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convert-finder-skill-to-preprocessor-scripts

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.

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含まれるファイル(2)

  • SKILL.md60.0 KB
  • agents/openai.yaml43 B

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Convert Finder SKILL.md to Preprocessor Script

Port an existing .claude/skills/find-XXXX/SKILL.md into an ida_preprocessor_scripts/find-XXXX.py preprocessor script, update configs/<GAMEVER>.yaml entries, and delete the old SKILL.md.

When to Use

  • A find-XXXX SKILL.md exists in .claude/skills/ and needs to be converted to a preprocessor script
  • The SKILL.md uses either xref-string search (find_regex / xrefs_to) or decompile-based vtable analysis to discover functions

Overview

Eight preprocessor patterns exist. The SKILL.md's discovery method and target type determine which to use:

PatternDiscovery MethodHas FUNC_XREFSHas LLM_DECOMPILEHas INHERIT_VFUNCSHas FUNC_VTABLE_RELATIONSpreprocess_skill has llm_config
A — Regular function via xref stringsfind_regex + xrefs_to on debug stringsYesNoNoNoNo
B — Virtual function via xref stringsSame as A, but function is in a vtableYesNoNoYesNo
C — Virtual function via LLM_DECOMPILEDecompile a known predecessor function, identify vfunc call offsetsNoYesNoYesYes
D — Regular function via LLM_DECOMPILEDecompile a known predecessor function, identify direct call targetsNoYesNoNoYes
E — Struct member offset via LLM_DECOMPILEDecompile a known predecessor function, identify struct field access offsetsNoYesNoNoYes
F — Virtual function via INHERIT_VFUNCSInherit vtable slot index from a known base-class vfunc, look up same slot in derived-class vtableNoNoYesNoNo
G — ConCommand handler functionFind the handler callback registered via RegisterConCommand by matching command name and help stringNo (uses COMMAND_NAME/HELP_STRING)NoNoNoNo
H — Secondary (ordinal) vtableLocate a class's secondary vtable via mangled symbol (Windows) or offset-to-top (Linux)NoNoNoNoNo

Additionally, struct member offsets can be mixed into any pattern as a secondary target (see "Struct Member Mixin" section below).


Step 1: Read and Analyze the SKILL.md

Read the target .claude/skills/find-XXXX/SKILL.md.

Extract:

  1. Target function names — all functions the skill identifies (may be 1 or many)
  2. Target struct member names — all struct member offsets the skill identifies (e.g. CCheckTransmitInfo_m_nPlayerSlot)
  3. Discovery method for each target:
    • Does it use find_regex / xrefs_to with debug strings? → xref-string based (Patterns A/B)
    • Does it search for a ConCommand registration (command name + help string) and extract the handler callback? → ConCommand handler (Pattern G)
    • Does it load a predecessor YAML, decompile that function, and extract vfunc offsets / struct offsets from code patterns? → LLM_DECOMPILE based (Patterns C/D/E)
    • Is the target a derived-class override of a known base-class vfunc (same vtable slot, different class)? → INHERIT_VFUNCS based (Pattern F)
    • Does the SKILL.md locate a secondary vtable using a mangled symbol name (Windows @@6B@_0) or offset-to-top (Linux)? → ordinal vtable (Pattern H)
  4. Function category — func (regular), vfunc (virtual, has vtable slot), structmember, or vtable
  5. VTable class name — if virtual, e.g. CBaseEntity, CBasePlayerPawn, INetworkMessages
  6. Xref strings — debug strings used in find_regex patterns (for xref-string patterns). Check if these differ between Windows and Linux — if so, you need platform-specific FUNC_XREFS_WINDOWS / FUNC_XREFS_LINUX. Use the FULLMATCH: prefix (e.g. "FULLMATCH:Precache") when you need exact-string matching instead of substring matching — this prevents false positives when the target string is short or generic (e.g. "Precache", "userid", "team").
  7. Predecessor function — the function whose decompiled code reveals the target (for LLM_DECOMPILE patterns)
  8. Base vfunc for inheritance — if the target is a derived-class override of a known base-class vfunc, the base vfunc name (for INHERIT_VFUNCS pattern)
  9. Dependencies — which existing YAMLs are needed as inputs (vtable YAMLs, predecessor function YAMLs, base vfunc YAMLs)

Step 2: Plan the Split

If the SKILL.md discovers multiple functions using different methods or from different starting points, split them into separate preprocessor scripts. Each script handles one "discovery unit" — a group of functions findable from the same method and starting point.

Same script: Functions found from the same xref string, or from the same decompiled reference. Separate scripts: Functions found by xref strings vs. functions found by decompiling one of those xref-found functions.

CRITICAL — LLM_DECOMPILE dependency chains: When LLM_DECOMPILE targets form a chain (FuncA → FuncB → FuncC, where each is the predecessor of the next), they MUST be in separate scripts — one script per link in the chain. A single script CANNOT handle chained LLM_DECOMPILE predecessors because:

  • The LLM_DECOMPILE fallback resolves the predecessor's address from its output YAML (func_va field)
  • Within a single script run, FuncB's output YAML doesn't exist yet when FuncC's LLM_DECOMPILE tries to use FuncB as predecessor
  • The IDA name-lookup fallback also fails because the predecessor wasn't renamed in IDA yet

Rule of thumb: If target X's LLM_DECOMPILE references target Y as predecessor, and Y is also discovered by LLM_DECOMPILE (not xref strings), then X and Y MUST be in different scripts with a configs/<GAMEVER>.yaml dependency chain.

Example split (what we did for CBaseEntity_TakeDamageOld):

  • Script 1: find-CBaseEntity_TakeDamageOld.py — finds TakeDamageOld via xref string (Pattern A)
  • Script 2: find-CBaseEntity_OnTakeDamage.py — finds OnTakeDamage by decompiling TakeDamageOld (Pattern C)
  • Script 3: find-CBaseEntity_OnTakeDamage_Alive-AND-Dying-AND-Dead.py — finds 3 vfuncs by decompiling OnTakeDamage (Pattern C)

Step 3: Generate the Preprocessor Script(s)

Script location: ida_preprocessor_scripts/find-{skill_name}.py

The filename MUST match the name field in configs/<GAMEVER>.yaml skill entry.

Pattern A — Regular function via xref strings

Use when: function is non-virtual, discovered via debug string cross-references.

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

TARGET_FUNCTION_NAMES = [
    "{FUNC_NAME}",
]

FUNC_XREFS = [
    {
        "func_name": "{FUNC_NAME}",
        "xref_strings": [
            "{XREF_STRING_1}",  # Debug string from SKILL.md's find_regex pattern
        ],
        "xref_gvs": [],          # global variable names if needed, usually empty
        "xref_signatures": [],    # byte patterns if needed, usually empty
        "xref_funcs": [],         # known caller function names if needed
        "exclude_funcs": [],      # function names to exclude from results
        "exclude_strings": [],    # strings to exclude
        "exclude_gvs": [],        # global variable names to exclude
        "exclude_signatures": [], # byte patterns to exclude
    },
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    (
        "{FUNC_NAME}",
        [
            "func_name",
            "func_sig",
            "func_va",
            "func_rva",
            "func_size",
        ],
    ),
]

async def preprocess_skill(
    session, skill_name, expected_outputs, old_yaml_map,
    new_binary_dir, platform, image_base, debug=False,
):
    """Reuse previous gamever func_sig to locate target function(s) and write YAML."""
    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        func_names=TARGET_FUNCTION_NAMES,
        func_xrefs=FUNC_XREFS,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

Pattern B — Virtual function via xref strings

Use when: function IS virtual (has vtable slot), but discovered via debug string cross-references.

