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find-CCSPlayer_ItemServices_DropActivePlayerWeapon

Find and identify the CCSPlayer_ItemServices_DropActivePlayerWeapon virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the "drop the currently held weapon" vfunc by RTTI-walking the CCSPlayer_ItemServices vtable and confirming the candidate reads the player's active weapon and forwards it, with a computed toss velocity, into the weapon's own drop vfunc. Trigger: CCSPlayer_ItemServices_DropActivePlayerWeapon

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查看安装方法

包含的文件(1)

  • SKILL.md6.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Find CCSPlayer_ItemServices_DropActivePlayerWeapon

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

Method

1. Load CCSPlayer_ItemServices VTable

ALWAYS Use SKILL /get-vtable-address with class_name=CCSPlayer_ItemServices.

mcp__ida-pro-mcp__find_regex pattern="22CCSPlayer_ItemServices"
mcp__ida-pro-mcp__xrefs_to addrs="<name_string_addr>"      # hit - 8 = typeinfo
mcp__ida-pro-mcp__xrefs_to addrs="<typeinfo_addr>"          # hit - 8 = vtable candidate, keep offset_to_top==0

Linux 14168 reference: name string 22CCSPlayer_ItemServices at 0x8219d0, typeinfo at 0x2489888, primary vtable at 0x2489cf0.

2. Read VTable Slot 27

mcp__ida-pro-mcp__get_int addr="<vtable_va> + 0x10 + 27*8" ty="u64"

Linux 14168 reference: slot 27 (vfunc_offset = 0xD8) is at 0x2489dd8, function pointer 0x1578c30, size 0x131 (305 bytes).

3. Confirm the Candidate

Decompile the resolved function:

mcp__ida-pro-mcp__decompile addr="<slot_27_func_addr>"

Identification rules — DropActivePlayerWeapon takes no weapon/name argument beyond this (plus a small number of scalar/vector-ish trailing parameters used only to compute the toss impulse), and its body:

  1. First calls a small no-op-looking stub (nullsub_1463-style — a hook/telemetry point present on several ItemServices mutators, safe to ignore for identification purposes).
  2. Fetches the owning pawn via the lazy-accessor pattern (if (!v) { nullsub_1480(this); v = *(this+56); }) seen throughout this class.
  3. Reads the pawn's active weapon pointer via the pawn's weaponServices+3344 member and an internal GetActiveWeapon-style helper (sub_17604F0-equivalent on the reference build) — not a weapon passed in as an argument. This "no explicit weapon argument, reads the active one internally" shape is what distinguishes it from a generic DropWeapon(pWeapon) overload.
  4. If an active weapon was found, checks the weapon's "can be manually dropped" flag (a vfunc call at offset 232, i.e. slot 29 of the weapon's own vtable) and, if allowed, computes a toss velocity/angle from the trailing scalar/vector parameters and calls the weapon's own drop vfunc (a second vcall at offset 232 — same slot, different receiver — passing the computed velocity struct).
  5. If the "can be manually dropped" check fails, instead calls the weapon's drop vfunc with a null velocity pointer (an unconditional/forced drop with no toss impulse).

Linux 14168 reference: the two calls both target *(_QWORD*)v7 + 232 (offset 0xE8, i.e. slot 29 of the weapon's own vtable, a distinct class from CCSPlayer_ItemServices — do not confuse this internal vcall offset with DropActivePlayerWeapon's own slot 27 in CCSPlayer_ItemServices).

If the candidate does not match, STOP and report to user.

4. Generate Function Signature

ALWAYS Use SKILL /generate-signature-for-function with addr=<DropActivePlayerWeapon_func_addr> to generate a robust and unique func_sig.

5. Write IDA Analysis Output as YAML

ALWAYS Use SKILL /write-vfunc-as-yaml to write the analysis results.

Required parameters:

  • func_name: CCSPlayer_ItemServices_DropActivePlayerWeapon
  • func_addr: <DropActivePlayerWeapon_func_addr>
  • func_sig: The validated signature from step 4

VTable parameters:

  • vtable_name: CCSPlayer_ItemServices
  • vfunc_offset: 0xD8 (27 * 8)
  • vfunc_index: 27

Function Characteristics

  • Purpose: Drops the player's currently active/held weapon, computing a toss velocity for it if the weapon permits manual drops, or force-dropping it with no toss impulse otherwise.
  • Binary: server.dll / libserver.so
  • Parameters: (this, <toss-velocity/angle-related scalars>) — no explicit weapon pointer; the active weapon is looked up internally.
  • Return value: not consumed in a way that suggests a meaningful return type (effectively void)
  • VTable: CCSPlayer_ItemServices, slot 27 (vfunc_offset = 0xD8) on the Linux 14168 reference build.

Discovery Strategy

  1. RTTI-walk CCSPlayer_ItemServices's primary vtable via its typeinfo name string 22CCSPlayer_ItemServices.
  2. Read slot 27 directly (per the config's FUNC_VTABLE_RELATIONS mapping, ground truth for this build).
  3. Confirm by decompiled shape: no explicit weapon argument (reads the active weapon internally), a can-manually-drop gate, and two mutually-exclusive calls into the weapon's own drop vfunc (with vs. without a computed toss velocity).

This is robust because:

  • The vtable slot index is what CSS's runtime hook actually targets, so validating directly against slot 27 (per provided ground truth) rather than re-deriving it from an unrelated anchor keeps this skill both simple and authoritative.
  • "No weapon argument, active weapon read internally, two drop-vfunc call sites gated by a manual-drop flag" is distinctive enough to disambiguate from sibling ItemServices mutators (e.g. RemoveWeapons, which iterates all weapons rather than just the active one — see the sibling skill find-UTIL_PlayerSlotToPlayerController-AND-FireTargets-AND-CCSPlayer_ItemServices_RemoveWeapons).

Output YAML Format

The output YAML filename depends on the platform:

  • server.dll -> CCSPlayer_ItemServices_DropActivePlayerWeapon.windows.yaml
  • libserver.so -> CCSPlayer_ItemServices_DropActivePlayerWeapon.linux.yaml

Fields: func_name, func_va, func_rva, func_size, func_sig, vtable_name, vfunc_offset, vfunc_index.

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