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-csteam3servers1_initgameserver-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-csteam3servers1_initgameserver-decompiles)<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-csteam3servers1_initgameserver-decompiles"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-csteam3servers1_initgameserver-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-csteam3servers1_initgameserver-decompiles"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-csteam3servers1_initgameserver-decompiles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00139 | $0.01648 |
| Opus 5.5 | $0.00056 | $0.00659 |
| Sonnet 5.5 | $0.00028 | $0.00330 |
| Haiku 4.5 | $0.00014 | $0.00165 |
Grade A, and why
find-CSteam3ServerS1_InitGameServer-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 15d 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 — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Find InitGameServer network interface calls (final-guarantee fallback)
Recover every output of find-CSteam3ServerS1_InitGameServer-decompiles in CS2 engine2.dll /
libengine2.so using IDA Pro MCP. This Agent fallback runs only after the preprocessor fails, so it must
produce any missing output itself while preserving outputs that a partial preprocessor run already wrote.
Realworld Function References
Read the platform-relevant reference YAML before searching in IDA. Its addresses, offsets, and signatures are reference-build values only; verify every result against the current binary.
ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.windows.yamlida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.linux.yaml
Background and robustness principle
CSteam3ServerS1_InitGameServer initializes the game-server networking state. It queries two 16-bit UDP ports
from the network system, then uses INetworkServerService::IsActiveInGame to select which port to retain. Both
targets are indirect virtual calls: their YAML identifies the call instruction and vtable slot, not a concrete
function body.
First inspect the predecessor itself. If either call is absent, enumerate its direct callees, decompile plausible helpers, and search one or two levels down: an update may de-inline the networking setup into a helper (or inline it back into the predecessor). Identify calls by their receiver globals and neighboring behavior, never by a fixed function address or call-site address.
Output inventory
Both outputs are required on both platforms. The slot values below were observed in builds 14181 and 14186;
derive and verify the current value from the instruction before writing YAML.
| Output symbol | Kind | Windows reference | Linux reference | Writer skill |
|---|---|---|---|---|
INetworkSystem_GetUDPPort |
indirect vcall | INetworkSystem, 0x118, index 35 |
INetworkSystem, 0x118, index 35 |
/write-vfunc-as-yaml |
INetworkServerService_IsActiveInGame |
indirect vcall | CNetworkServerService_vtable, 0xC0, index 24 |
CNetworkServerService_vtable, 0xC8, index 25 |
/write-vfunc-as-yaml |
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.
- 15d ago Changed · +3 lines 3744ff3a4a03
- 1mo ago First seen · 119 lines · 139 tokens per session scan A 18d36a52bab8
find-CSteam3ServerS1_InitGameServer-decompiles is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (67 stars, last pushed today), licensed MIT. It adds 139 tokens to every session and 1,648 once invoked, about $0.0006 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 2026-09-30.
find-CSteam3ServerS1_InitGameServer-decompiles compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| find-CSteam3ServerS1_InitGameServer-decompilesHLND2T/CS2_VibeSignatures | Skill | 67 | today | MIT | A | 139 | Claude Code |
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