Same as Pattern A, but adds FUNC_VTABLE_RELATIONS and vtable fields to GENERATE_YAML_DESIRED_FIELDS:

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

TARGET_FUNCTION_NAMES = [
    "{FUNC_NAME}",
]

FUNC_XREFS = [
    {
        "func_name": "{FUNC_NAME}",
        "xref_strings": [
            "{XREF_STRING_1}",
        ],
        "xref_gvs": [],
        "xref_signatures": [],
        "xref_funcs": [],
        "exclude_funcs": [],
        "exclude_strings": [],
        "exclude_gvs": [],
        "exclude_signatures": [],
    },
]

FUNC_VTABLE_RELATIONS = [
    # (func_name, vtable_class)
    ("{FUNC_NAME}", "{VTABLE_CLASS}"),
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    (
        "{FUNC_NAME}",
        [
            "func_name",
            "func_va",
            "func_rva",
            "func_size",
            "func_sig",
            "vtable_name",
            "vfunc_offset",
            "vfunc_index",
        ],
    ),
]

async def preprocess_skill(
    session, skill_name, expected_outputs, old_yaml_map,
    new_binary_dir, platform, image_base, debug=False,
):
    """Reuse previous gamever func_sig to locate target function(s) and write YAML."""
    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        func_names=TARGET_FUNCTION_NAMES,
        func_xrefs=FUNC_XREFS,
        func_vtable_relations=FUNC_VTABLE_RELATIONS,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

Platform-Specific Xref Strings (Patterns A & B variant)

When xref strings differ between Windows and Linux (e.g. Windows has full ClassName::Method assertion strings while Linux has only ./filename.cpp:linenum), split into two variables:

FUNC_XREFS_WINDOWS = [
    {
        "func_name": "{FUNC_NAME}",
        "xref_strings": [
            "CSource2GameEntities::CheckTransmit",  # Full assertion string on Windows
        ],
        "xref_gvs": [], "xref_signatures": [], "xref_funcs": [],
        "exclude_funcs": [], "exclude_strings": [], "exclude_gvs": [], "exclude_signatures": [],
    },
]

FUNC_XREFS_LINUX = [
    {
        "func_name": "{FUNC_NAME}",
        "xref_strings": [
            "./gameinterface.cpp:30",  # Shorter path-based string on Linux
        ],
        "xref_gvs": [], "xref_signatures": [], "xref_funcs": [],
        "exclude_funcs": [], "exclude_strings": [], "exclude_gvs": [], "exclude_signatures": [],
    },
]

Then in preprocess_skill, use a ternary to select the right one:

        func_xrefs=FUNC_XREFS_WINDOWS if platform == "windows" else FUNC_XREFS_LINUX,

This applies to both Pattern A and Pattern B — the only change is replacing the single FUNC_XREFS with the platform-specific pair.

Pattern C — Virtual function via LLM_DECOMPILE

Use when: function IS virtual (has vtable slot), discovered by decompiling a known predecessor function and reading vfunc call offsets from the decompiled code.

IMPORTANT — func_va in output YAMLs: If this function will be used as a predecessor by a downstream LLM_DECOMPILE script (i.e., another script decompiles this function to find further targets), you MUST include func_va, func_rva, and func_size in GENERATE_YAML_DESIRED_FIELDS. The downstream script resolves the predecessor's address by reading func_va from the output YAML. Without it, the LLM_DECOMPILE fallback fails with "failed to resolve llm_decompile target function address". When in doubt, always include func_va — it never hurts.

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

TARGET_FUNCTION_NAMES = [
    "{FUNC_NAME_1}",
    # "{FUNC_NAME_2}",  # Add more if the skill finds multiple functions from the same reference
]

LLM_DECOMPILE = [
    # (symbol_name, path_to_prompt, path_to_reference)
    # ONE entry per target function. All entries sharing the same reference
    # YAML will be resolved from the same decompiled predecessor code.
    (
        "{FUNC_NAME_1}",
        "prompt/call_llm_decompile.md",
        "references/{MODULE}/{PREDECESSOR_FUNC}.{platform}.yaml",
    ),
    (
        "{FUNC_NAME_2}",
        "prompt/call_llm_decompile.md",
        "references/{MODULE}/{PREDECESSOR_FUNC}.{platform}.yaml",
    ),
    # ... one entry per target function, all pointing to the same reference
]

FUNC_VTABLE_RELATIONS = [
    # (func_name, vtable_class)
    ("{FUNC_NAME_1}", "{VTABLE_CLASS}"),
    ("{FUNC_NAME_2}", "{VTABLE_CLASS}"),
    # ... one entry per target function
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    # Include func_va/func_rva/func_size if this function is a predecessor for downstream LLM_DECOMPILE
    (
        "{FUNC_NAME_1}",
        [
            "func_name",
            "func_va",
            "func_rva",
            "func_size",
            "vfunc_sig",
            "vfunc_offset",
            "vfunc_index",
            "vtable_name",
        ],
    ),
    (
        "{FUNC_NAME_2}",
        [
            "func_name",
            "func_va",
            "func_rva",
            "func_size",
            "vfunc_sig",
            "vfunc_offset",
            "vfunc_index",
            "vtable_name",
        ],
    ),
    # ... one entry per target function
]

async def preprocess_skill(
    session, skill_name, expected_outputs, old_yaml_map,
    new_binary_dir, platform, image_base, llm_config=None, debug=False,
):

    """Reuse previous gamever func_sig to locate target function(s) and write YAML."""
    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        func_names=TARGET_FUNCTION_NAMES,
        func_vtable_relations=FUNC_VTABLE_RELATIONS,
        llm_decompile_specs=LLM_DECOMPILE,
        llm_config=llm_config,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

Pattern D — Regular function via LLM_DECOMPILE

Use when: function is NOT virtual, discovered by decompiling a known predecessor function and identifying direct call targets (not vtable-based calls) from the decompiled code.

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

TARGET_FUNCTION_NAMES = [
    "{FUNC_NAME}",
]

LLM_DECOMPILE = [
    # (symbol_name, path_to_prompt, path_to_reference)
    (
        "{FUNC_NAME}",
        "prompt/call_llm_decompile.md",
        "references/{MODULE}/{PREDECESSOR_FUNC}.{platform}.yaml",
    ),
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    (
        "{FUNC_NAME}",
        [
            "func_name",
            "func_sig",
            "func_va",
            "func_rva",
            "func_size",
        ],
    ),
]

async def preprocess_skill(
    session, skill_name, expected_outputs, old_yaml_map,
    new_binary_dir, platform, image_base, llm_config=None, debug=False,
):
    """Reuse previous gamever func_sig to locate target function(s) and write YAML."""
    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        func_names=TARGET_FUNCTION_NAMES,
        llm_decompile_specs=LLM_DECOMPILE,
        llm_config=llm_config,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

Pattern E — Struct member offset via LLM_DECOMPILE

Use when: target is a struct member offset (not a function), discovered by decompiling a known predecessor function and identifying struct field access patterns (e.g. *(int *)(ptr + 0x240)).

