv run ida_analyze_bin.py -debug -oldgamever none again -- this time the LLM_DECOMPILE path runs and the full pipeline is validated.
IMPORTANT -- When the reference YAML already existed: generate_reference_yaml.py regenerates the file from scratch and silently overwrites any hand-written annotation comments. After running it, check the diff for each regenerated file:
git diff ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.{platform}.yaml
Look for removed lines (prefixed with - in the diff) that are annotation comments: lines beginning with ; inside disasm_code or // inside procedure. If any were dropped, restore them verbatim by copying directly from the - lines in the diff output into the correct locations in the regenerated file. Do not reconstruct comments from memory -- copy from the diff.
Step 5: Run Tests
After all creation steps are complete, run the full preprocessor test to validate the new script works.
Because the output is very long, redirect it to a temp file and then read just the summary:
uv run ida_analyze_bin.py -debug > /tmp/ida_test_output.txt 2>&1; tail -10 /tmp/ida_test_output.txt
Check the Summary at the end of the output:
This step is mandatory -- do not report completion without running and passing this validation.
Step 6: Run Post-Change Gates
Before committing, run the repository update and validation skills in the exact order below. Every gate is
mandatory.
6a. Format and update gamedata
ALWAYS Use SKILL /post-change-update with:
phase=before-validation
gamever=<gamever> from .env -> CS2VIBE_GAMEVER
This replaces direct format_repo_files.py and update_gamedata.py commands in this workflow.
6b. Regression tests
Run the non-MCP unittest suite:
uv run python -c "from pathlib import Path; import sys, unittest; excluded={'test_ida_mcp_session', 'test_smoke_ida_mcp_2'}; modules=[f'tests.{path.stem}' for path in Path('tests').glob('test_*.py') if path.stem not in excluded]; result=unittest.TextTestRunner(buffer=True).run(unittest.defaultTestLoader.loadTestsFromNames(modules)); sys.exit(not result.wasSuccessful())"
This intentionally excludes the IDA MCP adapter and smoke modules (test_ida_mcp_session,
test_smoke_ida_mcp_2) to keep preprocessor work fast. Run those modules separately when changing
MCP routing or lifecycle code.
Keep 0 selected unittest failures before committing. If any test fails, investigate and fix it before
proceeding to the final validation gate.
6c. Validate C++ layouts
ALWAYS Use SKILL /post-change-validation with the same gamever.
If it fails or cannot run tests, it will report the reason and stop the entire task. Do not fix or retry inside
this workflow, do not pack the snapshot, and do not commit.
6d. Pack the gamesymbol snapshot
Only after /post-change-validation succeeds, ALWAYS Use SKILL /post-change-update with:
phase=after-validation
- the same
gamever
This step is mandatory. A missing or failed gamesymbol_snapshot.py pack blocks the commit.
Step 7: Commit Changes
After validation passes, commit all changes to git.
IMPORTANT -- Never commit directly to the main branch. If the current branch is main, create and switch to a dev branch first:
git branch --show-current
git checkout dev 2>/dev/null || git checkout -b dev
Review git status --short, explicitly stage only task-related files, and include tracked gamedata and snapshot
changes produced by the post-change gates. Never use git add -A:
git add ida_preprocessor_scripts/find-{SKILL_NAME}.py configs/<GAMEVER>.yaml
git add <generated-reference-yamls> <changed-dist-gamedata-files> gamesymbols/<gamever>.yaml
git commit -m "feat(preprocessor): add find-{SKILL_NAME}" -m "Co-Authored-By: Codex (GPT-5.x)"
Include all task-related files changed:
- The new preprocessor script
- configs/.yaml changes
- Any reference YAMLs generated (for Patterns C/D/E)
- Any tracked gamedata updated by
/post-change-update
gamesymbols/<gamever>.yaml
Checklist
Before finishing, verify:
Real-World Examples
Example: Regular function via xref string (Pattern A)
Issue says: CPlayer_MovementServices_PlayWaterStepSound is a regular function in server dll. xref_strings: "CT_Water.StepLeft". Fields needed: func_name, func_sig, func_va, func_rva, func_size.
Result: ida_preprocessor_scripts/find-CPlayer_MovementServices_PlayWaterStepSound.py with:
FUNC_XREFS containing "CT_Water.StepLeft"
GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
- No
FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE
- configs/.yaml skill entry with
expected_output: CPlayer_MovementServices_PlayWaterStepSound.{platform}.yaml
- configs/.yaml symbol entry with
category: func, alias CPlayer_MovementServices::PlayWaterStepSound
Example: Virtual function via xref string (Pattern B)
Issue says: CSource2GameEntities_CheckTransmit is a vfunc of CSource2GameEntities in server dll. xref_strings: "CSource2GameEntities::CheckTransmit" (Windows), "./gameinterface.cpp:30" (Linux).
