본문으로 건너뛰기
cccskills
무료GitHub에 공개

find-CCSPlayer_MovementServices_FullWalkMove_SpeedClamp

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

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

실행 점수 미검증

설치 방법 보기

포함된 파일(1)

  • SKILL.md4.8 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

CCSPlayer_MovementServices_FullWalkMove_SpeedClamp Patch Workflow

Overview

Locate the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove and generate a patch that converts the conditional jump into an unconditional jump, making the speed-clamp code a dead path.

The target code pattern in pseudocode:

v20 = (float)((float)(v16 * v16) + (float)(v19 * v19)) + (float)(v17 * v17);
if ( v20 > (float)(v18 * v18) )    // <-- patch target: disable this branch
{
    // velocity clamping logic: scale velocity down to maxspeed
    v21 = fsqrt(v20);
    v22 = v18 / v21;
    *(float *)(a2 + 56) = ... * v22;
    *(float *)(a2 + 60) = ... * v22;
    *(float *)(a2 + 64) = ... * v22;
    ...
}

In assembly, this is a comiss + jbe (or jbe short) pair. The jbe skips the clamping block when velocity <= maxspeed^2. Patching jbe to jmp makes it always skip, disabling the clamp entirely.

Prerequisites

  • CCSPlayer_MovementServices_FullWalkMove must already be identified. Use SKILL /get-func-from-yaml with func_name=CCSPlayer_MovementServices_FullWalkMove to load its address. If YAML does not exist, run SKILL /find-CCSPlayer_MovementServices_FullWalkMove-AND-CCSPlayer_MovementServices_CheckVelocity-AND-CCSPlayer_MovementServices_WaterMove first.

Location Steps

1. Get FullWalkMove Function Address

ALWAYS Use SKILL /get-func-from-yaml with func_name=CCSPlayer_MovementServices_FullWalkMove.

If the skill returns an error, stop and report to user.

2. Decompile and Locate the Speed Clamp Pattern

Decompile the function:

mcp__ida-pro-mcp__decompile(addr="<func_va>")

In the decompiled output, search for the velocity clamping pattern. The key indicators are:

  • A sum-of-squares computation: (x*x) + (y*y) + (z*z) stored in a variable (e.g., v20)
  • Compared against another float squared: v20 > (float)(v18 * v18)
  • Inside the if-block: fsqrt, division, and writes to a2+56, a2+60, a2+64 (velocity vector)

Note the address annotation on the comparison line (e.g., /*0x180a00e28*/ or similar).

3. Disassemble Around the Comparison

Disassemble the function starting from slightly before the annotated address to find the exact comiss + jbe/jbe short instruction pair:

mcp__ida-pro-mcp__disasm(addr="<func_va>", offset=<estimated_offset>, max_instructions=30)

Look for this assembly pattern:

addss   xmm2, xmm1          ; v20 = sum of squares
comiss  xmm2, xmm0          ; compare v20 vs v18*v18
jbe     loc_XXXXXXXX         ; skip clamp block if v20 <= v18*v18

Record:

  • patch_va: Address of the jbe instruction
  • jump_target: The target address of the jbe (the loc_XXXXXXXX label)

4. Determine Patch Bytes

Read the original bytes of the jbe instruction:

mcp__ida-pro-mcp__get_bytes(regions={"addr": "<patch_va>", "size": 6})

Determine the patch based on the instruction encoding:

Case A: Near jbe (0F 86 rel32 — 6 bytes)

  • patch_bytes = E9 <new_rel32_le> 90
  • Compute: new_rel32 = jump_target - (patch_va + 5)

Case B: Short jbe (76 rel8 — 2 bytes)

  • patch_bytes = EB <rel8>
  • The rel8 stays the same (same target, jmp short uses same displacement encoding as jbe short)

5. Generate Patch Signature

ALWAYS Use SKILL /generate-signature-for-patch to generate and validate the signature.

Required context for the skill:

  • func_name: CCSPlayer_MovementServices_FullWalkMove
  • func_va: From step 1
  • patch_va: Address of the jbe instruction from step 3
  • original_instruction: e.g., jbe loc_180A00EE4
  • patched_instruction: e.g., jmp loc_180A00EE4
  • description: Disable velocity clamping in FullWalkMove - patch conditional jbe to unconditional jmp to skip the speed clamping if-branch

6. Write YAML Output

ALWAYS Use SKILL /write-patch-as-yaml to persist the results.

Required parameters:

  • patch_name: CCSPlayer_MovementServices_FullWalkMove_SpeedClamp
  • patch_sig: The validated signature from step 5
  • patch_bytes: The computed patch bytes from step 4
  • patch_sig_disp: From step 5 result (omit if 0)

Output YAML Files

  • CCSPlayer_MovementServices_FullWalkMove_SpeedClamp.windows.yaml
  • CCSPlayer_MovementServices_FullWalkMove_SpeedClamp.linux.yaml

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

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

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

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

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

create-pr

무료

Create a GitHub pull request from staged task changes or an already-committed current branch. Deliver source/config/ reference changes together with their computed source-owned `bin_artifacts` closure. PR validation routing is owned by the default-branch trusted workflow; snapshots, gamedata, and manifests are Release-derived only.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mrc4tt/CS2_VibeSignatures32026년 10월 23일 업데이트

mrc4tt의 스킬 모두 보기

이 스킬의 문제 신고