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

TARGET_STRUCT_MEMBER_NAMES = [
    "{STRUCT_MEMBER_NAME}",  # e.g. "CCheckTransmitInfo_m_nPlayerSlot"
]

LLM_DECOMPILE = [
    # (symbol_name, path_to_prompt, path_to_reference)
    (
        "{STRUCT_MEMBER_NAME}",
        "prompt/call_llm_decompile.md",
        "references/{MODULE}/{PREDECESSOR_FUNC}.{platform}.yaml",
    ),
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    (
        "{STRUCT_MEMBER_NAME}",
        [
            "struct_name",
            "member_name",
            "offset",
            "size",
            "offset_sig",
            "offset_sig_disp",
        ],
    ),
]

async def preprocess_skill(
    session, skill_name, expected_outputs, old_yaml_map,
    new_binary_dir, platform, image_base, llm_config=None, debug=False,
):
    """Reuse previous gamever offset_sig to locate target struct offset and write YAML."""
    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        struct_member_names=TARGET_STRUCT_MEMBER_NAMES,
        llm_decompile_specs=LLM_DECOMPILE,
        llm_config=llm_config,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

Key differences from Pattern D:

  • Uses TARGET_STRUCT_MEMBER_NAMES instead of TARGET_FUNCTION_NAMES
  • Passes struct_member_names= instead of func_names= to preprocess_common_skill
  • YAML fields are struct-specific: struct_name, member_name, offset, size, offset_sig, offset_sig_disp
  • No FUNC_VTABLE_RELATIONS
  • configs/<GAMEVER>.yaml symbol category is structmember (not func or vfunc)

Pattern F — Virtual function via INHERIT_VFUNCS

Use when: the target is a derived-class override of a known base-class virtual function. The base vfunc has already been found (by another script), and this script inherits its vtable slot index to look up the same slot in the derived class's vtable.

This is the simplest pattern — no xref strings, no LLM decompilation needed. Just a vtable slot lookup.

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_analyze_util import preprocess_common_skill

INHERIT_VFUNCS = [
    # (target_func_name, inherit_vtable_class, base_vfunc_name, generate_func_sig)
    ("{DERIVED_FUNC_NAME}", "{DERIVED_VTABLE_CLASS}", "{BASE_VFUNC_NAME}", True),
]

GENERATE_YAML_DESIRED_FIELDS = [
    # (symbol_name, generate_yaml_fields)
    (
        "{DERIVED_FUNC_NAME}",
        [
            "func_name",
            "func_va",
            "func_rva",
            "func_size",
            "func_sig",
            "vtable_name",
            "vfunc_offset",
            "vfunc_index",
        ],
    ),
]

async def preprocess_skill(
    session,
    skill_name,
    expected_outputs,
    old_yaml_map,
    new_binary_dir,
    platform,
    image_base,
    debug=False,
):
    """Reuse old func_sig first; fallback to vtable index + generated signature when needed."""
    _ = skill_name

    return await preprocess_common_skill(
        session=session,
        expected_outputs=expected_outputs,
        old_yaml_map=old_yaml_map,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        inherit_vfuncs=INHERIT_VFUNCS,
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        debug=debug,
    )

INHERIT_VFUNCS tuple fields:

  • target_func_name — name for the derived-class function (e.g. "CBaseEntity_Precache")
  • inherit_vtable_class — class whose vtable to look up (e.g. "CBaseEntity")
  • base_vfunc_name — YAML artifact stem of the base-class vfunc that defines the slot index (e.g. "CEntityInstance_Precache"). Can be cross-module: "../engine/INetworkMessages_FindNetworkGroup"
  • generate_func_sig — (optional, default True) whether to generate a func_sig if no old YAML exists

Key differences from other patterns:

  • No TARGET_FUNCTION_NAMES, FUNC_XREFS, LLM_DECOMPILE, or FUNC_VTABLE_RELATIONS
  • Uses inherit_vfuncs= parameter instead of func_names=
  • No llm_config parameter in preprocess_skill
  • configs/<GAMEVER>.yaml expected_input must include both the base vfunc YAML and the derived class vtable YAML
  • configs/<GAMEVER>.yaml symbol category is vfunc

Pattern G — ConCommand handler function

Use when: the SKILL.md searches for a ConCommand registration (e.g. find_regex pattern="bot_kill.*all" → xrefs_to → handler callback). The target is the handler function registered via RegisterConCommand, identified by matching the command name string and/or help string.

This pattern uses a dedicated helper (_registerconcommand.py) instead of preprocess_common_skill. It scans for the exact command name and help string in the binary's string table, finds xrefs to those strings, locates nearby RegisterConCommand calls, and recovers the handler function pointer from the call arguments.

#!/usr/bin/env python3
"""Preprocess script for find-{SKILL_NAME} skill."""

from ida_preprocessor_scripts._registerconcommand import (
    preprocess_registerconcommand_skill,
)


TARGET_FUNCTION_NAMES = [
    "{HANDLER_NAME}",
]

COMMAND_NAME = "{command_name}"
HELP_STRING = (
    "{help_string_part1}"
    "{help_string_part2}"  # Split long strings across lines for readability
)
SEARCH_WINDOW_BEFORE_CALL = 96
SEARCH_WINDOW_AFTER_XREF = 96

GENERATE_YAML_DESIRED_FIELDS = [
    (
        "{HANDLER_NAME}",
        [
            "func_name",
            "func_sig",
            "func_va",
            "func_rva",
            "func_size",
        ],
    ),
]


async def preprocess_skill(
    session,
    skill_name,
    expected_outputs,
    old_yaml_map,
    new_binary_dir,
    platform,
    image_base,
    debug=False,
):
    _ = skill_name, old_yaml_map
    return await preprocess_registerconcommand_skill(
        session=session,
        expected_outputs=expected_outputs,
        new_binary_dir=new_binary_dir,
        platform=platform,
        image_base=image_base,
        target_name=TARGET_FUNCTION_NAMES[0],
        generate_yaml_desired_fields=GENERATE_YAML_DESIRED_FIELDS,
        command_name=COMMAND_NAME,
        help_string=HELP_STRING,
        rename_to=TARGET_FUNCTION_NAMES[0],
        search_window_before_call=SEARCH_WINDOW_BEFORE_CALL,
        search_window_after_xref=SEARCH_WINDOW_AFTER_XREF,
        debug=debug,
    )

Key differences from Pattern A:

  • Imports preprocess_registerconcommand_skill from ida_preprocessor_scripts._registerconcommand instead of preprocess_common_skill from ida_analyze_util
  • Uses COMMAND_NAME and HELP_STRING variables instead of FUNC_XREFS
  • Uses SEARCH_WINDOW_BEFORE_CALL and SEARCH_WINDOW_AFTER_XREF (typically 96 bytes each) to control the scan window around xrefs
  • The preprocess_skill function ignores old_yaml_map (_ = skill_name, old_yaml_map)
  • Calls preprocess_registerconcommand_skill() with command_name=, help_string=, rename_to= instead of func_xrefs=
  • configs/<GAMEVER>.yaml category is func, no expected_input needed
  • The handler function is always a regular function (not virtual), so no FUNC_VTABLE_RELATIONS

When to recognize this pattern in a SKILL.md:

  • The SKILL.md searches for a command string (e.g. find_regex pattern="bot_kill.*all")
  • It traces xrefs to find a ConCommand registration call
  • The target is the handler callback address extracted from the registration

Struct Member Mixin (for any pattern)

Struct member offsets can also be mixed into a function-finding script when they are discovered from the same function via signature matching (not LLM_DECOMPILE). Add TARGET_STRUCT_MEMBER_NAMES alongside TARGET_FUNCTION_NAMES and pass struct_member_names= to preprocess_common_skill:

