find-INetworkGameServer_GetGameServerSteamID

find-INetworkGameServer_GetGameServerSteamID is a skill for Claude Code from HLND2T/CS2_VibeSignatures. It costs 140 tokens per session (1,253 once invoked), scanned A, a copy of find-IVEngineServer2_GetClientSteamID, MIT.

A reverse-engineering procedure for finding a specific game-server function inside Counter-Strike 2's compiled client files. It uses IDA Pro, a tool for examining compiled programs, to decompile a related function and locate the needed one.

In plain words
What is it for?
It is for recovering the virtual function INetworkGameServer::GetGameServerSteamID from the Windows or Linux CS2 client binary.
Why use it?
It provides a fallback when the normal automated search fails or the program's internal call structure has changed. It avoids relying on old addresses without checking the current binary.

Skill for Claude Code

Written for Claude Code: disable-model-invocation in frontmatter.

Good fit It is for recovering the virtual function INetworkGameServer::GetGameServerSteamID from the Windows or Linux CS2 client binary.

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Install with agentmods
npx agentmods add skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_getgameserversteamid
Install

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.

Any agent
npx skills add HLND2T/CS2_VibeSignatures --skill find-inetworkgameserver_getgameserversteamid
Clone the repo
git clone --depth 1 https://github.com/HLND2T/CS2_VibeSignatures

Made for: Claude Code.

Wrote 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.

agentmods badge for find-INetworkGameServer_GetGameServerSteamID

README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_getgameserversteamid"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_getgameserversteamid.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 140 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,253 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 86% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00140 $0.01253
Opus 5.5 $0.00056 $0.00501
Sonnet 5.5 $0.00028 $0.00251
Haiku 4.5 $0.00014 $0.00125

Measured 7d ago against content hash 68db77d552ed, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

find-INetworkGameServer_GetGameServerSteamID 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 7d 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.

Origin

This is a copy

86% identical to find-IVEngineServer2_GetClientSteamID — 85 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/find-INetworkGameServer_GetGameServerSteamID/SKILL.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Find INetworkGameServer_GetGameServerSteamID (final-guarantee fallback)

Recover the virtual function INetworkGameServer::GetGameServerSteamID in CS2 client.dll / libclient.so using IDA Pro MCP tools. This is the Agent fallback for the find-INetworkGameServer_GetGameServerSteamID skill: it runs only when the preprocessor script returned failure (almost always a transient LLM error, or the predecessor's call structure moved).

Realworld Function References

Read the platform-relevant reference YAMLs before searching in IDA. Treat their addresses as reference-build values only; verify against the current binary.

  • Windows baseline: ida_preprocessor_scripts/references/client/GetRichPresenceStatusString.windows.yaml
  • Linux baseline: ida_preprocessor_scripts/references/client/GetRichPresenceStatusString.linux.yaml

Step 1. Load and decompile the predecessor

ALWAYS Use SKILL /get-func-from-yaml with func_name=GetRichPresenceStatusString to obtain its func_va. If it returns an error, STOP and report to user (this fallback cannot run without the predecessor).

Decompile it:

mcp__ida-pro-mcp__decompile addr="<GetRichPresenceStatusString.func_va>"

Step 2. Locate the vtable-slot reference to the target

The predecessor resolves the network game server through a second interface hop and then fetches the steam id from that object's vtable. Anchor by the semantic fingerprint, not a fixed offset:

  • Windows: mov rax, [rcx] -> call qword ptr [rax+0B8h] -> test rax, rax -> mov rcx, [rax] -> mov r8, [rcx+1E8h] -> mov rcx, rax -> call r8
  • Linux: mov rax, [rdi] -> call qword ptr [rax+0C0h] -> test rax, rax -> mov rax, [rax] -> call qword ptr [rax+1E8h]

Important: on Windows the compiler hoists the slot into a register instead of calling it in place, so the reference is a mov, not a call. Searching only for call qword ptr [reg+...] will find nothing there.

Reference build vtable offset (verify, do not hardcode): vfunc_offset = 0x1E8 (488), vfunc_index = 61 on both platforms.

Read the full file on GitHub · 95 lines

Changes

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.

  1. 7d ago First seen · 95 lines · 140 tokens per session scan A 68db77d552ed

Subscribe to this mod's changes

find-INetworkGameServer_GetGameServerSteamID is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (67 stars, last pushed today), licensed MIT. It adds 140 tokens to every session and 1,253 once invoked, about $0.0006 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 86% identical to find-IVEngineServer2_GetClientSteamID, differing in 85 lines, and is treated as a copy.

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