Result: ida_preprocessor_scripts/find-CSource2GameEntities_CheckTransmit.py with:
- Platform-specific
FUNC_XREFS_WINDOWS / FUNC_XREFS_LINUX
FUNC_VTABLE_RELATIONS: ("CSource2GameEntities_CheckTransmit", "CSource2GameEntities")
GENERATE_YAML_DESIRED_FIELDS with vtable fields
- configs/.yaml
expected_input: CSource2GameEntities_vtable.{platform}.yaml
Example: Multiple functions from same xref (Pattern A, multi-target)
Issue says: Find both FuncA and FuncB in server. Both use xref string "SharedDebugString".
Result: ida_preprocessor_scripts/find-FuncA-AND-FuncB.py with:
- Two entries in
TARGET_FUNCTION_NAMES
- Two entries in
FUNC_XREFS (each with the same or different xref strings)
- Two entries in
GENERATE_YAML_DESIRED_FIELDS
- configs/.yaml skill name:
find-FuncA-AND-FuncB
- configs/.yaml: two
expected_output entries, two symbol entries
Example: Derived-class vfunc via INHERIT_VFUNCS (Pattern F)
Issue says: CBaseEntity_Precache is a vfunc on CBaseEntity that overrides CEntityInstance::Precache at the same vtable slot. CEntityInstance_Precache is already found by another script.
Result: ida_preprocessor_scripts/find-CBaseEntity_Precache.py with:
INHERIT_VFUNCS: ("CBaseEntity_Precache", "CBaseEntity", "CEntityInstance_Precache", True)
GENERATE_YAML_DESIRED_FIELDS with vtable fields
- No FUNC_XREFS, no LLM_DECOMPILE, no FUNC_VTABLE_RELATIONS
- configs/.yaml
expected_input: CBaseEntity_vtable.{platform}.yaml + CEntityInstance_Precache.{platform}.yaml
- configs/.yaml symbol: category
vfunc, alias CBaseEntity::Precache
Example: Virtual function via xref string with FULLMATCH (Pattern B)
Issue says: CEntityInstance_Precache is a vfunc on CEntityInstance. xref_string: "Precache" (exact match needed since substring would hit PrecacheModel, etc.).
Result: ida_preprocessor_scripts/find-CEntityInstance_Precache.py with:
FUNC_XREFS containing "FULLMATCH:Precache" (exact match)
FUNC_VTABLE_RELATIONS: ("CEntityInstance_Precache", "CEntityInstance")
GENERATE_YAML_DESIRED_FIELDS with vtable fields
- configs/.yaml
expected_input: CEntityInstance_vtable.{platform}.yaml
Example: vtable + xref-string vfunc + LLM_DECOMPILE regular function (vtable + Patterns B + D, multi-phase)
User says: Find LegacyGameEventListener in server. It's a regular function called from CSource2GameClients::StartHLTVServer (a vfunc of CSource2GameClients). The xref string for StartHLTVServer is "CSource2GameClients::StartHLTVServer: game event %s not found".
Result -- three scripts:
-
ida_preprocessor_scripts/find-CSource2GameClients_vtable.py (vtable discovery):
TARGET_CLASS_NAMES: ["CSource2GameClients"]
- Pure vtable lookup, no dependencies
-
ida_preprocessor_scripts/find-CSource2GameClients_StartHLTVServer.py (Pattern B):
FUNC_XREFS containing "CSource2GameClients::StartHLTVServer: game event %s not found"
FUNC_VTABLE_RELATIONS: ("CSource2GameClients_StartHLTVServer", "CSource2GameClients")
- configs/.yaml
expected_input: CSource2GameClients_vtable.{platform}.yaml
-
ida_preprocessor_scripts/find-LegacyGameEventListener.py (Pattern D):
LLM_DECOMPILE referencing references/server/CSource2GameClients_StartHLTVServer.{platform}.yaml
- No
FUNC_VTABLE_RELATIONS (regular function)
- Reference YAMLs annotated:
sub_180B1AC80 / sub_1516AB0 renamed to LegacyGameEventListener in both disasm and procedure
- configs/.yaml
expected_input: CSource2GameClients_StartHLTVServer.{platform}.yaml
configs/.yaml dependency chain:
- name: find-CSource2GameClients_vtable
expected_output:
- CSource2GameClients_vtable.{platform}.yaml
- name: find-CSource2GameClients_StartHLTVServer
expected_output:
- CSource2GameClients_StartHLTVServer.{platform}.yaml
expected_input:
- CSource2GameClients_vtable.{platform}.yaml
- name: find-LegacyGameEventListener
expected_output:
- LegacyGameEventListener.{platform}.yaml
expected_input:
- CSource2GameClients_StartHLTVServer.{platform}.yaml
Key insight -- multi-phase workflow required: CSource2GameClients_StartHLTVServer was a brand-new function with no existing output YAMLs. generate_reference_yaml.py needs func_va from the predecessor's output YAML to locate it in IDA. So the workflow was:
- Create all 3 scripts + config entries
- Run
ida_analyze_bin.py -debug -> vtable + xref scripts succeed and create StartHLTVServer YAMLs
- Run
generate_reference_yaml.py using the newly created output YAMLs
- Annotate reference YAMLs
- Run
ida_analyze_bin.py -debug again -> LLM_DECOMPILE path runs and succeeds
Example: ConCommand handler function (Pattern G)
User says: Find BotKill_CommandHandler in server. It's the handler callback for the bot_kill console command. COMMAND_NAME="bot_kill", HELP_STRING="bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.".
