跳到正文
cccskills
免费在 GitHub 公开

find-CBaseAnimGraph_m_skeletonInstance-AND-CGameSceneNode_GetSkeletonInstance-AND-CSkeletonInstance_

Find and identify the CGameSceneNode::GetSkeletonInstance virtual function's vtable slot, plus the CBaseAnimGraph::m_skeletonInstance and CSkeletonInstance::m_animationController struct member offsets, in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the scene-node accessor that returns a node's CSkeletonInstance* (or null if the node isn't a skinned model), and the two related struct-member offsets used by CounterStrikeSharp's animation-graph memory patches. Trigger: CBaseAnimGraph_m_skeletonInstance, CGameSceneNode_GetSkeletonInstance, CSkeletonInstance_m_animationController

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(1)

  • SKILL.md8.3 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Find CBaseAnimGraph_m_skeletonInstance, CGameSceneNode_GetSkeletonInstance, CSkeletonInstance_m_animationController

Locate CGameSceneNode::GetSkeletonInstance (vtable slot), CBaseAnimGraph::m_skeletonInstance (struct offset), and CSkeletonInstance::m_animationController (struct offset) in CS2 server.dll / libserver.so using IDA Pro MCP tools.

Method

1. Resolve CGameSceneNode_GetSkeletonInstance (vtable-slot output)

ALWAYS Use SKILL /get-vtable-address with class_name=CGameSceneNode (RTTI walk via the Itanium typeinfo name string "14CGameSceneNode"; primary vtable = the candidate whose offset_to_top qword is 0 and whose first few slots point into executable memory).

Linux 14168 reference: CGameSceneNode primary vtable 0x23e6930.

Read slot 13 directly (FUNC_VTABLE_RELATIONS = [("CGameSceneNode_GetSkeletonInstance", "CGameSceneNode")] — the class/slot pair is already known from the preprocessor config; no additional discovery is required for the index itself):

mcp__ida-pro-mcp__idalib get_int queries=[{"addr":"<vtable_va + 0x10 + 13*8>","ty":"u64"}]

Decompile the resulting address and confirm it matches GetSkeletonInstance's expected shape: CGameSceneNode itself is not a skinned/animated node, so its own (base-class) implementation of this virtual is expected to be a trivial stub that unconditionally returns null/0 — only overriding classes further down the hierarchy (e.g. CSkeletonInstance itself, or classes that own one) return a real pointer.

Linux 14168 reference: slot 13 resolves to 0xa60770, a 3-byte function whose entire body is return 0; (xor eax,eax; retn — i.e. mov eax, 0; ret) — confirming the "returns null unless this is actually a skinned node" pattern and matching ground truth slot index 13.

ALWAYS Use SKILL /get-vtable-index to double check the resolved function occupies exactly slot 13 if you re-derive it by any other means (e.g. from a caller that devirtualizes the call).

ALWAYS Use SKILL /generate-signature-for-vfuncoffset if a call-site signature (rather than just the raw slot index) is also desired for a patch/hook use-case — most CounterStrikeSharp consumers only need the plain vfunc_index/vfunc_offset, emitted via /write-vfunc-as-yaml below.

2. Resolve CBaseAnimGraph_m_skeletonInstance (struct-offset output)

This is a plain data-member offset, not a vtable slot: the byte offset of the embedded CSkeletonInstance sub-object within CBaseAnimGraph. Locate a CBaseAnimGraph-owning class's constructor or an accessor that reads/writes this member with a fixed, small immediate displacement off this (e.g. CBaseModelEntity's or CBaseAnimGraph's own GetSkeletonInstance-equivalent accessor, or the constructor that placement-news the CSkeletonInstance into the object).

ALWAYS Use SKILL /generate-signature-for-structoffset on the anchor instruction that references this + <m_skeletonInstance offset> (e.g. a lea reg, [rdi+OFF] or add rdi, OFF feeding a CSkeletonInstance-constructor-shaped call) once you've located a suitable instruction — this both confirms the offset and produces a version-resilient signature for it.

ALWAYS Use SKILL /write-structoffset-as-yaml to persist the result, with struct_name=CBaseAnimGraph, member_name=m_skeletonInstance, and the offset + signature from the previous step.

