Skills DirectorySkills Directory
SkillsLearnSecurityCategoriesDocsCommunityBlog
Sign InSubmit Skill
Skills Directory

Security-tested agent skills for Claude, coding agents, and AI workflows.

Directory

  • Browse Skills
  • All Skills A–Z
  • Claude Skills
  • Claude Code Skills
  • Agent Skills
  • Categories
  • Authors
  • Submit a Skill

Learn

  • Learn Hub
  • Install Claude Skills
  • Write SKILL.md
  • Skills vs MCP
  • Directories Compared

Security

  • Security
  • Methodology
  • Secure Claude Skills
  • Security Badges

Company

  • About
  • Community
  • Blog
  • API Docs
  • Advertise

2026 Skills Directory. All rights reserved.

ProTermsPrivacyRefunds
Back to skills

Find INetworkServerService IsActiveInGame

ASecurity

Final-guarantee fallback for the find-INetworkServerService_IsActiveInGame preprocessor. Recovers INetworkServerService::IsActiveInGame (a virtual function of the CNetworkServerService vtable) in CS2 engine2.dll / libengine2.so by decompiling its known predecessor CSteam3ServerS1_InitGameServer and identifying the virtual call on g_pNetworkServerService. Use this skill only when the deterministic/LLM preprocessor (ida_preprocessor_scripts/find-INetworkServerService_IsActiveInGame.py) could no...

3 stars
0 votes
0 copies
0 views
Added 9/27/2026
devops

Works with

mcp

Security Analysis

A100/100

Scanned 9/27/2026

Install to Claude Code

$npx -y skills add mrc4tt/CS2_VibeSignatures --skill find-INetworkServerService_IsActiveInGame --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Find INetworkServerService IsActiveInGame?

Add the live security badge to your README — it updates automatically with every re-scan.

Security grade badge for Find INetworkServerService IsActiveInGame
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/mrc4tt-find-inetworkserverservice-isactiveingame/badge)](https://www.skillsdirectory.com/skills/mrc4tt-find-inetworkserverservice-isactiveingame)

More formats (shields.io, HTML) on the badges page.

Download with Pro
Files
SKILL.md
---
name: find-INetworkServerService_IsActiveInGame
description: |
  Final-guarantee fallback for the find-INetworkServerService_IsActiveInGame preprocessor.
  Recovers INetworkServerService::IsActiveInGame (a virtual function of the CNetworkServerService vtable)
  in CS2 engine2.dll / libengine2.so by decompiling its known predecessor CSteam3ServerS1_InitGameServer
  and identifying the virtual call on g_pNetworkServerService. Use this skill only when the
  deterministic/LLM preprocessor
  (ida_preprocessor_scripts/find-INetworkServerService_IsActiveInGame.py) could not resolve the target.
  Trigger: INetworkServerService_IsActiveInGame
disable-model-invocation: true
---

# Find INetworkServerService_IsActiveInGame (final-guarantee fallback)

Recover the virtual function `INetworkServerService::IsActiveInGame` in CS2 `engine2.dll` /
`libengine2.so` using IDA Pro MCP tools. This is the **Agent fallback** for the
`find-INetworkServerService_IsActiveInGame` skill: it runs only when the preprocessor script returned
failure (almost always a transient LLM error, or the predecessor's call structure moved).

## Realworld Function References

Read the platform-relevant reference YAMLs before searching in IDA. They contain the annotated virtual
call site (`; 0x0C0/0x0C8 = ... = INetworkServerService_IsActiveInGame`). Treat their addresses as
reference-build values only; verify against the current binary.

- Windows baseline: `ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.windows.yaml`
- Linux baseline: `ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.linux.yaml`

## Step 1. Load and decompile the predecessor

**ALWAYS** Use SKILL `/get-func-from-yaml` with `func_name=CSteam3ServerS1_InitGameServer` to obtain its
`func_va`. If it returns an error, **STOP** and report to user (this fallback cannot run without the
predecessor).