Result: ida_preprocessor_scripts/find-BotKill_CommandHandler.py with:
COMMAND_NAME = "bot_kill"
HELP_STRING = "bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria."
SEARCH_WINDOW_BEFORE_CALL = 96, SEARCH_WINDOW_AFTER_XREF = 96
- Uses
preprocess_registerconcommand_skill() from _registerconcommand.py
GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
- configs/.yaml skill entry with no
expected_input
- configs/.yaml symbol entry with
category: func, alias CCSBotManager::BotKillCommand
Example: ConCommand handler + LLM_DECOMPILE virtual function (Patterns G + C, multi-phase)
User says: Find CBasePlayerPawn_CommitSuicide in server. It's a vfunc on CBasePlayerPawn called from the bot_kill command handler via call qword ptr [rax+0xC80]. The handler iterates matched bots and calls pPlayerPawn->CommitSuicide(false, false).
Result -- two scripts:
-
ida_preprocessor_scripts/find-BotKill_CommandHandler.py (Pattern G):
COMMAND_NAME = "bot_kill", HELP_STRING = "bot_kill <all> ..."
- No dependencies
-
ida_preprocessor_scripts/find-CBasePlayerPawn_CommitSuicide.py (Pattern C):
LLM_DECOMPILE referencing references/server/BotKill_CommandHandler.{platform}.yaml
FUNC_VTABLE_RELATIONS: ("CBasePlayerPawn_CommitSuicide", "CBasePlayerPawn")
- Reference YAMLs annotated with
; 0xC80 = CBasePlayerPawn_CommitSuicide in disasm and // 3200LL = 0xC80 = CBasePlayerPawn_CommitSuicide in procedure
configs/.yaml dependency chain:
- name: find-BotKill_CommandHandler
expected_output:
- BotKill_CommandHandler.{platform}.yaml
- name: find-CBasePlayerPawn_CommitSuicide
expected_output:
- CBasePlayerPawn_CommitSuicide.{platform}.yaml
expected_input:
- BotKill_CommandHandler.{platform}.yaml
- CBasePlayerPawn_vtable.{platform}.yaml
Multi-phase workflow: BotKill_CommandHandler is a new function, so:
- Create both scripts + config entries
- Run
ida_analyze_bin.py -debug -> Pattern G script succeeds, creates BotKill_CommandHandler YAMLs
- Run
generate_reference_yaml.py for both platforms
- Annotate reference YAMLs with CommitSuicide vfunc call comments
- Run
ida_analyze_bin.py -debug again -> LLM_DECOMPILE path runs and succeeds
Example: xref-string function + LLM_DECOMPILE global variable & vfunc offset (Patterns A + LLM_DECOMPILE with gv + vfunc, multi-phase)
User says: Find g_pGameTypes (global variable) and IGameTypes_CreateWorkshopMapGroup (vfunc offset at call [rax+128h]) in server. They are found by decompiling CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup, which is discoverable via xref string "mapgroup workshop".
Result -- two scripts:
-
ida_preprocessor_scripts/find-CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.py (Pattern A):
FUNC_XREFS containing "mapgroup workshop"
GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
- No
FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE
-
ida_preprocessor_scripts/find-g_pGameTypes-AND-IGameTypes_CreateWorkshopMapGroup.py (LLM_DECOMPILE):
TARGET_FUNCTION_NAMES: ["IGameTypes_CreateWorkshopMapGroup"]
TARGET_GLOBALVAR_NAMES: ["g_pGameTypes"]
LLM_DECOMPILE with two entries (one per target), both referencing the same predecessor YAML
- CRITICAL:
FUNC_VTABLE_RELATIONS: ("IGameTypes_CreateWorkshopMapGroup", "IGameTypes") -- required because GENERATE_YAML_DESIRED_FIELDS includes vtable_name and vfunc_sig. Without this, fails with "slot-only fallback missing vtable_name". Note: no IGameTypes_vtable YAML exists -- the vtable name is purely metadata.
