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Agent fallback for CCSPlayerController_GetThinkFunction-decompiles (auto-generated, category: func). Locate CCSPlayerController::GetThinkFunction in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_GetThinkFunction-decompiles, CCSPlayerController::GetThinkFunction

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_ProcessMovement (auto-generated, category: func). Locate CCSPlayer_MovementServices::ProcessMovement in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_ProcessMovement, CCSPlayer_MovementServices::ProcessMovement

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSPlayer_MovementServices::Pawn in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices::Pawn" (symbol CCSPlayer_MovementServices_Pawn). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayer_MovementServices class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Do not switch output schema: emit the structmember fields below even if the class turns out to be polymorphic - a func_*/vfunc_* payload for this symbol is rejected by canonical_symbol_yaml_bytes. Trigger: CCSPlayer_MovementServices_Pawn, CCSPlayer_MovementServices::Pawn

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_FullWalkMove (auto-generated, category: func). Locate CCSPlayer_MovementServices::FullWalkMove in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_FullWalkMove, CCSPlayer_MovementServices::FullWalkMove

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_CheckVelocity (auto-generated, category: func). Locate CCSPlayer_MovementServices::CheckVelocity in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_CheckVelocity, CCSPlayer_MovementServices::CheckVelocity

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_CheckMovingGround (auto-generated, category: vfunc). Locate CCSPlayer_MovementServices::CheckMovingGround in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_CheckMovingGround, CCSPlayer_MovementServices::CheckMovingGround

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_CheckJumpButton (auto-generated, category: func). Locate CCSPlayer_MovementServices::CheckJumpButton in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_CheckJumpButton, CCSPlayer_MovementServices::CheckJumpButton

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_UseServices_BumpWeapon (auto-generated, category: func). Locate CCSPlayer_UseServices::BumpWeapon in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_UseServices_BumpWeapon, CCSPlayer_UseServices::BumpWeapon

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_ItemServices_vtable (auto-generated, category: func). Locate CCSPlayer_ItemServices_vtable in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_ItemServices_vtable, CCSPlayer_ItemServices_vtable

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayerController_Disconnect (auto-generated, category: vfunc). Locate CCSPlayerController::Disconnect in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_Disconnect, CCSPlayerController::Disconnect

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayerController_HandleCommand_JoinTeam-local (auto-generated, category: func). Locate CCSPlayerController::HandleCommand_JoinTeam in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_HandleCommand_JoinTeam-local, CCSPlayerController::HandleCommand_JoinTeam

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSPlayerController::HandleCommand_JoinTeam in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerController::HandleCommand_JoinTeam" (symbol CCSPlayerController_HandleCommand_JoinTeam). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerController_HandleCommand_JoinTeam, CCSPlayerController::HandleCommand_JoinTeam

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_MovementServices_vtable (auto-generated, category: func). Locate CCSPlayer_MovementServices_vtable in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_MovementServices_vtable, CCSPlayer_MovementServices_vtable

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayerController_ChangeTeam (auto-generated, category: vfunc). Locate CCSPlayerController::ChangeTeam in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_ChangeTeam, CCSPlayerController::ChangeTeam

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayerController_HandleCommandDrop (auto-generated, category: func). Locate CCSPlayerController::HandleCommandDrop in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_HandleCommandDrop, CCSPlayerController::HandleCommandDrop

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSPlayer_ItemServices::SetWearables in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayer_ItemServices::SetWearables" (symbol CCSPlayer_ItemServices_SetWearables). VIRTUAL function, but WeaponPaints consumes it as a byte signature. Resolve the CCSPlayer_ItemServices vtable via RTTI to locate the slot, then generate a function-head byte signature of the resolved function. The body copies wearable item handles into the pawn's wearable array (m_Item wearables netvar array) and marks state changed. Trigger: CCSPlayer_ItemServices_SetWearables, CCSPlayer_ItemServices::SetWearables

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayerController_InitialSpawn (auto-generated, category: vfunc). Locate CCSPlayerController::InitialSpawn in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerController_InitialSpawn, CCSPlayerController::InitialSpawn

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CCSPlayer_ItemServices_GiveNamedItemBool (auto-generated, category: vfunc). Locate CCSPlayer_ItemServices::GiveNamedItemBool in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayer_ItemServices_GiveNamedItemBool, CCSPlayer_ItemServices::GiveNamedItemBool

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

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).

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSBot::Update in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::Update" (symbol CCSBot_Update). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBot_Update, CCSBot::Update

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Find and identify the CBasePlayerPawn::CommitSuicide virtual function's vtable slot in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the self-inflicted-death handler (used by the "kill"/bot_kill console commands and related gameplay code) by RTTI-walking CBasePlayerPawn's primary vtable and reading its known slot index directly, then confirming the body matches CommitSuicide(bool bExplode, bool bForce) semantics. Trigger: CBasePlayerPawn_CommitSuicide

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CBasePlayerController_SimulateUserCommandsInternal (auto-generated, category: func). Locate CBasePlayerController_SimulateUserCommandsInternal in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerController_SimulateUserCommandsInternal, CBasePlayerController_SimulateUserCommandsInternal

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CBasePlayerPawn_GetEyeAngles (auto-generated, category: vfunc). Locate CBasePlayerPawn::GetEyeAngles in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerPawn_GetEyeAngles, CBasePlayerPawn::GetEyeAngles

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Agent fallback for CBasePlayerPawn_Event_Killed (auto-generated, category: vfunc). Locate CBasePlayerPawn::Event_Killed in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CBasePlayerPawn_Event_Killed, CBasePlayerPawn::Event_Killed

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026