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概要と使いどころ

Locate CCSPlayerInventory::SendInventoryUpdateEvent in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerInventory::SendInventoryUpdateEvent" (symbol CCSPlayerInventory_SendInventoryUpdateEvent). Shortlist via functions constructing the inventory-full-update usermessage/event around m_pSOCache contents for the owning controller. The body packs the SO cache snapshot and sends it via the GC/usermessage path. Cross-check with callers in inventory-dirty flows (weapon paint mutations). Trigger: CCSPlayerInventory_SendInventoryUpdateEvent, CCSPlayerInventory::SendInventoryUpdateEvent

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CCSPlayer_ItemServices_GiveNamedItem virtual function, the CCSPlayer_WeaponServices_Weapon_GetSlot helper, and the CBasePlayerPawn_RemovePlayerItem helper in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate GiveNamedItem by RTTI-walking the CCSPlayer_ItemServices vtable, then to locate the other two by decompiling the already-known CCSPlayer_ItemServices_GiveDefaultItems anchor and matching its callees' argument shapes and inventory-slot bookkeeping semantics. Trigger: CCSPlayer_ItemServices_GiveNamedItem, CCSPlayer_WeaponServices_Weapon_GetSlot, CBasePlayerPawn_RemovePlayerItem

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CCSNavArea_IsValidNavMesh function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the nav-mesh validity predicate. It is a tiny non-virtual-looking helper that returns `g_pNavMesh != nullptr` (15 bytes), referenced only from a vtable slot, with no debug string of its own. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSNavArea_IsValidNavMesh.py preprocessor (xref_gvs g_pNavMesh intersected with the tail signature `48 83 38 ? 0F 95 C0 C3`). Trigger: CCSNavArea_IsValidNavMesh, IsValidNavMesh, g_pNavMesh predicate

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CCSPlayerController_Respawn virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the Respawn vfunc slot by RTTI-walking the CCSPlayerController vtable and confirming the candidate's decompiled body performs a full controller-state reset (networked flags, per-round fields, comeback/damage-info bookkeeping) rather than any other lifecycle vfunc. Trigger: CCSPlayerController_Respawn

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CCSGameRules_PostCleanUp function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the post-round entity-cleanup routine. It is non-virtual and has no unique string of its own, so it is found via the CCSGameRules_ResetRound predecessor: PostCleanUp is the entity-cleanup call ResetRound makes. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSGameRules_PostCleanUp.py preprocessor (LLM_DECOMPILE CCSGameRules_ResetRound). Trigger: CCSGameRules_PostCleanUp, PostCleanUp, CGameRules::PostCleanUp

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CCSPlayer_WeaponServices::DropWeapon 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_WeaponServices::DropWeapon" (symbol CCSPlayer_WeaponServices_DropWeapon). This is a VIRTUAL function — emit the vtable slot, NOT a byte signature. Resolve the CCSPlayer_WeaponServices vtable via RTTI and identify the DropWeapon slot: the body takes a CBasePlayerWeapon handle/pointer, detaches it from the player, spawns the dropped weapon entity and transfers ownership. Verify by xrefs from weapon-drop commands (!!drop) and pickup logic. vtable slots commonly differ between platforms — never assume identical indices. Trigger: CCSPlayer_WeaponServices_DropWeapon, CCSPlayer_WeaponServices::DropWeapon

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CCSPlayer_ItemServices_DropActivePlayerWeapon virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the "drop the currently held weapon" vfunc by RTTI-walking the CCSPlayer_ItemServices vtable and confirming the candidate reads the player's active weapon and forwards it, with a computed toss velocity, into the weapon's own drop vfunc. Trigger: CCSPlayer_ItemServices_DropActivePlayerWeapon

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

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).

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CBaseTrigger::StartTouch and CBaseTrigger::EndTouch overridden virtual functions in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the trigger-volume touch-list add/remove handlers by RTTI-walking CBaseTrigger's and CBaseEntity's primary vtables and diffing them slot-by-slot to find CBaseTrigger's overrides, then identifying which two overridden slots implement "add pOther to the touching-entities list" (StartTouch) versus "remove pOther from the touching-entities list" (EndTouch). Trigger: CBaseTrigger_StartTouch, CBaseTrigger_EndTouch

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate CBasePlayerController::FakeClientFlags in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBasePlayerController::FakeClientFlags" (symbol CBasePlayerController_FakeClientFlags). This is a VIRTUAL function - resolve the CBasePlayerController::FakeClientFlags vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: CBasePlayerController_FakeClientFlags, CBasePlayerController::FakeClientFlags

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Find and identify the CBaseEntity::TakeDamageOld function in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the legacy damage-application entry point by finding the code that references its self-identifying assert/warning message "CBaseEntity::TakeDamageOld: damagetype %d with info.GetDamageForce() == Vector::vZero". Trigger: CBaseEntity_TakeDamageOld

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BuyState::m_doneBuying, exposed as BuyState::DoneBuying, in the loaded CS2 server binary. Emit a structmember offset, never a function or vtable slot. Trigger: BuyState_DoneBuying, BuyState::DoneBuying

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::Teamwork in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::Teamwork" (symbol BotProfile_Teamwork). This is a VIRTUAL function - resolve the BotProfile::Teamwork vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_Teamwork, BotProfile::Teamwork

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::AttackDelay in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::AttackDelay" (symbol BotProfile_AttackDelay). This is a VIRTUAL function - resolve the BotProfile::AttackDelay vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_AttackDelay, BotProfile::AttackDelay

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::WeaponPrefCount in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::WeaponPrefCount" (symbol BotProfile_WeaponPrefCount). This is a VIRTUAL function - resolve the BotProfile::WeaponPrefCount vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_WeaponPrefCount, BotProfile::WeaponPrefCount

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::LookAngleDampingAttacking in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::LookAngleDampingAttacking" (symbol BotProfile_LookAngleDampingAttacking). This is a VIRTUAL function - resolve the BotProfile::LookAngleDampingAttacking vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_LookAngleDampingAttacking, BotProfile::LookAngleDampingAttacking

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::ReactionTime in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::ReactionTime" (symbol BotProfile_ReactionTime). This is a VIRTUAL function - resolve the BotProfile::ReactionTime vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_ReactionTime, BotProfile::ReactionTime

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::LookAngleMaxAccelAttacking in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::LookAngleMaxAccelAttacking" (symbol BotProfile_LookAngleMaxAccelAttacking). This is a VIRTUAL function - resolve the BotProfile::LookAngleMaxAccelAttacking vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_LookAngleMaxAccelAttacking, BotProfile::LookAngleMaxAccelAttacking

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::Aggression in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::Aggression" (symbol BotProfile_Aggression). This is a VIRTUAL function - resolve the BotProfile::Aggression vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_Aggression, BotProfile::Aggression

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::WeaponPref in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::WeaponPref" (symbol BotProfile_WeaponPref). This is a VIRTUAL function - resolve the BotProfile::WeaponPref vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_WeaponPref, BotProfile::WeaponPref

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Locate BotProfile::Cost in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::Cost" (symbol BotProfile_Cost). This is a VIRTUAL function - resolve the BotProfile::Cost vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_Cost, BotProfile::Cost

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新