GENERATE_YAML_DESIRED_FIELDS for IGameTypes_CreateWorkshopMapGroup: func_name, vtable_name, vfunc_offset, vfunc_index, vfunc_sig
GENERATE_YAML_DESIRED_FIELDS for g_pGameTypes: gv_name, gv_va, gv_rva, gv_sig, gv_sig_va, gv_inst_offset, gv_inst_length, gv_inst_disp
- configs/.yaml symbols:
g_pGameTypes with category: gv, IGameTypes_CreateWorkshopMapGroup with category: vfunc
configs/.yaml dependency chain:
- name: find-CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup
expected_output:
- CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.{platform}.yaml
- name: find-g_pGameTypes-AND-IGameTypes_CreateWorkshopMapGroup
expected_output:
- g_pGameTypes.{platform}.yaml
- IGameTypes_CreateWorkshopMapGroup.{platform}.yaml
expected_input:
- CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.{platform}.yaml
Key insight -- FUNC_VTABLE_RELATIONS for vfunc offsets: Even though IGameTypes_CreateWorkshopMapGroup is a vfunc call-site offset (not a function in a vtable we own), FUNC_VTABLE_RELATIONS is still required because the GENERATE_YAML_DESIRED_FIELDS include vtable_name and vfunc_sig. The system uses the vtable class name from FUNC_VTABLE_RELATIONS as metadata -- it does NOT attempt to look up an IGameTypes_vtable YAML.
Example: Secondary vtable via ordinal lookup (Pattern H)
User says: Find CLoopTypeClientServerService_vtable2 in engine. Windows mangled name: ??_7CLoopTypeClientServerService@@6B@_0. Linux: _ZTI28CLoopTypeClientServerService with dq -56 ; offset to this.
Result: ida_preprocessor_scripts/find-CLoopTypeClientServerService_vtable2.py with:
TARGET_CLASS_NAME = "CLoopTypeClientServerService"
TARGET_OUTPUT_STEM = "CLoopTypeClientServerService_vtable2"
WINDOWS_SYMBOL_ALIASES = ["??_7CLoopTypeClientServerService@@6B@_0"]
LINUX_EXPECTED_OFFSET_TO_TOP = -56
- Uses
preprocess_ordinal_vtable_via_mcp with ordinal=0
- configs/.yaml skill entry with no
expected_input
- configs/.yaml symbol entry with
category: vtable
Example: Interface vfunc offset via thunk instruction walk (Pattern I)
User says: Find ILoopMode_HandleInputEvent in engine. It's a vfunc of ILoopMode (shared interface). The offset can be read from CLoopTypeClientServerService_HandleInputEvent, a thin thunk that does:
Windows: mov rcx, [rcx+0E0h] / mov rax, [rcx] / jmp [rax+28h]
Linux: mov rdi, [rdi+0E0h] / mov rax, [rdi] / jmp [rax+28h]
No unique func_sig is feasible for the thunk (2-3 generic instructions). func_sig for the jmp itself is also not unique.
Result: ida_preprocessor_scripts/find-ILoopMode_HandleInputEvent.py with:
PREDECESSOR_STEM = "CLoopTypeClientServerService_HandleInputEvent"
TARGET_FUNC_NAME = "ILoopMode_HandleInputEvent"
VTABLE_CLASS = "ILoopMode"
_PY_EVAL_TEMPLATE walks idaapi.decode_insn loop, finds first jmp with op.type == idaapi.o_displ, reads op.addr & 0xFFFF_FFFF as vfunc_offset
- Writes
func_name, vtable_name, vfunc_offset, vfunc_index via write_func_yaml
- "Reuse previous gamever" fast path reads
vfunc_offset from old_yaml_map[TARGET_FUNC_NAME]
configs/.yaml:
- name: find-ILoopMode_HandleInputEvent
expected_output:
- ILoopMode_HandleInputEvent.{platform}.yaml
expected_input:
- CLoopTypeClientServerService_HandleInputEvent.{platform}.yaml
Output YAML (both platforms):
func_name: ILoopMode_HandleInputEvent
vtable_name: ILoopMode
vfunc_offset: '0x28'
vfunc_index: 5
Key insight -- when to choose Pattern I over B/C:
- Pattern B would need an
xref_signature for the thunk body -- but 48 8B ?? 48 FF 60 ?? (Windows) / 48 8B ?? FF 60 ?? (Linux) are too generic to sign uniquely without the concrete displacement byte filled in
- Pattern C (LLM_DECOMPILE) would work but is heavyweight for a 2-3 instruction function; the LLM also requires a SKILL.md file which generates a "Skill file not found" error if missing
- Pattern I avoids both issues: no signature needed, no LLM needed -- the displacement byte is read deterministically via
idaapi.decode_insn
Example: Interface vfunc slot index via INHERIT_VFUNCS slot-only (Pattern F slot-only)
User says: Find ILoopMode_LoopInit in client and server. It's a vfunc of the abstract interface ILoopMode. CLoopModeGame_LoopInit already overrides it at the same vtable slot. No func_sig or vfunc_sig needed.
