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find-CCSPlayerPawn_SnapViewAngles

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

インストール方法を見る

含まれるファイル(1)

  • SKILL.md5.3 KB

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。

Find CCSPlayerPawn_SnapViewAngles

Locate CCSPlayerPawn_SnapViewAngles in CS2 server.dll or libserver.so using IDA Pro MCP tools.

This is a non-virtual, direct-call member function (no vtable slot — emit a byte sig, not an offset). It snaps the pawn's networked eye angle (m_angEyeAngles, CNetworkVectorBase<QAngle>) and caches the angle + previous value into the pawn for prediction — that cache is what distinguishes it from its sibling SnapEyeAngles.

Method

1. Reuse previous signature (fast path)

If a prior CCSPlayerPawn_SnapViewAngles.{platform}.yaml exists, try its func_sig first via mcp__ida-pro-mcp__find_bytes. Single match → resolve to function start, skip to Step 5 to regenerate a fresh sig and re-emit. If absent or non-unique, continue.

2. Anchor on the setang command handler

mcp__ida-pro-mcp__find_regex pattern="setang pitch yaw"

Expect: "Usage: setang pitch yaw <roll optional> <prediction sync ticks optional>\n". Find the referencing function (the setang handler, tracked as Setang_CommandHandler in the preprocessor pipeline):

mcp__ida-pro-mcp__xrefs_to addrs="<usage_string_addr>"
mcp__ida-pro-mcp__decompile addr="<setang_handler_addr>" include_addresses=false

3. Pick the non-teleport branch call target

The setang handler parses pitch yaw [roll] [predticks] then branches:

  • Teleport / prediction-sync branch — taken when argc >= 5 && atoi(predticks) > 0. Builds a CPredictionEvent_Teleport (constructs + dispatches through the CPredictionEvent_Teleport_t vtable). Ignore the call here.
  • else branch — directly return SnapViewAngles(pawn, &localQAngle) (no prediction event).

SnapViewAngles = the function called/returned in the else (non-teleport) branch. On server.dll the same target is returned from two non-teleport returns (argc < 5 and predticks <= 0).

4. Confirm identity

Decompile the candidate and verify ALL:

  1. Normalizes the QAngle through a helper near the top (normalize(a2) -> local).
  2. Caches angle + previous into the pawn: four stores at consecutive member offsets (current angle, current roll/float, prior angle, prior float). Linux build 14165 example: *(pawn+0xD98)=angle; *(pawn+0xDA4)=oldangle; *(pawn+0xDA0)=roll; *(pawn+0xDAC)=oldroll. This prediction cache is the view signature trait (the sibling SnapEyeAngles has no cache).
  3. Networks the eye-angle QAngle through change-accessor helpers, guarded by the entity-handle validity check (handle != -1 && != -2 && global_ent_table != 0).
  4. Internal state byte set to the view value (linux: change-field id 48; the eye sibling uses 2).

Record func_addr. Optionally rename to CCSPlayerPawn_SnapViewAngles via mcp__ida-pro-mcp__rename.

5. Generate signature

ALWAYS use SKILL /generate-signature-for-function with addr=<func_addr> to produce a unique IDA-style func_sig. Emit IDA style verbatim (space hex, ? wildcards) — do NOT convert to CSS \x2A unless a gamedata.json entry is explicitly requested.

Reference sigs (build 14165 — sanity check only, regenerate per binary):

  • linux: 55 48 89 E5 41 57 49 89 FF 48 89 F7 41 56 41 55 41 54 53 48 81 EC
  • windows: 48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 55 48 8D 6C 24 ? 48 81 EC ? ? ? ? 48 8B DA 48 8B F1 48 8D 55

6. Write func YAML

ALWAYS use SKILL /write-func-as-yaml:

  • func_name: CCSPlayerPawn_SnapViewAngles
  • func_addr: <func_addr>
  • func_sig: validated sig from step 5

Include func_va/func_rva/func_size (this function is the predecessor anchor for both find-CCSPlayerPawn_ApplyEyeAngleNetworkChange and find-CCSPlayerPawn_SnapEyeAngles).

Preprocessor pipeline equivalent

Interactive twin of the unattended chain in ida_preprocessor_scripts/:

find-Setang_CommandHandler                    [xref_strings "setang pitch yaw"]
 -> find-CCSPlayerPawn_SnapViewAngles          [LLM_DECOMPILE off handler, non-teleport call]   <- this skill
 -> find-CCSPlayerPawn_ApplyEyeAngleNetworkChange [LLM_DECOMPILE off SnapViewAngles, apply call]
 -> find-CCSPlayerPawn_SnapEyeAngles           [xref_funcs apply-helper, exclude_funcs SnapViewAngles]

Reference YAML: references/server/Setang_CommandHandler.{platform}.yaml.

Function Characteristics

  • Linkage: non-virtual, direct-call (no vtable entry)
  • Binary: server.dll / libserver.so
  • Parameters: (pawn, QAngle* angles) (+ float on linux ABI)
  • Caller: the setang console-command handler, non-teleport branch
  • Distinguishing trait: caches angle + previous into the pawn (prediction); networks m_angEyeAngles

Output YAML Format

  • server.dll -> CCSPlayerPawn_SnapViewAngles.windows.yaml
  • libserver.so -> CCSPlayerPawn_SnapViewAngles.linux.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。

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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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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

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