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概要と使いどころ

Agent fallback for CCSPlayerPawn_Event_Killed (auto-generated, category: vfunc). Locate CCSPlayerPawn::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: CCSPlayerPawn_Event_Killed, CCSPlayerPawn::Event_Killed

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

Agent fallback for CCSPlayerPawn_HandleDropWeapon (auto-generated, category: func). Locate CCSPlayerPawn::HandleDropWeapon 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: CCSPlayerPawn_HandleDropWeapon, CCSPlayerPawn::HandleDropWeapon

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

Agent fallback for CDemoPlayer_vtable (auto-generated, category: func). Locate CDemoPlayer_vtable in the CS2 engine 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: CDemoPlayer_vtable, CDemoPlayer_vtable

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

Agent fallback for CDemoPlayer_StopPlayback (auto-generated, category: vfunc). Locate CDemoPlayer::StopPlayback in the CS2 engine 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: CDemoPlayer_StopPlayback, CDemoPlayer::StopPlayback

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

Agent fallback for CCSPlayerPawn_OnSwitchWeapons (auto-generated, category: func). Locate CCSPlayerPawn::OnSwitchWeapons 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: CCSPlayerPawn_OnSwitchWeapons, CCSPlayerPawn::OnSwitchWeapons

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

Agent fallback for CCSPlayerPawn_ProcessSuicideAsKillReward-decompiles (auto-generated, category: func). Locate CCSPlayerPawn::ProcessSuicideAsKillReward 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: CCSPlayerPawn_ProcessSuicideAsKillReward-decompiles, CCSPlayerPawn::ProcessSuicideAsKillReward

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

Agent fallback for CCSPlayerPawn_ProcessSuicideAsKillReward (auto-generated, category: func). Locate CCSPlayerPawn::ProcessSuicideAsKillReward 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: CCSPlayerPawn_ProcessSuicideAsKillReward, CCSPlayerPawn::ProcessSuicideAsKillReward

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

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 CCSPlayerPawn::SetModelFromClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerPawn::SetModelFromClass" (symbol CCSPlayerPawn_SetModelFromClass). Shortlist via callers of CBaseModelEntity::SetModel inside pawn model-selection code: this variant takes the pawn's class model. The body resolves a cached model precache handle from the player class and calls SetModel. Distinguish from SetModelFromLoadout by the ABSENCE of loadout/inventory item lookups in the call chain. Trigger: CCSPlayerPawn_SetModelFromClass, CCSPlayerPawn::SetModelFromClass

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 CCSPlayerPawn::SetModelFromLoadout in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerPawn::SetModelFromLoadout" (symbol CCSPlayerPawn_SetModelFromLoadout). Shortlist alongside SetModelFromClass (same file/call region — sibling paths in pawn model selection). This variant resolves the model from the player's loadout/inventory items (agent skin selection), referencing inventory services and item definition indexes before calling SetModel. Trigger: CCSPlayerPawn_SetModelFromLoadout, CCSPlayerPawn::SetModelFromLoadout

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

Agent fallback for CCSPlayerPawn_CreatePlayerPawnServices (auto-generated, category: vfunc). Locate CCSPlayerPawn::CreatePlayerPawnServices 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: CCSPlayerPawn_CreatePlayerPawnServices, CCSPlayerPawn::CreatePlayerPawnServices

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 CCSPlayerPawn_SnapEyeAngles function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the non-virtual SnapEyeAngles method. It is the one caller of the shared apply helper (CCSPlayerPawn_ApplyEyeAngleNetworkChange) that is NOT CCSPlayerPawn_SnapViewAngles. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSPlayerPawn_SnapEyeAngles.py preprocessor (xref_funcs apply-helper, exclude_funcs SnapViewAngles). Trigger: CCSPlayerPawn_SnapEyeAngles, SnapEyeAngles

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 CCSPlayerPawn_SnapViewAngles function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the non-virtual SnapViewAngles method, anchored on the "setang" console-command usage string and its non-teleport call branch. Emits a unique IDA-style byte signature and a func YAML. Trigger: CCSPlayerPawn_SnapViewAngles, SnapViewAngles

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 CEconItemView::operator= in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CEconItemView::operator=" (symbol CEconItemView_operator=). Copy-assignment operator. Shortlist via call sites in weapon-give/refresh paths that copy an existing CEconItemView into another (this-pointer copy of definition index, seed, wear, attribute list and item ID fields — a field-by-field copy, not a memcpy). Trigger: CEconItemView_operator=, CEconItemView::operator=

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

Agent fallback for CCSPlayerPawn_SprayPaint (auto-generated, category: func). Locate CCSPlayerPawn::SprayPaint 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: CCSPlayerPawn_SprayPaint, CCSPlayerPawn::SprayPaint

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

Agent fallback for CCSPlayerPawnBase_CheckForIdle (auto-generated, category: vfunc). Locate CCSPlayerPawnBase::CheckForIdle 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: CCSPlayerPawnBase_CheckForIdle, CCSPlayerPawnBase::CheckForIdle

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 CEconItemView::CEconItemView in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CEconItemView::CEconItemView" (symbol CEconItemView_CEconItemView). This is the CONSTRUCTOR of CEconItemView. Shortlist via allocation sites: callers of operator-new whose result is immediately stored with the CEconItemView vtable (RTTI), followed by zeroing and initialization of definition-index/quantity/attribute-list fields. Distinguish from subobject constructors of derived classes by the vtable identity. Trigger: CEconItemView_CEconItemView, CEconItemView::CEconItemView

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

Agent fallback for CCSPlayerPawnBase_vtable (auto-generated, category: func). Locate CCSPlayerPawnBase_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: CCSPlayerPawnBase_vtable, CCSPlayerPawnBase_vtable

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 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

Agent fallback for CCSWeaponBase_ItemPostFrame_ProcessReloadAction (auto-generated, category: func). Locate CCSWeaponBase::ItemPostFrame::ProcessReloadAction 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: CCSWeaponBase_ItemPostFrame_ProcessReloadAction, CCSWeaponBase::ItemPostFrame::ProcessReloadAction

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

Agent fallback for CDemoRecorder_ParseMessage (auto-generated, category: vfunc). Locate CDemoRecorder::ParseMessage in the CS2 engine 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: CDemoRecorder_ParseMessage, CDemoRecorder::ParseMessage

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 CDecoyProjectile_Create factory in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the decoy projectile spawn factory. It is a non-virtual, direct-call static factory found via the entity classname string "decoy_projectile" it references (excluding the RTTI class string "CDecoyProjectile"). Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CDecoyProjectile_Create.py preprocessor (xref_strings FULLMATCH:decoy_projectile). Trigger: CDecoyProjectile_Create, CDecoyProjectile::Create, decoy projectile Create

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

Agent fallback for CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup-decompiles (auto-generated, category: func). Locate CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup 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: CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup-decompiles, CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup

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

Agent fallback for CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup (auto-generated, category: func). Locate CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup 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: CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup, CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup

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