Result: ida_preprocessor_scripts/find-ILoopMode_LoopInit.py with:
INHERIT_VFUNCS: ("ILoopMode_LoopInit", "ILoopMode", "CLoopModeGame_LoopInit", False)
GENERATE_YAML_DESIRED_FIELDS: exactly func_name, vtable_name, vfunc_offset, vfunc_index -- triggers slot-only mode
- No
FUNC_XREFS, no LLM_DECOMPILE, no FUNC_VTABLE_RELATIONS
- configs/.yaml
expected_input: ONLY CLoopModeGame_LoopInit.{platform}.yaml -- no ILoopMode_vtable.{platform}.yaml
- configs/.yaml symbol:
category: vfunc, alias ILoopMode::LoopInit
- Same single script file referenced in BOTH
client and server module sections of configs/.yaml
configs/.yaml entry (in both client and server sections):
- name: find-ILoopMode_LoopInit
expected_output:
- ILoopMode_LoopInit.{platform}.yaml
expected_input:
- CLoopModeGame_LoopInit.{platform}.yaml
Output YAML:
func_name: ILoopMode_LoopInit
vtable_name: ILoopMode
vfunc_offset: '0x28'
vfunc_index: 5
Key insight -- slot-only vs Pattern I: ILoopMode_HandleInputEvent used Pattern I (thunk instruction walk) because its offset comes from reading jmp [reg+disp] inside a thin wrapper. ILoopMode_LoopInit uses Pattern F slot-only because CLoopModeGame_LoopInit already has a vfunc_index in its output YAML -- no instruction walking needed, just copy the slot index with a different vtable_name.
Example: Interface vfunc via indirect vcall scan + derived override via INHERIT_VFUNCS (Pattern L + Pattern F)
User says: Create find-INetworkGameServer_ServerAdvanceTick where INetworkGameServer::ServerAdvanceTick is a vfunc of the abstract interface INetworkGameServer, resolved from the predecessor CNetworkServerService_OnServerAdvanceTick. Then create find-CNetworkGameServerBase_ServerAdvanceTick via INHERIT_VFUNCS, where CNetworkGameServerBase_ServerAdvanceTick is a vfunc of CNetworkGameServerBase_vtable.
CNetworkServerService_OnServerAdvanceTick is a thin thunk whose entire body is one indirect vtable call:
Windows: mov rcx, [rcx+150h] / test rcx, rcx / jz ... / mov rax, [rcx] / jmp qword ptr [rax+68h]
Linux: mov rdi, [rdi+150h] / test rdi, rdi / jz ... / mov rax, [rdi] / jmp qword ptr [rax+68h]
Why NOT Pattern C: the first attempt used Pattern C (LLM_DECOMPILE). The LLM correctly found offset 0x68, but vfunc_sig generation failed -- jmp qword ptr [rax+68h] encodes as just FF 60 68 (3 bytes, disp8 since 0x68 <= 0x7F) and cannot be signed uniquely. preprocess_common_skill aborted with "failed to generate slot-only vfunc_sig". (The sibling ServerEndSimulate only worked because offset 0x88 forces a longer disp32 encoding FF A0 88 00 00 00.) Pattern L's deterministic scan avoids signing entirely.
