Find and identify the CBasePlayerController_HandleCommand_JoinTeam function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the HandleCommand_JoinTeam function by searching for known debug string references and analyzing cross-references.
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---
name: find-CBasePlayerController_HandleCommand_JoinTeam
description: Find and identify the CBasePlayerController_HandleCommand_JoinTeam function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the HandleCommand_JoinTeam function by searching for known debug string references and analyzing cross-references.
---
# Find CBasePlayerController_HandleCommand_JoinTeam
Locate `CBasePlayerController_HandleCommand_JoinTeam` in CS2 server.dll or server.so using IDA Pro MCP tools.
## Method
1. Search for the debug string:
```
mcp__ida-pro-mcp__find_regex pattern="HandleCommand_JoinTeam\( %d \) - invalid"
```
2. Get cross-references to the string:
```
mcp__ida-pro-mcp__xrefs_to addrs="<string_addr>"
```
3. Decompile the referencing function:
```
mcp__ida-pro-mcp__decompile addr="<function_addr>"
```
4. Rename the function:
```
mcp__ida-pro-mcp__rename batch={"func": [{"addr": "<function_addr>", "name": "CBasePlayerController_HandleCommand_JoinTeam"}]}
```
5. Generate and validate unique signature:
**ALWAYS** Use SKILL `/generate-signature-for-function` to generate a robust and unique signature for the function.
6. Write IDA analysis output as YAML beside the binary:
**ALWAYS** Use SKILL `/write-func-ida-analysis-output-as-yaml` to write the analysis results.
Required parameters:
- `func_name`: `CBasePlayerController_HandleCommand_JoinTeam`
- `func_addr`: The function address from step 3
- `func_sig`: The validated signature from step 6
## Signature Pattern
The function contains a debug warning call with format string:
```
HandleCommand_JoinTeam( %d ) - invalid team index.
```
## Function Characteristics
- **Prototype**: `bool CBasePlayerController::HandleCommand_JoinTeam(CBasePlayerController *pPlayerController, int teamIndex, bool bQueue)`
- **Parameters**:
- `this`: CBasePlayerController pointer
- `teamIndex`: The target team index
- `bQueue`: Whether to queue the team change
- **Return**: bool indicating success/failure
## Team IDs
- `0`: Unassigned
- `1`: Spectator
- `2`: Terrorist
- `3`: Counter-Terrorist
## Output YAML Format
The output YAML filename depends on the platform:
- `server.dll` → `CBasePlayerController_HandleCommand_JoinTeam.windows.yaml`
- `server.so` → `CBasePlayerController_HandleCommand_JoinTeam.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: 0xXXX # Function size in bytes - This can change when game updates.
func_sig: XX XX XX XX XX # Unique byte signature for pattern scanning - This can change when game updates.
```