Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). 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, bu...
Scanned 9/27/2026
Install to Claude Code
npx -y skills add mrc4tt/CS2_VibeSignatures --skill find-CCSCustomHudLayout_SetInputCaptureEnabled --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: find-CCSCustomHudLayout_SetInputCaptureEnabled
description: |
Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique
signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). 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: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled
disable-model-invocation: true
---
# Find CCSCustomHudLayout_SetInputCaptureEnabled
Target: `CCSCustomHudLayout_SetInputCaptureEnabled` (func) in the CS2 server module.
> Do NOT anchor on raw byte patterns from older releases - they shift. Use anchors only to *locate*
> the function, then generate a fresh minimal-unique function-head signature with relocated bytes
> wildcarded. Produce ONLY the output file(s) listed in this skill's expected outputs, for the binary
> loaded in THIS session (one platform per run). NEVER open or analyze the other platform's binary.
## Method
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.
## Mandatory self-check before emitting
The pipeline re-reads the bytes at your `func_va` and deterministically regenerates `func_sig` from
them - if your `func_sig` does not match those bytes EXACTLY (with `??` matching anything), the run
aborts. Therefore:
1. After picking the function, read the actual bytes at `func_va` via the IDA MCP.
2. Derive `func_sig` FROM those bytes: keep stable opcode bytes literally, wildcard relocated or
variable operands as `??`.
3. `func_sig` MUST start at `func_va` (the true function head).
4. Only then write the YAML. A mismatch is always a bug in YOUR output, never in the pipeline.
## Output schema (STRICT)
Write the YAML file `<symbol>.{platform}.yaml` with EXACTLY these fields:
```yaml
func_name: <SYMBOL_NAME>
func_va: "<hex virtual address>"
func_rva: "<hex rva>"
func_size: "<hex size>"
func_sig: "<byte pattern, ?? wildcards, function head, minimal-unique>"
```
NEVER include vfunc_index, vfunc_offset, vfunc_sig or vtable_name.
## Verification
1. Decompile the candidate and confirm the behavior matches the purpose above (not a caller or callee).
2. Confirm uniqueness: the generated pattern must match exactly one location in the loaded binary.
3. If a candidate cannot be confirmed, report the shortlist instead of guessing - a skipped symbol is
safer than a wrong signature.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
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