Find and identify the UTIL_PlayerSlotToPlayerController function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the function by searching for the "splitscreenplayer" string reference.
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---
name: find-UTIL_PlayerSlotToPlayerController
description: Find and identify the UTIL_PlayerSlotToPlayerController function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the function by searching for the "splitscreenplayer" string reference.
---
# Find UTIL_PlayerSlotToPlayerController
Locate `UTIL_PlayerSlotToPlayerController` in CS2 server.dll or server.so using IDA Pro MCP tools.
## Method
1. Search for the string:
```
mcp__ida-pro-mcp__find_regex pattern="splitscreenplayer"
```
Look for the exact string `"splitscreenplayer"` (not the ones with prefixes).
2. Get cross-references to the string:
```
mcp__ida-pro-mcp__xrefs_to addrs="<string_addr>"
```
3. Decompile the referencing function and verify it matches:
```
mcp__ida-pro-mcp__decompile addr="<function_addr>"
```
The target function should contain:
- A vtable assignment: `*(_QWORD *)a1 = &CGameEvent::\`vftable';`
- String reference: `"splitscreenplayer"`
- CBufferString operations
Example pattern:
```cpp
v3 = (_QWORD *)(a1 + 24);
*(_DWORD *)(a1 + 20) = -1073741760;
v4 = a3;
*(_QWORD *)a1 = &CGameEvent::`vftable';
// ...
v11 = "splitscreenplayer";
// ...
return a1;
```
4. Rename the function:
```
mcp__ida-pro-mcp__rename batch={"func": [{"addr": "<function_addr>", "name": "UTIL_PlayerSlotToPlayerController"}]}
```
5. Generate and validate unique signature:
**ALWAYS** Use SKILL `/generate-signature-for-function` to generate a robust and unique signature for the function.
Note: This function contains RIP-relative addresses (LEA to CGameEvent vtable), so use `??` wildcards for those bytes.
6. Write IDA analysis output as YAML beside the binary:
**ALWAYS** Use SKILL `/write-func-as-yaml` to write the analysis results.
Required parameters:
- `func_name`: `UTIL_PlayerSlotToPlayerController`
- `func_addr`: The function address
- `func_sig`: The validated signature with wildcards
## Function Characteristics
- **Parameters**:
- `a1`: Output event object pointer
- `a2`: Event data
- `a3`: String parameter (const char*)
- **Return**: Event object pointer (a1)
## Key Behaviors
1. Initializes a CGameEvent object with vtable
2. Sets up CBufferString operations
3. Uses "splitscreenplayer" string for event data
4. Returns the initialized event object
## DLL Information
- **DLL**: `server.dll` (Windows) / `server.so` (Linux)
## Notes
- This is NOT a virtual function
- The function references CGameEvent vtable
- Contains CBufferString operations for string handling
- The signature requires wildcards for RIP-relative addresses
## Output YAML Format
The output YAML filename depends on the platform:
- `server.dll` → `UTIL_PlayerSlotToPlayerController.windows.yaml`
- `server.so` → `UTIL_PlayerSlotToPlayerController.linux.yaml`
```yaml
func_va: 0x180XXXXXX # Virtual address of the function - This can change when game updates.
func_rva: 0xXXXXXX # Relative virtual address (VA - image base) - This can change when game updates.
func_size: 0xXX # Function size in bytes - This can change when game updates.
func_sig: XX XX ?? ?? XX # Unique byte signature with wildcards for RIP-relative addresses
```