Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add HLND2T/CS2_VibeSignatures --skill find-ccsplayer_movementservices_fullwalkmove_speedclampgit clone --depth 1 https://github.com/HLND2T/CS2_VibeSignaturesWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-ccsplayer_movementservices_fullwalkmove_speedclamp)<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-ccsplayer_movementservices_fullwalkmove_speedclamp"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-ccsplayer_movementservices_fullwalkmove_speedclamp/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-ccsplayer_movementservices_fullwalkmove_speedclamp"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-ccsplayer_movementservices_fullwalkmove_speedclamp.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00114 | $0.01394 |
| Opus 5.5 | $0.00046 | $0.00558 |
| Sonnet 5.5 | $0.00023 | $0.00279 |
| Haiku 4.5 | $0.00011 | $0.00139 |
Grade A, and why
find-CCSPlayer_MovementServices_FullWalkMove_SpeedClamp scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CCSPlayer_MovementServices_FullWalkMove_SpeedClamp Patch Workflow
Overview
Locate the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove and generate a patch that converts the conditional jump into an unconditional jump, making the speed-clamp code a dead path.
The target code pattern in pseudocode:
v20 = (float)((float)(v16 * v16) + (float)(v19 * v19)) + (float)(v17 * v17);
if ( v20 > (float)(v18 * v18) ) // <-- patch target: disable this branch
{
// velocity clamping logic: scale velocity down to maxspeed
v21 = fsqrt(v20);
v22 = v18 / v21;
*(float *)(a2 + 56) = ... * v22;
*(float *)(a2 + 60) = ... * v22;
*(float *)(a2 + 64) = ... * v22;
...
}
In assembly, this is a comiss + jbe (or jbe short) pair. The jbe skips the clamping block when velocity <= maxspeed^2. Patching jbe to jmp makes it always skip, disabling the clamp entirely.
Prerequisites
CCSPlayer_MovementServices_FullWalkMovemust already be identified. Use SKILL/get-func-from-yamlwithfunc_name=CCSPlayer_MovementServices_FullWalkMoveto load its address. If YAML does not exist, run SKILL/find-CCSPlayer_MovementServices_FullWalkMove-AND-CCSPlayer_MovementServices_CheckVelocity-AND-CCSPlayer_MovementServices_WaterMovefirst.
Location Steps
1. Get FullWalkMove Function Address
ALWAYS Use SKILL /get-func-from-yaml with func_name=CCSPlayer_MovementServices_FullWalkMove.
If the skill returns an error, stop and report to user.
2. Decompile and Locate the Speed Clamp Pattern
Decompile the function:
mcp__ida-pro-mcp__decompile(addr="<func_va>")
In the decompiled output, search for the velocity clamping pattern. The key indicators are:
- A sum-of-squares computation:
(x*x) + (y*y) + (z*z)stored in a variable (e.g.,v20) - Compared against another float squared:
v20 > (float)(v18 * v18) - Inside the if-block:
fsqrt, division, and writes toa2+56,a2+60,a2+64(velocity vector)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2mo ago First seen · 123 lines · 114 tokens per session scan A ebc22becccde
find-CCSPlayer_MovementServices_FullWalkMove_SpeedClamp is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (67 stars, last pushed today), licensed MIT. It adds 114 tokens to every session and 1,394 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
find-CCSPlayer_MovementServices_FullWalkMove_SpeedClamp compared with skills from other repositories
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|---|---|---|---|---|---|---|---|
| find-CCSPlayer_MovementServices_FullWalkMove_SpeedClampHLND2T/CS2_VibeSignatures | Skill | 67 | today | MIT | A | 114 | Claude Code |
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