Result -- two scripts:
-
ida_preprocessor_scripts/find-INetworkGameServer_ServerAdvanceTick.py (Pattern L):
SOURCE_FUNCTION_NAME = "CNetworkServerService_OnServerAdvanceTick" (thunk, already found by another skill)
TARGET_FUNCTION_NAME = "INetworkGameServer_ServerAdvanceTick", VTABLE_CLASS = "INetworkGameServer"
- Uses
preprocess_indirect_vcall_target_skill() from _indirect_vcall_target_common.py
GENERATE_YAML_DESIRED_FIELDS: slot-only func_name, vtable_name, vfunc_offset, vfunc_index
- No
FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE, no reference YAML, no llm_config
preprocess_skill ignores old_yaml_map/image_base (_ = skill_name, old_yaml_map, image_base)
-
ida_preprocessor_scripts/find-CNetworkGameServerBase_ServerAdvanceTick.py (Pattern F standard):
INHERIT_VFUNCS: ("CNetworkGameServerBase_ServerAdvanceTick", "CNetworkGameServerBase", "INetworkGameServer_ServerAdvanceTick", True)
- Full fields:
func_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_index
- Inherits slot 13 from the Pattern L base YAML, looks it up in
CNetworkGameServerBase_vtable, resolves the real function body
configs/.yaml dependency chain (engine module):
- name: find-INetworkGameServer_ServerAdvanceTick
expected_output:
- INetworkGameServer_ServerAdvanceTick.{platform}.yaml
expected_input:
- CNetworkServerService_OnServerAdvanceTick.{platform}.yaml
- name: find-CNetworkGameServerBase_ServerAdvanceTick
expected_output:
- CNetworkGameServerBase_ServerAdvanceTick.{platform}.yaml
expected_input:
- CNetworkGameServerBase_vtable.{platform}.yaml
- INetworkGameServer_ServerAdvanceTick.{platform}.yaml
configs/.yaml symbols: both category: vfunc (INetworkGameServer::ServerAdvanceTick, CNetworkGameServerBase::ServerAdvanceTick).
Pattern L output YAML (both platforms, identical offset/index):
func_name: INetworkGameServer_ServerAdvanceTick
vtable_name: INetworkGameServer
vfunc_offset: '0x68'
vfunc_index: 13
Key insight -- Pattern L over Pattern I: both read a jmp [reg+disp] displacement, but Pattern L uses the reusable _indirect_vcall_target_common.py helper, scans call and jmp register-indirect operands, and fails loudly unless exactly one unique 8-byte-aligned slot is found (rather than silently taking the first). Prefer Pattern L for new work; keep Pattern I only when you need its old-gamever reuse fast path or a bespoke operand filter.
Key insight -- chaining into Pattern F: the abstract-interface slot from Pattern L is slot-only (no func_sig), which is exactly what a downstream Pattern F standard override needs -- INHERIT_VFUNCS reads only vfunc_index from the base YAML, so dropping vfunc_sig on the base does not affect the derived lookup.
Example: IGameSystem vfuncs via dispatch scan -- single predecessor, two targets (Pattern J)
User says: Find IGameSystem_OnServerPreEntityThink and IGameSystem_OnServerPostEntityThink in server. Both appear as callback arguments to IGameSystem_DispatchCall(...) in CSource2Server_GameFrame. The decompile shows:
IGameSystem_DispatchCall(v30, (__int64 (__fastcall *)(...))GameSystem_OnServerPreEntityThink, (__int64)&v45);
IGameSystem_DispatchCall(v37, (__int64 (__fastcall *)(...))GameSystem_OnServerPostEntityThink, (__int64)&v45);
Result: ida_preprocessor_scripts/find-IGameSystem_OnServerPreEntityThink-AND-IGameSystem_OnServerPostEntityThink.py with:
SOURCE_YAML_STEM = "CSource2Server_GameFrame" -- predecessor already found by a Pattern B script
TARGET_SPECS: two entries, rename_to values taken directly from the decompile callback names
VIA_INTERNAL_WRAPPER = False -- CSource2Server_GameFrame contains the dispatch calls directly (no nested helper)
INTERNAL_RENAME_TO = None
MULTI_ORDER = "index" -- two targets, two dispatches, use index order for stable mapping
- No
EXPECTED_DISPATCH_COUNT -- target count equals dispatch count (2 == 2), default is sufficient
- configs/.yaml
expected_input: CSource2Server_GameFrame.{platform}.yaml + IGameSystem_vtable.{platform}.yaml
SOURCE_YAML_STEM = "CSource2Server_GameFrame"
TARGET_SPECS = [
{"target_name": "IGameSystem_OnServerPreEntityThink", "rename_to": "GameSystem_OnServerPreEntityThink"},
{"target_name": "IGameSystem_OnServerPostEntityThink", "rename_to": "GameSystem_OnServerPostEntityThink"},
]
VIA_INTERNAL_WRAPPER = False
INTERNAL_RENAME_TO = None
MULTI_ORDER = "index"
configs/.yaml:
- name: find-IGameSystem_OnServerPreEntityThink-AND-IGameSystem_OnServerPostEntityThink
expected_output:
- IGameSystem_OnServerPreEntityThink.{platform}.yaml
- IGameSystem_OnServerPostEntityThink.{platform}.yaml
expected_input:
- CSource2Server_GameFrame.{platform}.yaml
- IGameSystem_vtable.{platform}.yaml
Key insight -- choosing MULTI_ORDER:
"scan" preserves the textual order of IGameSystem_DispatchCall sites as they appear in the function body -- safe only when there is exactly 1 target or when all targets are extracted (no dispatch_rank filtering).
