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概要と使いどころ

Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked

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::GetSlot 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_WeaponServices::GetSlot" (symbol CCSPlayer_WeaponServices_Weapon_GetSlot). 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: CCSPlayer_WeaponServices_Weapon_GetSlot, CCSPlayer_WeaponServices::GetSlot

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_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

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 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

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 CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). 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: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown

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 CCSBot::EquipPistol 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::EquipPistol" (symbol CCSBot_EquipPistol). 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_EquipPistol, CCSBot::EquipPistol

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 CCSBot::Profile 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::Profile" (symbol CCSBot_Profile). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSBot 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: CCSBot_Profile, CCSBot::Profile

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 CCSBot::EquipBestWeapon 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::EquipBestWeapon" (symbol CCSBot_EquipBestWeapon). 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_EquipBestWeapon, CCSBot::EquipBestWeapon

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 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

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 CCSCustomHudLayout_SetHasClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClass, CCSCustomHudLayout_SetHasClass

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 CCSBotManager::MaintainBotQuota in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBotManager::MaintainBotQuota" (symbol CCSBotManager_MaintainBotQuota). 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: CCSBotManager_MaintainBotQuota, CCSBotManager::MaintainBotQuota

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 CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled

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 CCSBot::UpdateLookAngles 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::UpdateLookAngles" (symbol CCSBot_UpdateLookAngles). 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_UpdateLookAngles, CCSBot::UpdateLookAngles

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 CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer

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 CCSCustomHudLayout_SetDialogVariableString in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString

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 CCSCustomHudLayout_SetDialogVariableStringForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer

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::OnSimulateUserCommands 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::OnSimulateUserCommands" (symbol CBasePlayerController_OnSimulateUserCommands). 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: CBasePlayerController_OnSimulateUserCommands, CBasePlayerController::OnSimulateUserCommands

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

Locate CBaseIssue::CountPotentialVoters in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseIssue::CountPotentialVoters" (symbol CBaseIssue_CountPotentialVoters). 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: CBaseIssue_CountPotentialVoters, CBaseIssue::CountPotentialVoters

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 CBaseEntity::m_iTeamNum in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity::m_iTeamNum" (symbol CBaseEntity_m_iTeamNum). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CBaseEntity class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Trigger: CBaseEntity_m_iTeamNum, CBaseEntity::m_iTeamNum

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::LookAngleStiffnessAttacking 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::LookAngleStiffnessAttacking" (symbol BotProfile_LookAngleStiffnessAttacking). This is a VIRTUAL function - resolve the BotProfile::LookAngleStiffnessAttacking 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_LookAngleStiffnessAttacking, BotProfile::LookAngleStiffnessAttacking

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::OnUpdate in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BuyState::OnUpdate" (symbol BuyState_OnUpdate). 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: BuyState_OnUpdate, BuyState::OnUpdate

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::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