Find CGameSystemReallocatingFactory CSpawnGroupMgrGameSystem Vtable Server
ASecurityAgent fallback for CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server (auto-generated, category: func). Locate CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server, CGameSystemReallocatingFactor...
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- Added September 27, 2026
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100/100npx -y skills add mrc4tt/CS2_VibeSignatures --skill find-CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server --agent claude-codeAre you the author of Find CGameSystemReallocatingFactory CSpawnGroupMgrGameSystem Vtable Server?
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[](https://www.skillsdirectory.com/skills/mrc4tt-find-cgamesystemreallocatingfactory-cspawngroupmgr-87531f6f)---
name: find-CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server
description: |
Agent fallback for CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server (auto-generated, category: func). Locate
CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable in the CS2 server module via IDA Pro MCP and emit a fresh,
minimal-unique artifact. The deterministic preprocessor could not resolve this
symbol on the current gamever - your job is the re-sign.
Trigger: CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server, CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable
disable-model-invocation: true
---
# Find CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable-server
Target: `CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable` (func) in the module loaded in THIS session.
> The old artifact/preprocessor anchors no longer match this build. Use anchors
> only to *locate* candidates; derive the artifact from the ACTUAL bytes you read.
> Produce ONLY this session's platform output. NEVER open another binary.
## Method
Locate via distinctive constants/strings in the body, cross-references from
known callers/callees, or the owning class vtable (RTTI) if virtual. Verify by
decompilation before committing to a candidate.
## Mandatory self-check before emitting
The pipeline re-reads the bytes at your `func_va` and regenerates `func_sig` from
them - a mismatch aborts the run. Therefore: read the real bytes via IDA MCP,
derive the artifact FROM those bytes (wildcard relocated operands as `??`), start
at the TRUE function head, and only then write the YAML. A mismatch is always a
bug in YOUR output.
## Output schema (STRICT)
Write `CGameSystemReallocatingFactory_CSpawnGroupMgrGameSystem_vtable.{platform}.yaml` with EXACTLY these fields:
```yaml
func_name: <TASK>
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_* or struct fields.
## Verification
1. Decompile and confirm the behavior matches the symbol's semantics.
2. Uniqueness: the pattern must match exactly ONE location in the loaded binary.
3. If no candidate can be confirmed, report the shortlist - a skipped symbol is
safer than a wrong signature.
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