Find and identify the UTIL_ClientPrintAll function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the UTIL_ClientPrintAll function by searching for the "#Game_idle_kick" string reference and analyzing cross-references.
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---
name: find-UTIL_ClientPrintAll
description: Find and identify the UTIL_ClientPrintAll function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the UTIL_ClientPrintAll function by searching for the "#Game_idle_kick" string reference and analyzing cross-references.
---
# Find UTIL_ClientPrintAll
Locate `UTIL_ClientPrintAll` in CS2 server.dll or server.so using IDA Pro MCP tools.
## Method
1. Search for the idle kick string:
```
mcp__ida-pro-mcp__find_regex pattern="#Game_idle_kick"
```
2. Get cross-references to the string:
```
mcp__ida-pro-mcp__xrefs_to addrs="<string_addr>"
```
3. The xref will point to the idle kick handler function. Decompile it:
```
mcp__ida-pro-mcp__decompile addr="<function_addr>"
```
4. In the decompiled code, locate the call that uses `"#Game_idle_kick"` as a parameter:
```c
sub_XXXXXX(2, (int)"#Game_idle_kick", (int)v16, 0, 0, 0);
```
This `sub_XXXXXX` is `UTIL_ClientPrintAll`.
5. Rename the function:
```
mcp__ida-pro-mcp__rename batch={"func": [{"addr": "<UTIL_ClientPrintAll_addr>", "name": "UTIL_ClientPrintAll"}]}
```
6. Generate and validate unique signature:
**ALWAYS** Use SKILL `/generate-signature-for-function` to generate a robust and unique signature for the function.
7. 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_ClientPrintAll`
- `func_addr`: The function address from step 5
- `func_sig`: The validated signature from step 6
## String Reference
The function is called with the localization string `#Game_idle_kick` when a player is kicked for being idle:
```c
UTIL_ClientPrintAll(2, "#Game_idle_kick", player_name, 0, 0, 0);
```
## Function Characteristics
- **Purpose**: Broadcasts a message to all connected clients
- **Parameters**:
- `arg0` (int): Message destination type (2 = HUD_PRINTCENTER or similar)
- `arg1` (const char*): Localization string or message
- `arg2` (const char*): Parameter 1 (e.g., player name)
- `arg3-arg5`: Additional parameters (usually 0)
## Function Signature Pattern
The function has a distinctive prologue that saves multiple callee-saved registers:
```asm
push rbp
mov rbp, rsp
push r15
mov r15, r9
push r14
mov r14, r8
push r13
mov r13, rcx
push r12
mov r12, rdx
push rbx
lea rbx, [rbp-50h]
sub rsp, 38h
```
## Output YAML Format
The output YAML filename depends on the platform:
- `server.dll` → `UTIL_ClientPrintAll.windows.yaml`
- `server.so` → `UTIL_ClientPrintAll.linux.yaml`
```yaml
func_va: 0x18BD940 # Virtual address of the function - changes with game updates
func_rva: 0x18BD940 # Relative virtual address (VA - image base) - changes with game updates
func_size: 0x85 # Function size in bytes - changes with game updates
func_sig: XX XX XX XX XX # Unique byte signature for pattern scanning - changes with game updates
```