Final-guarantee fallback for the find-IVEngineServer2_GetClientSteamID preprocessor. Recovers IVEngineServer2::GetClientSteamID (a virtual function of the IVEngineServer2 interface) in CS2 server.dll / libserver.so by decompiling its known predecessor CBasePlayerController_HandleCommand_JoinTeam and identifying the vtable-slot fetch on g_engine. Use this skill only when the deterministic/LLM preprocessor (ida_preprocessor_scripts/find-IVEngineServer2_GetClientSteamID.py) could not resolve the...
Scanned 9/27/2026
Install to Claude Code
npx -y skills add mrc4tt/CS2_VibeSignatures --skill find-IVEngineServer2_GetClientSteamID --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Find IVEngineServer2 GetClientSteamID?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/mrc4tt-find-ivengineserver2-getclientsteamid)More formats (shields.io, HTML) on the badges page.
---
name: find-IVEngineServer2_GetClientSteamID
description: |
Final-guarantee fallback for the find-IVEngineServer2_GetClientSteamID preprocessor.
Recovers IVEngineServer2::GetClientSteamID (a virtual function of the IVEngineServer2 interface)
in CS2 server.dll / libserver.so by decompiling its known predecessor
CBasePlayerController_HandleCommand_JoinTeam and identifying the vtable-slot fetch on g_engine.
Use this skill only when the deterministic/LLM preprocessor
(ida_preprocessor_scripts/find-IVEngineServer2_GetClientSteamID.py) could not resolve the target.
Trigger: IVEngineServer2_GetClientSteamID
disable-model-invocation: true
---
# Find IVEngineServer2_GetClientSteamID (final-guarantee fallback)
Recover the virtual function `IVEngineServer2::GetClientSteamID` in CS2 `server.dll` /
`libserver.so` using IDA Pro MCP tools. This is the **Agent fallback** for the
`find-IVEngineServer2_GetClientSteamID` 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. Treat their addresses as
reference-build values only; verify against the current binary.
- Windows baseline: `ida_preprocessor_scripts/references/server/CBasePlayerController_HandleCommand_JoinTeam.windows.yaml`
- Linux baseline: `ida_preprocessor_scripts/references/server/CBasePlayerController_HandleCommand_JoinTeam.linux.yaml`
## Step 1. Load and decompile the predecessor
**ALWAYS** Use SKILL `/get-func-from-yaml` with
`func_name=CBasePlayerController_HandleCommand_JoinTeam` 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="<CBasePlayerController_HandleCommand_JoinTeam.func_va>"
```
## Step 2. Locate the vtable-slot reference to the target
`IVEngineServer2::GetClientSteamID` is reached through the global `g_engine`. **Important:** in this
predecessor the compiler *hoists the slot into a register* instead of calling it in place, so the
reference is a `mov`, not a `call`. Searching only for `call qword ptr [reg+...]` will find nothing.
Anchor by the **semantic fingerprint**, not a fixed offset — load the interface pointer from
`g_engine`, load its vtable, then fetch the slot:
- Linux: `lea rax, g_engine` -> `mov r12, [rax]` -> `mov rax, [r12]` -> `mov r13, [rax+228h]`
- Windows: `mov rax, cs:g_engine` -> `mov rcx, [rax]` -> `mov rbx, [rcx+228h]`
Reference build vtable offset (verify, do not hardcode): `vfunc_offset = 0x228` (552),
`vfunc_index = 69` on both platforms. The predecessor contains more than one such fetch; any of them
resolves the same slot.
## Step 3. Resolve the vfunc slot and write the YAML
1. From the resolved `vfunc_offset`, rename the reference to `IVEngineServer2_GetClientSteamID`
with `mcp__ida-pro-mcp__rename`.
2. **ALWAYS** Use SKILL `/generate-signature-for-vfuncoffset` for the vfunc at the resolved
offset to obtain a validated `vfunc_sig`.
3. **ALWAYS** Use SKILL `/write-vfunc-as-yaml` with:
- `func_name`: `IVEngineServer2_GetClientSteamID`
- `vtable_name`: `IVEngineServer2`
- `vfunc_sig`: the validated signature from step 2
- `vfunc_offset` / `vfunc_index`: the resolved values
`IVEngineServer2` is an abstract interface with no vtable in the server module, so this YAML is
slot-only: do **not** attempt to emit `func_va`. The concrete implementation address is resolved
separately in the engine module by `find-CEngineServer_GetClientSteamID`, which inherits this slot.
## Output YAML filenames
Written beside the binary by the writer skill, one file per platform:
- Windows (`server.dll`): `IVEngineServer2_GetClientSteamID.windows.yaml`
- Linux (`libserver.so`): `IVEngineServer2_GetClientSteamID.linux.yaml`
## Failure handling
- If the predecessor `CBasePlayerController_HandleCommand_JoinTeam` YAML is missing -> **STOP** and
report to user.
- If the target slot fetch cannot be located even after inspecting the predecessor -> **STOP** and
report so the user can extend the references.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!