TARGET_FUNCTION_NAMES = [
    "SomeFunction",
]

TARGET_STRUCT_MEMBER_NAMES = [
    "SomeStruct_m_someField",
]

GENERATE_YAML_DESIRED_FIELDS = [
    ("SomeFunction", ["func_name", "func_sig", "func_va", "func_rva", "func_size"]),
    ("SomeStruct_m_someField", ["struct_name", "member_name", "offset", "size", "offset_sig", "offset_sig_disp"]),
]

# In preprocess_skill:
    return await preprocess_common_skill(
        ...
        func_names=TARGET_FUNCTION_NAMES,
        struct_member_names=TARGET_STRUCT_MEMBER_NAMES,
        ...
    )

CRITICAL — FUNC_VTABLE_RELATIONS and vfunc fields

FUNC_VTABLE_RELATIONS is required for ANY target whose GENERATE_YAML_DESIRED_FIELDS includes vtable_name or vfunc_sig — not just Pattern B and C. Without it, the LLM_DECOMPILE slot-only fallback fails with "slot-only fallback missing vtable_name" and the entire skill fails.

This applies even when:

  • The target is a vfunc call-site offset (e.g. call [rax+128h]) rather than an actual function body in a vtable
  • No vtable YAML exists for that class in configs/<GAMEVER>.yaml (no expected_input for the vtable needed)
  • The script also finds non-vfunc targets (global variables, struct offsets) alongside the vfunc target

The vtable_name from FUNC_VTABLE_RELATIONS is used as metadata written to the output YAML — it does NOT require an actual vtable lookup. For example, ("IGameTypes_CreateWorkshopMapGroup", "IGameTypes") provides the vtable class name IGameTypes even though no IGameTypes_vtable.{platform}.yaml exists.

Rule of thumb: If any field in GENERATE_YAML_DESIRED_FIELDS starts with vfunc_ or equals vtable_name, the target MUST have an entry in FUNC_VTABLE_RELATIONS.

Key Differences Between Patterns

AspectPattern A (func + xref)Pattern B (vfunc + xref)Pattern C (vfunc + LLM)Pattern D (func + LLM)Pattern E (structmember + LLM)Pattern F (vfunc + inherit)Pattern G (ConCommand handler)Pattern H (ordinal vtable)
FUNC_XREFSYesYesNoNoNoNoNo (uses COMMAND_NAME/HELP_STRING)No
FUNC_VTABLE_RELATIONSNoYesYesNoNoNoNoNo
INHERIT_VFUNCSNoNoNoNoNoYesNoNo
LLM_DECOMPILENoNoYesYesYesNoNoNo
llm_config paramNoNoYesYesYesNoNoNo
Helper modulepreprocess_common_skillpreprocess_common_skillpreprocess_common_skillpreprocess_common_skillpreprocess_common_skillpreprocess_common_skillpreprocess_registerconcommand_skillpreprocess_ordinal_vtable_via_mcp
Target listTARGET_FUNCTION_NAMESTARGET_FUNCTION_NAMESTARGET_FUNCTION_NAMESTARGET_FUNCTION_NAMESTARGET_STRUCT_MEMBER_NAMES(none — defined in INHERIT_VFUNCS)TARGET_FUNCTION_NAMESTARGET_CLASS_NAME (single string)
preprocess paramfunc_names=func_names=func_names=func_names=struct_member_names=inherit_vfuncs=command_name=, help_string=class_name=, ordinal=
YAML fieldsfunc_name, func_sig, func_va, func_rva, func_sizeSame + vtable_name, vfunc_offset, vfunc_indexfunc_name, func_va, func_rva, func_size, vfunc_sig, vfunc_offset, vfunc_index, vtable_namefunc_name, func_sig, func_va, func_rva, func_sizestruct_name, member_name, offset, size, offset_sig, offset_sig_dispfunc_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_indexfunc_name, func_sig, func_va, func_rva, func_size(vtable YAML via write_vtable_yaml)
config categoryfuncvfuncvfuncfuncstructmembervfuncfuncvtable

Step 4: Update configs/<GAMEVER>.yaml

4a. Skills Section

Each preprocessor script needs a corresponding skill entry under the appropriate module's skills: list.

Find the module section (e.g. server, engine, networksystem) and add/update entries.

Template:

      - name: find-{SKILL_NAME}
        expected_output:
          - {FUNC_NAME_1}.{platform}.yaml
          # - {FUNC_NAME_2}.{platform}.yaml  # One per target function
        # expected_input only if the skill depends on other YAMLs:
        expected_input:
          - {PREDECESSOR_FUNC}.{platform}.yaml    # For Pattern C: the reference function
          - {VTABLE_CLASS}_vtable.{platform}.yaml  # For Patterns B & C: the vtable

Rules:

  • expected_output: One .{platform}.yaml per target function in the script
  • expected_input: Include predecessor function YAML (Patterns C & D) and/or vtable YAML (Patterns B & C & F)
  • Pattern A with no vtable: typically NO expected_input (Pattern D still needs predecessor in expected_input)
  • Pattern F: needs both the derived class vtable YAML and the base vfunc YAML in expected_input
  • If splitting a combined skill, each new entry should have its own expected_input referencing the predecessor's output

Dependency chain example (3-script split):

      # Pattern A: found via xref string, no dependencies
      - name: find-FuncA
        expected_output:
          - FuncA.{platform}.yaml

      # Pattern C: found by decompiling FuncA, needs FuncA + vtable
      - name: find-FuncB
        expected_output:
          - FuncB.{platform}.yaml
        expected_input:
          - FuncA.{platform}.yaml
          - SomeClass_vtable.{platform}.yaml

      # Pattern C: found by decompiling FuncB, needs FuncB + vtable
      - name: find-FuncC1-AND-FuncC2-AND-FuncC3
        expected_output:
          - FuncC1.{platform}.yaml
          - FuncC2.{platform}.yaml
          - FuncC3.{platform}.yaml
        expected_input:
          - FuncB.{platform}.yaml
          - SomeClass_vtable.{platform}.yaml

4b. Symbols Section

For each NEW target function, add a symbol entry under the same module's symbols: list (if not already present).

      # Regular function (Pattern A)
      - name: {FUNC_NAME}
        category: func
        alias:
          - {ClassName}::{MethodName}   # e.g. CBaseEntity::TakeDamageOld

      # Virtual function (Patterns B & C)
      - name: {FUNC_NAME}
        category: vfunc
        alias:
          - {ClassName}::{MethodName}   # e.g. CBasePlayerPawn::OnTakeDamage

      # Struct member offset (Pattern E)
      - name: {STRUCT_MEMBER_NAME}
        category: structmember
        struct: {STRUCT_NAME}
        member: {MEMBER_NAME}
        alias:
          - {StructName}::{MemberName}   # e.g. CCheckTransmitInfo::m_nPlayerSlot

Check existing symbols before adding — do NOT create duplicates.


Step 5: Handle Reference YAMLs (Patterns C & D)

Pattern C and D scripts reference a predecessor function's YAML at: ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.{platform}.yaml

These reference files contain the decompiled code of the predecessor function (both disasm_code and procedure fields) so the LLM can identify call patterns.