Decompile it:

```
mcp__ida-pro-mcp__decompile addr="<CSteam3ServerS1_InitGameServer.func_va>"
```

## Step 2. Locate the virtual call to the target

`INetworkServerService::IsActiveInGame(this)` is an indirect virtual call on the global
`g_pNetworkServerService`. Anchor by its **semantic fingerprint**, not a fixed offset:

- It is the `call qword ptr [reg + <off>]` where `reg = *g_pNetworkServerService` (load the vtable from
  the global, then call through it).
- It returns a boolean (`al`) that **selects between two 16-bit values** which are then stored to a member
  of the `CSteam3Server` `this` (`*(this + 0x114/*win*/ or + 0x13C/*linux*/) = ...`).
- It sits **immediately after** two `g_pNetworkSystem` virtual calls (`+0x118` and `+0x110` on Windows;
  `+0x118` and `+0x110` on Linux) whose results are the two 16-bit candidates.
- It sits **immediately before** the `LoggingSystem_IsChannelEnabled` / `"SteamGameServer_Init()\n"`
  logging block.

Reference build vtable offsets (verify, do not hardcode):

- Windows: `call qword ptr [rdx+0C0h]` -> `vfunc_offset = 0xC0` (192), `vfunc_index = 24`
- Linux: `call qword ptr [rax+0C8h]` -> `vfunc_offset = 0xC8` (200), `vfunc_index = 25`

The vtable offset differs per platform; derive it from the located call instruction on the current binary.

## Step 3. Resolve the vfunc body, generate the signature, and write the YAML

1. From the resolved `vfunc_offset`, read the vtable slot of `CNetworkServerService_vtable` to obtain the
   concrete function address, and rename it to `INetworkServerService_IsActiveInGame` with
   `mcp__ida-pro-mcp__rename`.
2. **ALWAYS** Use SKILL `/generate-signature-for-vfuncoffset` for the vfunc at the resolved address/offset
   to obtain a validated `vfunc_sig`.
3. **ALWAYS** Use SKILL `/write-vfunc-as-yaml` with:
   - `func_name`: `INetworkServerService_IsActiveInGame`
   - `vtable_name`: `CNetworkServerService_vtable`
   - `vfunc_sig`: the validated signature from step 2
   - `vfunc_offset` / `vfunc_index`: the resolved values

## Output YAML filenames

Written beside the binary by the writer skill, one file per platform:

- Windows (`engine2.dll`): `INetworkServerService_IsActiveInGame.windows.yaml`
- Linux (`libengine2.so`): `INetworkServerService_IsActiveInGame.linux.yaml`

## Failure handling

- If the predecessor `CSteam3ServerS1_InitGameServer` YAML is missing → **STOP** and report to user.
- If the target virtual call cannot be located even after inspecting the predecessor → **STOP** and report
  so the user can extend the references.

Attribution

mrc4ttmrc4tt
View sourceMore from mrc4tt →
SSkills DirectorySkills Directory

Know which skills are safe — weekly.

Best new skills + every skill we flagged as malicious. From the team that scanned 103,619.

Join free

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments (0)

No comments yet. Be the first to comment!

SSkills DirectorySkills Directory

Know which skills are safe — weekly.

Best new skills + every skill we flagged as malicious. From the team that scanned 103,619.

Join free

Related Skills

Terraform Module Library

Build reusable Terraform modules for AWS, Azure, and GCP infrastructure following infrastructure-as-code best practices. Use when creating infrastructure modules, standardizing cloud provisioning, or implementing reusable IaC components.

400051 votes

sematext-otel

Wire a service's OpenTelemetry output to Sematext Cloud. Walks through region, App-type, instrumentation flow (managed OTLP endpoint vs Sematext Agent), and signal selection (traces/metrics/logs), then produces the exact env-var block and points at a runnable reference example in this repo. Invoke when instrumenting a new app for Sematext.

01 votes

Deployment Patterns

Deployment workflows, CI/CD pipeline patterns, Docker containerization, health checks, rollback strategies, and production readiness checklists for web applications. Use when setting up deployment infrastructure or planning releases.

2672080 votes

Babysit

Watch a pull request or review cycle until it is ready to merge. Use when asked to babysit, monitor, or keep checking PR comments, reviews, and CI until all actionable issues are resolved.

947440 votes

V7 Roster

Interact with the Paperclip control plane API for task coordination and governance. Use when checking assignments, updating issue status, posting comments, delegating work, managing routines, or calling Paperclip API endpoints.

813270 votes
View all in devops →