"index" sorts collected entries by (vfunc_index, vfunc_offset) before mapping -- required for multi-target scripts because compiler instruction scheduling can reorder lea rdx, callback emissions independently of semantic call order, making index-based sorting more stable across game updates.
Key insight -- VIA_INTERNAL_WRAPPER:
- Set to
False when the predecessor function itself contains the IGameSystem_DispatchCall sites directly (like CSource2Server_GameFrame).
- Set to
True when the predecessor immediately tail-calls or inlines a distinct named sub-function that holds the actual dispatch calls (e.g. CLoopModeGame_OnClientPreOutput → CLoopModeGame_OnClientPreOutputInternal). In that case also set INTERNAL_RENAME_TO to the wrapper's intended name so it gets annotated in IDA.
Example: IGameSystem abstract vfunc via slot dispatch scan (Pattern K)
User says: Find IGameSystem_OnGamePreShutdown in server. It's an abstract IGameSystem vfunc (slot-only, no func_sig needed) dispatched by IGameSystem_LoopPreShutdownAllSystems, which iterates all game systems and calls their GamePreShutdown vfunc via [rax+offset]. The dispatcher YAML stem is IGameSystem_LoopPreShutdownAllSystems.
Result: ida_preprocessor_scripts/find-IGameSystem_OnGamePreShutdown.py with:
from ida_preprocessor_scripts._igamesystem_slot_dispatch_common import (
preprocess_igamesystem_slot_dispatch_skill,
)
DISPATCHER_YAML_STEM = "IGameSystem_LoopPreShutdownAllSystems"
TARGET_SPECS = [
{
"target_name": "IGameSystem_OnGamePreShutdown",
"vtable_name": "IGameSystem",
"dispatch_rank": 0,
},
]
EXPECTED_DISPATCH_COUNT = 1
async def preprocess_skill(session, skill_name, expected_outputs, old_yaml_map,
new_binary_dir, platform, image_base, debug=False):
_ = skill_name; _ = old_yaml_map; _ = image_base
return await preprocess_igamesystem_slot_dispatch_skill(
session=session,
expected_outputs=expected_outputs,
new_binary_dir=new_binary_dir,
platform=platform,
dispatcher_yaml_stem=DISPATCHER_YAML_STEM,
target_specs=TARGET_SPECS,
multi_order="index",
expected_dispatch_count=EXPECTED_DISPATCH_COUNT,
debug=debug,
)
configs/.yaml:
- name: find-IGameSystem_OnGamePreShutdown
expected_output:
- IGameSystem_OnGamePreShutdown.{platform}.yaml
expected_input:
- IGameSystem_LoopPreShutdownAllSystems.{platform}.yaml
configs/.yaml symbol entry:
- name: IGameSystem_OnGamePreShutdown
category: vfunc
alias:
- IGameSystem::GamePreShutdown
Output YAML (both platforms):
func_name: IGameSystem_OnGamePreShutdown
vtable_name: IGameSystem
vfunc_offset: '0x...'
vfunc_index: ...
Key insight -- Pattern K vs Pattern J vs Pattern F slot-only:
- Pattern J (
_igamesystem_dispatch_common): the target IS the callback function argument passed to IGameSystem_DispatchCall(...) -- a full concrete function with func_va, func_sig, etc. Use when the dispatch scan is done inside a game-loop function like CSource2Server_GameFrame.
- Pattern K (
_igamesystem_slot_dispatch_common): the target is an abstract vfunc offset extracted from a dedicated IGameSystem_Loop*AllSystems dispatcher. The dispatcher walks all game systems and calls their vfunc at a fixed [rax+offset]. Output is slot-only (no func_sig). Use when the dispatcher is one of the IGameSystem_Loop*AllSystems family.
- Pattern F slot-only: use when a concrete override of the same slot already has a known
vfunc_index in its output YAML. Pattern K is preferred when no concrete override YAML exists yet but the IGameSystem_Loop*AllSystems dispatcher YAML is available.
EXPECTED_DISPATCH_COUNT: Set to the number of unique vtable call sites in the dispatcher. For IGameSystem_Loop*AllSystems functions that dispatch exactly one vfunc, set it to 1. If the dispatcher has N unique [rax+offset] calls mapping to N different abstract vfuncs, set it to N and add all N targets to TARGET_SPECS with unique dispatch_rank values.
preprocess_skill signature note: Pattern K does NOT take an llm_config parameter (unlike Patterns C/D/E). The signature is:
async def preprocess_skill(session, skill_name, expected_outputs, old_yaml_map,
new_binary_dir, platform, image_base, debug=False):
Example: Constructor via vtable xref_gvs (Pattern A, dynamic FUNC_XREFS)
User says: Find CPlayerCommandQueue_ctor in server. It's the constructor -- identifiable as the function that writes the CPlayerCommandQueue vtable pointer. Find it via xref_gvs on CPlayerCommandQueue_vtable.