Check if the reference YAML already exists:

  • ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.linux.yaml
  • ida_preprocessor_scripts/references/{module}/{PREDECESSOR_FUNC}.windows.yaml

If NOT present, generate them using generate_reference_yaml.py:

# Windows — always pass -platform windows explicitly
uv run generate_reference_yaml.py -func_name {PREDECESSOR_FUNC} -auto_start_mcp -binary "bin/{gamever}/{module}/{binary_name}.dll" -platform windows -debug

# Linux — always pass -platform linux explicitly
uv run generate_reference_yaml.py -func_name {PREDECESSOR_FUNC} -auto_start_mcp -binary "bin/{gamever}/{module}/lib{module}.so" -platform linux -debug

For example, for the server module:

uv run generate_reference_yaml.py -func_name CCSGameRules_TerminateRound -auto_start_mcp -binary "bin/{gamever}/server/server.dll" -platform windows -debug
uv run generate_reference_yaml.py -func_name CCSGameRules_TerminateRound -auto_start_mcp -binary "bin/{gamever}/server/libserver.so" -platform linux -debug

where {gamever} can be obtain from .env -> CS2VIBE_GAMEVER, or 14141c if you can't read .env.

YOU MUST: rename known symbols / add necessary comments in the generated reference YAMLs the so LLM can find desired symbols by comparing reference ones with raw procedure/disassembly read from new binaries.

For example, if we want the LLM to find CEntityInstance_AcceptInput in the owner function:

      do
      {
        sub_1811A0200(*(_QWORD *)(v28 + qword_181D6CD08), (__int64)"CTsWin", 0, 0, (__int64)&v124, 0, 0);
        ++v27;
        v28 += 8;
      }
      while ( v27 < dword_181D6CD00 );
  .text:00000001808BC82B                 call    sub_1811A0200

We MUST be renamed not only procedure:

      do
      {
        CEntityInstance_AcceptInput(*(_QWORD *)(v28 + qword_181D6CD08), (__int64)"CTsWin", 0, 0, (__int64)&v124, 0, 0);
        ++v27;
        v28 += 8;
      }
      while ( v27 < dword_181D6CD00 );

but also disassembly:

  .text:00000001808BC82B                 call    CEntityInstance_AcceptInput

For example, if we want the LLM to find CBaseEntity_OnTakeDamage as an indirect call to virtual function in the owner function:

We MUST add comments not only in procedure:

(*(void (__fastcall **)(_QWORD *, _DWORD *))(*a1 + 1008LL))(a1, v6); // 1008LL = CBaseEntity_OnTakeDamage

but also in disassembly:

00000001803CEF54 FF 90 F0 03 00 00    call    qword ptr [rax+3F0h] ; 0x3F0 = CBaseEntity_OnTakeDamage

For example, if we want the LLM to find g_pNavMesh as a global variable in the owner function:

if ( !qword_18200B918 || !*(_BYTE *)(qword_18200B918 + 264) )
    return 0;
.text:00000001802A6E3C 48 8B 05 D5 4A D6 01                                mov     rax, cs:qword_18200B918

We MUST rename it not only in procedure:

if ( !g_pNavMesh || !*(_BYTE *)(g_pNavMesh + 264) )
    return 0;

but also in disassembly:

.text:00000001802A6E3C 48 8B 05 D5 4A D6 01                                mov     rax, cs:g_pNavMesh

For example, if we want the LLM to find CCheckTransmitInfo_m_nPlayerSlot as a struct member offset (0x240) in the owner function:

v18 = sub_180BCF9E0(*(unsigned int *)(*v6 + 576));
  .text:0000000180C99633                 mov     ecx, [rdi+240h]

We MUST add comments not only in procedure:

v18 = sub_180BCF9E0(*(unsigned int *)(*v6 + 576)); // 576 = 0x240 = CCheckTransmitInfo::m_nPlayerSlot

but also in disassembly:

  .text:0000000180C99633                 mov     ecx, [rdi+240h] ; 0x240 = CCheckTransmitInfo::m_nPlayerSlot

Prerequisites: The predecessor function must already be named in the IDA database for the target binary. If it is not named yet, ask the user to either:

  1. Connect IDA Pro MCP and rename the function first, or
  2. Manually rename it in IDA before running the script

IMPORTANT — generate_reference_yaml.py address resolution: The script resolves the predecessor function's address by reading func_va from tracked bin_artifacts/{gamever}/{module}/{PREDECESSOR_FUNC}.{platform}.yaml. If the predecessor is one of the target functions being converted, preserve that Git-owned input while generating references. Never delete or rewrite tracked expected artifacts merely to force a test.

IMPORTANT — When the predecessor is a NEW function (no existing output YAMLs): If the predecessor function is brand new (discovered by another new script you're creating in the same conversion), its output YAMLs don't exist yet and generate_reference_yaml.py cannot resolve its address. You must use a multi-phase workflow:

  1. Phase 1: Create ALL scripts (vtable, xref_string, LLM_DECOMPILE) and update configs/<GAMEVER>.yaml
  2. Phase 2: Seed a checkout-external artifact root from bin_artifacts/<GAMEVER>/, remove only the new predecessor/target outputs there, then run ida_analyze_bin.py with explicit -artifactdir and -oldartifactdir bin_artifacts. The vtable and xref-string scripts populate the new predecessor in the isolated root.
  3. Phase 3: Now that the predecessor has output YAMLs, run generate_reference_yaml.py to create reference YAMLs, then annotate them.
  4. Phase 4: Remove the target output only from the isolated root so the LLM_DECOMPILE path is exercised.
  5. Phase 5: Run the isolated analysis again, validate the complete actual inventory, then copy the canonical computed closure into tracked bin_artifacts for the source PR.

IMPORTANT — Run generate_reference_yaml.py sequentially, NOT in parallel. All invocations share the same IDA MCP connection. Running them in parallel will cause connection conflicts and failures. Run one command at a time, waiting for each to complete before starting the next.

Run the command once per platform (windows/linux) that needs a reference YAML. The -module is inferred from the -binary path automatically.

IMPORTANT — Always pass -platform explicitly. While -platform can theoretically be inferred from the binary extension (.dll → windows, .so → linux), auto-inference is unreliable and may produce the wrong platform's reference YAML. Always pass -platform windows or -platform linux explicitly.


Step 6: Delete the SKILL.md

After the preprocessor script is created and configs/<GAMEVER>.yaml is updated:

  1. Delete the SKILL.md file: .claude/skills/find-{SKILL_NAME}/SKILL.md
  2. Delete the now-empty directory: .claude/skills/find-{SKILL_NAME}/

If a combined SKILL.md was split into multiple preprocessor scripts, delete the single original SKILL.md.


Step 7: Rebuild Source-Owned Outputs in an Isolated Root

Tracked bin_artifacts are expected Git bytes, not disposable test output. Create a checkout-external scratch artifact root, seed it with the selected GAMEVER's unaffected artifacts, and delete target outputs only in the scratch copy. Run the converted producers with the needed module/skill filters, explicit -artifactdir <scratch-root>, and -oldartifactdir bin_artifacts, but without -force_all. Never remove artifacts across unrelated game versions.

After the isolated run succeeds, validate its formal inventory and canonical bytes, then copy only the computed affected producer-group and downstream closure back to bin_artifacts/<GAMEVER>/. The source PR must stage those A/M/D/R paths with the script/config/reference change. Run the repository artifact contract before continuing.


Step 8: Remove Entry from docs/claude_skills_stats.yaml

After the conversion is complete and validated, delete the converted skill's entry from docs/claude_skills_stats.yaml. This file tracks skills that still use the old SKILL.md format — once converted to a preprocessor script, the entry is no longer relevant.

