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-cnetworkgameserverbase_checktimeouts-decompilesgit 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-cnetworkgameserverbase_checktimeouts-decompiles)<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-cnetworkgameserverbase_checktimeouts-decompiles"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-cnetworkgameserverbase_checktimeouts-decompiles/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-cnetworkgameserverbase_checktimeouts-decompiles"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-cnetworkgameserverbase_checktimeouts-decompiles.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 | $0.00163 | $0.01591 |
| Opus 5.5 | $0.00065 | $0.00636 |
| Sonnet 5.5 | $0.00033 | $0.00318 |
| Haiku 4.5 | $0.00016 | $0.00159 |
Grade A, and why
find-CNetworkGameServerBase_CheckTimeouts-decompiles 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 — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Find CNetworkGameServerBase_IsHLTV (Agent fallback)
Locate the CNetworkGameServerBase_IsHLTV virtual function in CS2 engine2.dll / libengine2.so using IDA Pro
MCP tools. This is the Agent fallback for the find-CNetworkGameServerBase_CheckTimeouts-decompiles
preprocessor: it runs only when the preprocessor script returned failure. It reproduces the LLM_DECOMPILE step
by hand — collecting the virtual-call reference to IsHLTV inside its caller
CNetworkGameServerBase_CheckTimeouts.
The output is a virtual dispatch (found_vcall): the YAML records the vtable slot and a vfunc_sig that
pins the call instruction. There is no concrete implementation address — do not resolve or emit func_va.
Realworld Function Reference
Read the platform-relevant reference YAML before searching in IDA. It provides concrete disassembly, decompiler output, and the annotated call site. Treat its addresses and offsets as reference-build values only; verify every result against the current binary.
- Windows:
ida_preprocessor_scripts/references/engine/CNetworkGameServerBase_CheckTimeouts.windows.yaml - Linux:
ida_preprocessor_scripts/references/engine/CNetworkGameServerBase_CheckTimeouts.linux.yaml
Background — where IsHLTV is called
CNetworkGameServerBase_CheckTimeouts(this) loops over connected clients. For each timed-out client it decides
how to disconnect. In that decision it makes a virtual call on the server object itself to test whether the
server is an HLTV/relay server:
// Linux reference (offset 0x258)
if ( !(*(unsigned __int8 (__fastcall **)(__int64))(*(_QWORD *)a1 + 600LL))(a1) // IsHLTV(this)
&& g_pSource2Server
&& ... )
// Windows reference (offset 0x230)
if ( !(*(unsigned __int8 (__fastcall **)(__int64))(*(_QWORD *)a1 + 560LL))(a1) ) // IsHLTV(this)
IsHLTV takes only this and returns a bool. When it returns false the routine takes the
g_pSource2Server "server-decided timeout" path. That semantic role — the vcall on the server object whose
negated result gates the g_pSource2Server branch — is the anchor, not the raw offset, which changes across
updates.
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 · 128 lines · 163 tokens per session scan A 326402aeacc5
find-CNetworkGameServerBase_CheckTimeouts-decompiles is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (67 stars, last pushed today), licensed MIT. It adds 163 tokens to every session and 1,591 once invoked, about $0.0007 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-CNetworkGameServerBase_CheckTimeouts-decompiles compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| find-CNetworkGameServerBase_CheckTimeouts-decompilesHLND2T/CS2_VibeSignatures | Skill | 67 | today | MIT | A | 163 | Claude Code |
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