Result: Two scripts required (vtable first, then ctor):
-
ida_preprocessor_scripts/find-CPlayerCommandQueue_vtable.py (vtable discovery, same as any other vtable script):
TARGET_CLASS_NAMES = ["CPlayerCommandQueue"]
-
ida_preprocessor_scripts/find-CPlayerCommandQueue_ctor.py (Pattern A, dynamic FUNC_XREFS):
- Imports
os and yaml
_read_vtable_va() helper reads vtable_va from the vtable YAML
preprocess_skill builds func_xrefs at runtime with xref_gvs: [vtable_va]
- Linux had 2 xref candidates; added
exclude_signatures = ["66 83 ?? FF"] if platform == "linux" else []
configs/.yaml:
- name: find-CPlayerCommandQueue_vtable
expected_output:
- CPlayerCommandQueue_vtable.{platform}.yaml
- name: find-CPlayerCommandQueue_ctor
expected_output:
- CPlayerCommandQueue_ctor.{platform}.yaml
expected_input:
- CPlayerCommandQueue_vtable.{platform}.yaml
Key insight -- vtable VA is runtime-only: The vtable VA changes with every binary update, so it cannot be hardcoded. The _read_vtable_va() helper reads it from the vtable YAML written earlier in the same ida_analyze_bin.py run. The vtable skill must appear first in configs/.yaml (via expected_input) so it executes before the ctor skill.
Key insight -- multiple xref candidates: A vtable is typically written by the constructor AND sometimes by a destructor or copy constructor. If >1 function is found, the skill fails with "xref intersection yielded N function(s) (need exactly 1)". Read the first few bytes of each candidate in IDA, pick the non-constructor, and add an exclude_signatures entry. Use a platform conditional if the ambiguity only appears on one platform.
Example: Virtual function via xref_funcs (Pattern B, static FUNC_XREFS)
User says: Find CCSPlayerController_Connect in server. It's a vfunc of CCSPlayerController. It calls CPlayerCommandQueue_ctor internally, so use xref_funcs: ["CPlayerCommandQueue_ctor"].
Result: ida_preprocessor_scripts/find-CCSPlayerController_Connect.py with:
- Static
FUNC_XREFS -- no dynamic building needed, function name is known at write time
xref_funcs: ["CPlayerCommandQueue_ctor"]
FUNC_VTABLE_RELATIONS: ("CCSPlayerController_Connect", "CCSPlayerController")
GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size, vtable_name, vfunc_offset, vfunc_index
configs/.yaml:
- name: find-CCSPlayerController_Connect
expected_output:
- CCSPlayerController_Connect.{platform}.yaml
expected_input:
- CPlayerCommandQueue_ctor.{platform}.yaml
- CCSPlayerController_vtable.{platform}.yaml
Key insight -- expected_input for xref_funcs: The xref_funcs lookup resolves the callee by its IDA name. The callee is only renamed when its output YAML is written. Always list the callee's YAML in expected_input to guarantee it runs (and gets renamed in IDA) before this script executes. Without this ordering, the name lookup silently finds nothing and the skill fails.
Example: De-inlined helper via inline/noinline fallback chain (Pattern M)
User says: find-CNetworkGameServer_DirectUpdate stopped producing
CNetworkGameServer_DirectUpdate.linux.yaml at 14168 -- CNetworkStringTableContainer::DirectUpdate
(which owns the VProf string the finder anchors on) de-inlined out of the vfunc on Linux, so the
string left the vtable member and the string-cap-vtable intersection went empty (then the fail-fast
run aborted the rest of engine/linux).
Result: the single finder is replaced by a 3-skill chain:
find-CNetworkStringTableContainer_DirectUpdate -- helper; xref_strings on the string;
optional_output + skip_if_exists; left unregistered as a gamedata symbol.
find-CNetworkGameServer_DirectUpdate-noinline -- xref_funcs: ["CNetworkStringTableContainer_DirectUpdate"]
CNetworkGameServer_vtable; optional_output + prerequisite the helper.
find-CNetworkGameServer_DirectUpdate-inlined -- the renamed original (xref_strings + vtable);
expected_output + skip_if_exists + prerequisite the -noinline.
func_sig kept on both target paths (the de-inlined body is substantial). Validated 14167 (inlined)
- 14168 (Linux de-inlined) x win/linux -> vtable index 59 / offset 0x1d8,
Failed 0.
Full recipe (templates, configs/.yaml chain, func_sig keep/drop rule, validation, inverted-topology
variant): see Pattern M.