Remove the entire YAML block for each converted symbol, e.g.:

# Delete this entire block:
- symbol_name: CBasePlayerController_HandleCommand_JoinTeam
  skill_name: find-CBasePlayerController_HandleCommand_JoinTeam
  classicy: with_xref_strings
  owner_func_name: CBasePlayerController_HandleCommand_JoinTeam
  owner_module: server

If the original SKILL.md covered multiple symbols, delete ALL corresponding entries from the stats file.


Step 9: Run Tests

After all conversion steps are complete, run the complete config from a different checkout-external fresh empty root. The final -force_all contract requires both platforms, no module/skill/vcall filters, and an explicit execution report.

Because the output is very long, redirect it to a temp file and then read just the summary:

uv run ida_analyze_bin.py -gamever <GAMEVER> -configyaml configs/<GAMEVER>.yaml \
  -artifactdir <checkout-external-empty-root> -oldartifactdir bin_artifacts \
  -oldgamever <PRIOR_GAMEVER-or-none> -execution_report <checkout-external-execution-report.json> \
  -debug -force_all > /tmp/ida_test_output.txt 2>&1
tail -10 /tmp/ida_test_output.txt

Check the Summary at the end of the output:

  • Failed: 0 means the conversion is correct
  • If any failures, search the full output for the failing skill name to investigate:
    grep -A 5 "Failed\|Error" /tmp/ida_test_output.txt
    

This step is mandatory — do not report completion without running and passing this validation.


Step 10: Commit Changes

After validation passes, commit all conversion-related changes to git.

IMPORTANT — Never commit directly to the main branch. If the current branch is main, create and switch to a dev branch first:

# Check current branch
git branch --show-current

# If on main, switch to dev (create it if it doesn't exist)
git checkout dev 2>/dev/null || git checkout -b dev

Then commit:

git add <preprocessor_script> <deleted_skill_md> <configs/<GAMEVER>.yaml if changed> <bin_artifacts-closure> docs/claude_skills_stats.yaml
git commit -m "refactor(preprocessor): convert find-{SKILL_NAME}" -m "Co-Authored-By: Codex <codex@openai.com>"

Include all files changed during the conversion:

  • The new/updated preprocessor script
  • The deleted SKILL.md
  • Any configs/<GAMEVER>.yaml changes
  • The computed source-owned bin_artifacts/<GAMEVER>/ closure
  • The updated docs/claude_skills_stats.yaml

Do NOT include unrelated changes (e.g. .claude/settings.json permission changes).


Checklist

Before finishing, verify:

  • Preprocessor script file name matches the name field in configs/<GAMEVER>.yaml skill entry
  • TARGET_FUNCTION_NAMES lists all functions the script should find
  • FUNC_XREFS xref strings match the debug strings from the original SKILL.md (Pattern A/B)
  • LLM_DECOMPILE reference path points to the correct predecessor function YAML (Patterns C/D)
  • FUNC_VTABLE_RELATIONS lists correct vtable class for EVERY target that has vtable_name or vfunc_sig in its GENERATE_YAML_DESIRED_FIELDS — required even for vfunc call-site offsets and even if no vtable YAML exists (Patterns B/C, and any LLM_DECOMPILE target with vfunc fields)
  • INHERIT_VFUNCS lists correct (target, derived_class, base_vfunc, gen_sig) tuples (Pattern F only)
  • GENERATE_YAML_DESIRED_FIELDS uses correct field set for the pattern (Pattern C/D: include func_va if function is a predecessor for downstream LLM_DECOMPILE)
  • LLM_DECOMPILE dependency chains are split into separate scripts (one per chain link), NOT combined in a single script
  • preprocess_skill signature includes llm_config=None if and only if LLM_DECOMPILE is used (NOT for Pattern F)
  • preprocess_common_skill call passes all relevant lists (func_xrefs, func_vtable_relations, llm_decompile_specs, llm_config, inherit_vfuncs)
  • configs/<GAMEVER>.yaml expected_output has one entry per target function
  • configs/<GAMEVER>.yaml expected_input correctly chains dependencies
  • configs/<GAMEVER>.yaml symbols section has entries for all target functions (no duplicates)
  • Reference YAMLs exist or were generated from preserved source-owned predecessor artifacts (Patterns C/D)
  • Old SKILL.md and its directory are deleted
  • Target outputs were removed only in an isolated root, rebuilt, and the canonical closure copied into bin_artifacts
  • Entry removed from docs/claude_skills_stats.yaml for all converted symbols
  • uv run ida_analyze_bin.py -debug passes with 0 failures
  • All source/config/reference changes and the tracked artifact closure are committed on dev, not main

Real-World Examples

Example: xref-string regular function (Pattern A)

Before: .claude/skills/find-CBaseEntity_TakeDamageOld/SKILL.md — used find_regex pattern="TakeDamageOld.*GetDamageForce" to locate the function.

After: ida_preprocessor_scripts/find-CBaseEntity_TakeDamageOld.py with:

  • FUNC_XREFS containing "CBaseEntity::TakeDamageOld: damagetype %d with info.GetDamageForce() == Vector::vZero"
  • GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
  • No FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE

Example: LLM_DECOMPILE virtual function (Pattern C)

Derived from: the same SKILL.md's "decompile TakeDamageOld and find vfunc call to OnTakeDamage" steps.

Result: ida_preprocessor_scripts/find-CBaseEntity_OnTakeDamage.py with:

  • LLM_DECOMPILE referencing references/server/CBaseEntity_TakeDamageOld.{platform}.yaml
  • FUNC_VTABLE_RELATIONS: ("CBaseEntity_OnTakeDamage", "CBasePlayerPawn")
  • GENERATE_YAML_DESIRED_FIELDS with func_name, vfunc_sig, vfunc_offset, vfunc_index, vtable_name

Example: LLM_DECOMPILE multiple virtual functions (Pattern C)

Derived from: the same SKILL.md's "decompile OnTakeDamage and find Alive/Dying/Dead vfunc offsets" steps.

Result: ida_preprocessor_scripts/find-CBaseEntity_OnTakeDamage_Alive-AND-Dying-AND-Dead.py with:

  • 3 target functions, 3 LLM_DECOMPILE entries (all referencing the same YAML), 3 FUNC_VTABLE_RELATIONS entries, 3 GENERATE_YAML_DESIRED_FIELDS entries
  • Each LLM_DECOMPILE entry references references/server/CBaseEntity_OnTakeDamage.{platform}.yaml

Example: Split xref-string + LLM_DECOMPILE regular function (Patterns A + D)

Before: .claude/skills/find-CCSGameRules_TerminateRound-AND-CEntityInstance_AcceptInput/SKILL.md — found TerminateRound via find_regex pattern="TerminateRound", then decompiled it to find AcceptInput called with "CTsWin"/"TerroristsWin" string arguments.

