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_isreservedgit 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_isreserved)<a href="https://agentmods.dev/skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_isreserved"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_isreserved/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_isreserved"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-inetworkgameserver_isreserved.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 | $0.00129 | $0.00941 |
| Opus 5.5 | $0.00052 | $0.00376 |
| Sonnet 5.5 | $0.00026 | $0.00188 |
| Haiku 4.5 | $0.00013 | $0.00094 |
Grade A, and why
find-INetworkGameServer_IsReserved 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 yesterday.
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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Find INetworkGameServer_IsReserved (final-guarantee fallback)
Recover the virtual function INetworkGameServer::IsReserved in CS2 engine2.dll /
libengine2.so using IDA Pro MCP tools. This is the Agent fallback for the
find-INetworkGameServer_IsReserved 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/engine/CNetworkGameServerBase_RecalculateTags.windows.yaml - Linux baseline:
ida_preprocessor_scripts/references/engine/CNetworkGameServerBase_RecalculateTags.linux.yaml
Step 1. Load and decompile the predecessor
ALWAYS Use SKILL /get-func-from-yaml with func_name=CNetworkGameServerBase_RecalculateTags 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="<CNetworkGameServerBase_RecalculateTags.func_va>"
Step 2. Locate the vtable-slot call to the target
CNetworkGameServerBase::RecalculateTags builds the server tag string (it logs
"Tags string is too long: %s\n" on overflow). Look for the virtual call on the server object
(this or the interface pointer derived from it) whose boolean result reports whether the server is
reserved and feeds the tag-building logic. Anchor on the semantic fingerprint -- a
call qword ptr [reg+disp] (Windows may hoist the slot into a register with mov) on the server
object, with a boolean result gating tag text -- not on a fixed offset. Use the reference YAML
annotations (INetworkGameServer_IsReserved comment tags) to confirm which call.
Do not pick sibling slots on the same object (for example GetServerState).
Step 3. Resolve the vfunc slot and write the 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.
- yesterday First seen · 79 lines · 129 tokens per session scan A 9139bbdeddf9
find-INetworkGameServer_IsReserved is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (67 stars, last pushed today), licensed MIT. It adds 129 tokens to every session and 941 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 2026-11-05.
find-INetworkGameServer_IsReserved compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| find-INetworkGameServer_IsReservedHLND2T/CS2_VibeSignatures | Skill | 67 | today | MIT | A | 129 | Claude Code |
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