This offset was not independently re-derived/validated in this pass (only CGameSceneNode_GetSkeletonInstance's vtable slot was in scope for validation here) — follow the pattern above on a fresh run to resolve and confirm a concrete value before relying on it.

3. Resolve CSkeletonInstance_m_animationController (struct-offset output)

Same shape as step 2, but for the offset of the embedded/owned CAnimationController (or pointer to one) within CSkeletonInstance. Look for an accessor on CSkeletonInstance (commonly named something like GetAnimationController if it's virtual, or a direct field read if not) that references this + OFF with a small fixed displacement, feeding calls into animation-graph update code.

ALWAYS Use SKILL /generate-signature-for-structoffset on the anchor instruction, then ALWAYS Use SKILL /write-structoffset-as-yaml with struct_name=CSkeletonInstance, member_name=m_animationController, and the resolved offset + signature.

This offset was not independently re-derived/validated in this pass either — same caveat as step 2.

Function/Member Characteristics

CGameSceneNode_GetSkeletonInstance

  • Purpose: Returns the CSkeletonInstance* associated with a scene node, or nullptr if the node has no skeleton (e.g. a plain, non-animated CGameSceneNode). Used throughout the animation/bone-access code paths to safely down-cast a generic scene node to its skeleton data.
  • Binary: server.dll / libserver.so
  • Parameters: (CGameSceneNode *this)
  • Return value: CSkeletonInstance* or nullptr
  • VTable: CGameSceneNode, slot 13 (vfunc_offset = 0x68) — matches ground truth.

CBaseAnimGraph_m_skeletonInstance

  • Purpose: Byte offset of the embedded CSkeletonInstance sub-object within CBaseAnimGraph-derived entities, used by patches/hooks that need direct field access without going through the virtual accessor.
  • Binary: server.dll / libserver.so
  • Type: struct member offset (not a pointer necessarily — may be an embedded value sub-object).

CSkeletonInstance_m_animationController

  • Purpose: Byte offset of the CAnimationController member within CSkeletonInstance, used by patches/hooks that manipulate animation playback state directly.
  • Binary: server.dll / libserver.so
  • Type: struct member offset.

Discovery Strategy

  1. CGameSceneNode_GetSkeletonInstance's slot index (13) is already known from FUNC_VTABLE_RELATIONS = [("CGameSceneNode_GetSkeletonInstance", "CGameSceneNode")], so the only work is an RTTI walk to the class's primary vtable plus a slot read — no anchor/xref search needed. The resulting stub (return 0;) is a strong behavioral confirmation independent of the address, since a null-returning base implementation is exactly what's expected for a scene-node accessor that only concrete skinned-node subclasses meaningfully override.
  2. The two struct-offset siblings are data-member offsets rather than functions, so they're located via /generate-signature-for-structoffset on a concrete instruction that references this + OFF with the expected member semantics — this keeps the recipe consistent with how CounterStrikeSharp's gamedata consumes struct offsets (as a signature anchoring a fixed immediate, not as a bare number that could drift silently).

Output YAML Format

The output YAML filenames depend on the platform and output kind:

  • server.dll -> CGameSceneNode_GetSkeletonInstance.windows.yaml, CBaseAnimGraph_m_skeletonInstance.windows.yaml, CSkeletonInstance_m_animationController.windows.yaml
  • libserver.so -> CGameSceneNode_GetSkeletonInstance.linux.yaml, CBaseAnimGraph_m_skeletonInstance.linux.yaml, CSkeletonInstance_m_animationController.linux.yaml

CGameSceneNode_GetSkeletonInstance.{platform}.yaml fields: func_name, func_va, func_rva, func_size, vtable_name, vfunc_offset, vfunc_index.

CBaseAnimGraph_m_skeletonInstance.{platform}.yaml / CSkeletonInstance_m_animationController.{platform}.yaml fields: struct_name, member_name, member_offset, sig, sig_va, inst_offset, inst_length, inst_disp.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

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

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

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.

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15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

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15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.

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

create-pr

免费

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.

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15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.

中文简介正在准备中。当前显示原文说明。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

查看 mrc4tt 的全部技能

报告此技能的问题