Split into two scripts:

  1. ida_preprocessor_scripts/find-CCSGameRules_TerminateRound.py (Pattern A):

    • FUNC_XREFS containing "TerminateRound"
    • GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
    • No FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE
  2. ida_preprocessor_scripts/find-CEntityInstance_AcceptInput.py (Pattern D):

    • LLM_DECOMPILE referencing references/server/CCSGameRules_TerminateRound.{platform}.yaml
    • GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
    • No FUNC_VTABLE_RELATIONS (it's a regular function, not virtual)
    • Reference YAMLs generated via uv run generate_reference_yaml.py -func_name CCSGameRules_TerminateRound -auto_start_mcp -binary "bin/%CS2VIBE_GAMEVER%/server/server.dll" -debug

configs/<GAMEVER>.yaml dependency chain:

      - name: find-CCSGameRules_TerminateRound
        expected_output:
          - CCSGameRules_TerminateRound.{platform}.yaml

      - name: find-CEntityInstance_AcceptInput
        expected_output:
          - CEntityInstance_AcceptInput.{platform}.yaml
        expected_input:
          - CCSGameRules_TerminateRound.{platform}.yaml

Example: Split xref-string vfunc + LLM_DECOMPILE struct offset (Patterns B + E with platform-specific xrefs)

Before: .claude/skills/find-CSource2GameEntities_CheckTransmit-AND-CCheckTransmitInfo/SKILL.md — found CheckTransmit via find_regex pattern="CSource2GameEntities::CheckTransmit", then examined the decompiled code to find CCheckTransmitInfo::m_nPlayerSlot at offset 0x240.

Split into two scripts:

  1. ida_preprocessor_scripts/find-CSource2GameEntities_CheckTransmit.py (Pattern B with platform-specific xrefs):

    • FUNC_XREFS_WINDOWS containing "CSource2GameEntities::CheckTransmit" (full assertion string on Windows)
    • FUNC_XREFS_LINUX containing "./gameinterface.cpp:30" (shorter path on Linux — Windows string not present in Linux binary)
    • FUNC_VTABLE_RELATIONS: ("CSource2GameEntities_CheckTransmit", "CSource2GameEntities")
    • GENERATE_YAML_DESIRED_FIELDS with func_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_index
    • Uses func_xrefs=FUNC_XREFS_WINDOWS if platform == "windows" else FUNC_XREFS_LINUX in the preprocess_common_skill call
  2. ida_preprocessor_scripts/find-CCheckTransmitInfo_m_nPlayerSlot.py (Pattern E):

    • TARGET_STRUCT_MEMBER_NAMES containing "CCheckTransmitInfo_m_nPlayerSlot"
    • LLM_DECOMPILE referencing references/server/CSource2GameEntities_CheckTransmit.{platform}.yaml
    • GENERATE_YAML_DESIRED_FIELDS with struct_name, member_name, offset, size, offset_sig, offset_sig_disp
    • Reference YAMLs annotated with ; 0x240 = CCheckTransmitInfo::m_nPlayerSlot in disasm and // 576 = 0x240 = CCheckTransmitInfo::m_nPlayerSlot in procedure

configs/<GAMEVER>.yaml dependency chain:

      - name: find-CSource2GameEntities_CheckTransmit
        expected_output:
          - CSource2GameEntities_CheckTransmit.{platform}.yaml
        expected_input:
          - CSource2GameEntities_vtable.{platform}.yaml

      - name: find-CCheckTransmitInfo_m_nPlayerSlot
        expected_output:
          - CCheckTransmitInfo_m_nPlayerSlot.{platform}.yaml
        expected_input:
          - CSource2GameEntities_CheckTransmit.{platform}.yaml

Example: Split xref-string vfunc + INHERIT_VFUNCS derived vfunc (Patterns B + F)

Before: .claude/skills/find-CBaseEntity_Precache/SKILL.md — found CBaseEntity_Precache via a wrapper function referencing "bloodspray". CBaseEntity_Precache is actually a derived-class override of CEntityInstance::Precache.

Split into two scripts with swapped relationship:

  1. ida_preprocessor_scripts/find-CEntityInstance_Precache.py (Pattern B with FULLMATCH):

    • FUNC_XREFS containing "FULLMATCH:Precache" (exact match to avoid false positives on short string)
    • FUNC_VTABLE_RELATIONS: ("CEntityInstance_Precache", "CEntityInstance")
    • GENERATE_YAML_DESIRED_FIELDS with vtable fields
    • This is the base class vfunc — found directly via xref strings
  2. ida_preprocessor_scripts/find-CBaseEntity_Precache.py (Pattern F):

    • INHERIT_VFUNCS: ("CBaseEntity_Precache", "CBaseEntity", "CEntityInstance_Precache", True)
    • GENERATE_YAML_DESIRED_FIELDS with vtable fields
    • No FUNC_XREFS, no LLM_DECOMPILE — inherits the vtable slot from CEntityInstance_Precache and looks it up in CBaseEntity's vtable

configs/<GAMEVER>.yaml dependency chain:

      - name: find-CEntityInstance_Precache
        expected_output:
          - CEntityInstance_Precache.{platform}.yaml
        expected_input:
          - CEntityInstance_vtable.{platform}.yaml

      - name: find-CBaseEntity_Precache
        expected_output:
          - CBaseEntity_Precache.{platform}.yaml
        expected_input:
          - CBaseEntity_vtable.{platform}.yaml
          - CEntityInstance_Precache.{platform}.yaml

Key insight: The SKILL.md originally found CBaseEntity_Precache directly. When converting, we recognized that Precache is a base-class virtual method on CEntityInstance, and CBaseEntity::Precache is just an override at the same vtable slot. So we split into: find the base method via xref strings → inherit to find the derived override.

Example: Split vtable + xref-string vfunc + LLM_DECOMPILE regular function (vtable + Patterns B + D)

Before: .claude/skills/find-LegacyGameEventListener/SKILL.md — found CSource2GameClients_StartHLTVServer via find_regex pattern="CSource2GameClients::StartHLTVServer: game event %s not found", then decompiled it to find LegacyGameEventListener called with a2 parameter.

Split into three scripts:

  1. ida_preprocessor_scripts/find-CSource2GameClients_vtable.py (vtable discovery):

    • TARGET_CLASS_NAMES: ["CSource2GameClients"]
    • No FUNC_XREFS, no LLM_DECOMPILE — pure vtable lookup
  2. ida_preprocessor_scripts/find-CSource2GameClients_StartHLTVServer.py (Pattern B):

    • FUNC_XREFS containing "CSource2GameClients::StartHLTVServer: game event %s not found"
    • FUNC_VTABLE_RELATIONS: ("CSource2GameClients_StartHLTVServer", "CSource2GameClients")
    • GENERATE_YAML_DESIRED_FIELDS with vtable fields
    • This is the intermediate function — found via xref strings, serves as predecessor for the next script
  3. ida_preprocessor_scripts/find-LegacyGameEventListener.py (Pattern D):

    • LLM_DECOMPILE referencing references/server/CSource2GameClients_StartHLTVServer.{platform}.yaml
    • GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
    • No FUNC_VTABLE_RELATIONS (it's a regular function, not virtual)
    • Reference YAMLs annotated with LegacyGameEventListener replacing sub_180B1AC80 / sub_1516AB0 in both disasm and procedure

configs/<GAMEVER>.yaml dependency chain:

      - name: find-CSource2GameClients_vtable
        expected_output:
          - CSource2GameClients_vtable.{platform}.yaml

      - name: find-CSource2GameClients_StartHLTVServer
        expected_output:
          - CSource2GameClients_StartHLTVServer.{platform}.yaml
        expected_input:
          - CSource2GameClients_vtable.{platform}.yaml

      - name: find-LegacyGameEventListener
        expected_output:
          - LegacyGameEventListener.{platform}.yaml
        expected_input:
          - CSource2GameClients_StartHLTVServer.{platform}.yaml

