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-inetworkgameserver_getgameserversteamidgit 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-inetworkgameserver_getgameserversteamid)<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/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-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>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 | $0.00140 | $0.01253 |
| Opus 5.5 | $0.00056 | $0.00501 |
| Sonnet 5.5 | $0.00028 | $0.00251 |
| Haiku 4.5 | $0.00014 | $0.00125 |
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.
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.
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.
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.
- 7d ago First seen · 95 lines · 140 tokens per session scan A 68db77d552ed
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.
find-INetworkGameServer_GetGameServerSteamID compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| find-INetworkGameServer_GetGameServerSteamIDHLND2T/CS2_VibeSignatures | Skill | 67 | today | MIT | A | 140 | Claude Code |
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