Key insight — multi-phase workflow: The predecessor CSource2GameClients_StartHLTVServer was a brand-new function with no existing output YAMLs. So generate_reference_yaml.py couldn't run until the xref_string script populated its output. The workflow was:

  1. Create all 3 scripts + config entries
  2. Run a targeted isolated analyzer pass without -force_all → vtable + xref-string scripts create StartHLTVServer in the seeded scratch artifact root
  3. Run generate_reference_yaml.py for both platforms using that isolated predecessor artifact
  4. Annotate reference YAMLs (rename sub_180B1AC80 → LegacyGameEventListener in both disasm and procedure)
  5. Remove LegacyGameEventListener only from the scratch artifact root
  6. Run the complete config from a fresh empty root with -force_all and -execution_report, then copy the verified closure into bin_artifacts

Example: Split ConCommand handler + LLM_DECOMPILE virtual function (Patterns G + C, multi-phase)

Before: .claude/skills/find-CBasePlayerPawn_CommitSuicide/SKILL.md — searched for "bot_kill" command string via find_regex pattern="bot_kill.*all", traced xrefs to find the ConCommand handler, then decompiled the handler to find the CommitSuicide vfunc call (at offset 0xC80 in CBasePlayerPawn vtable).

Split into two scripts:

  1. ida_preprocessor_scripts/find-BotKill_CommandHandler.py (Pattern G):

    • COMMAND_NAME = "bot_kill"
    • HELP_STRING = "bot_kill <all> <t|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria."
    • SEARCH_WINDOW_BEFORE_CALL = 96, SEARCH_WINDOW_AFTER_XREF = 96
    • Uses preprocess_registerconcommand_skill() from _registerconcommand.py
    • No dependencies — configs/<GAMEVER>.yaml has no expected_input
  2. ida_preprocessor_scripts/find-CBasePlayerPawn_CommitSuicide.py (Pattern C):

    • LLM_DECOMPILE referencing references/server/BotKill_CommandHandler.{platform}.yaml
    • FUNC_VTABLE_RELATIONS: ("CBasePlayerPawn_CommitSuicide", "CBasePlayerPawn")
    • GENERATE_YAML_DESIRED_FIELDS with func_name, vfunc_sig, vfunc_offset, vfunc_index, vtable_name
    • Reference YAMLs annotated with ; 0xC80 = CBasePlayerPawn_CommitSuicide in disasm and // 3200LL = 0xC80 = CBasePlayerPawn_CommitSuicide in procedure

configs/<GAMEVER>.yaml dependency chain:

      - name: find-BotKill_CommandHandler
        expected_output:
          - BotKill_CommandHandler.{platform}.yaml

      - name: find-CBasePlayerPawn_CommitSuicide
        expected_output:
          - CBasePlayerPawn_CommitSuicide.{platform}.yaml
        expected_input:
          - BotKill_CommandHandler.{platform}.yaml
          - CBasePlayerPawn_vtable.{platform}.yaml

Key insight — multi-phase workflow: BotKill_CommandHandler was a brand-new function with no existing output YAMLs. The workflow was:

  1. Create both scripts + config entries, delete old SKILL.md
  2. Run a targeted isolated analyzer pass without -force_all → Pattern G creates BotKill_CommandHandler in the seeded scratch artifact root
  3. Run generate_reference_yaml.py for both platforms using the newly created BotKill_CommandHandler output YAMLs
  4. Annotate reference YAMLs (add ; 0xC80 = CBasePlayerPawn_CommitSuicide comments for the vfunc call in the kill loop)
  5. Remove CBasePlayerPawn_CommitSuicide only from the scratch artifact root
  6. Run the complete config from a fresh empty root with -force_all and -execution_report, then copy the verified closure into bin_artifacts

Example: Split xref-string function + LLM_DECOMPILE global variable & vfunc offset (Patterns A + LLM_DECOMPILE with gv + vfunc, multi-phase)

Before: .claude/skills/find-g_pGameTypes-AND-IGameTypes_CreateWorkshopMapGroup/SKILL.md — searched for "mapgroup workshop" string, found CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup, then decompiled it to find g_pGameTypes (global variable at qword_XXXX) and IGameTypes_CreateWorkshopMapGroup (vfunc call at offset 0x128/0x130).

Split into two scripts:

  1. ida_preprocessor_scripts/find-CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.py (Pattern A):

    • FUNC_XREFS containing "mapgroup workshop"
    • GENERATE_YAML_DESIRED_FIELDS with func_name, func_sig, func_va, func_rva, func_size
    • No FUNC_VTABLE_RELATIONS, no LLM_DECOMPILE — pure xref-string discovery
    • No dependencies — configs/<GAMEVER>.yaml has no expected_input
  2. ida_preprocessor_scripts/find-g_pGameTypes-AND-IGameTypes_CreateWorkshopMapGroup.py (LLM_DECOMPILE):

    • TARGET_FUNCTION_NAMES: ["IGameTypes_CreateWorkshopMapGroup"]
    • TARGET_GLOBALVAR_NAMES: ["g_pGameTypes"]
    • LLM_DECOMPILE referencing references/server/CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.{platform}.yaml (both targets share the same reference)
    • CRITICAL: FUNC_VTABLE_RELATIONS: ("IGameTypes_CreateWorkshopMapGroup", "IGameTypes") — required because GENERATE_YAML_DESIRED_FIELDS includes vtable_name and vfunc_sig. Without this, the slot-only fallback fails with "slot-only fallback missing vtable_name". Note: no IGameTypes_vtable YAML exists — the vtable name is purely metadata.
    • GENERATE_YAML_DESIRED_FIELDS for IGameTypes_CreateWorkshopMapGroup: func_name, vtable_name, vfunc_offset, vfunc_index, vfunc_sig
    • GENERATE_YAML_DESIRED_FIELDS for g_pGameTypes: gv_name, gv_va, gv_rva, gv_sig, gv_sig_va, gv_inst_offset, gv_inst_length, gv_inst_disp
    • Reference YAMLs annotated: qword_XXXX renamed to g_pGameTypes in both disasm and procedure; call [rax+128h] annotated with ; 0x128 = IGameTypes_CreateWorkshopMapGroup; 296LL annotated with // 296LL = 0x128 = IGameTypes_CreateWorkshopMapGroup

configs/<GAMEVER>.yaml dependency chain:

      - name: find-CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup
        expected_output:
          - CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.{platform}.yaml

      - name: find-g_pGameTypes-AND-IGameTypes_CreateWorkshopMapGroup
        expected_output:
          - g_pGameTypes.{platform}.yaml
          - IGameTypes_CreateWorkshopMapGroup.{platform}.yaml
        expected_input:
          - CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup.{platform}.yaml

Key insight — FUNC_VTABLE_RELATIONS for vfunc offsets: Even though IGameTypes_CreateWorkshopMapGroup is a vfunc call-site offset (not a function in a vtable we own), FUNC_VTABLE_RELATIONS is still required because the GENERATE_YAML_DESIRED_FIELDS include vtable_name and vfunc_sig. The system uses the vtable class name from FUNC_VTABLE_RELATIONS as metadata — it does NOT attempt to look up an IGameTypes_vtable YAML.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

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

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 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

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 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.

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-pr

無料

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.

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

Batch-dump vtables from IDA Pro MCP by searching mangled symbol patterns, then write a merged YAML file beside the binary. Use this skill when you need to find and export all vtables matching a name pattern (e.g., all GameSystem vtables) in one shot. Triggers: dump vtables, batch vtable dump, export vtables, dump all vtables matching pattern

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

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