CS2_VibeSignatures: Skill for Claude Code

.claude/skills/find-INetworkServerService_IsActiveInGame/SKILL.md

find-INetworkServerService_IsActiveInGame is a skill for Claude Code from HLND2T/CS2_VibeSignatures. It costs 142 tokens per session (1,182 once invoked), scanned A, original, MIT.

A fallback procedure for recovering the CS2 engine function `INetworkServerService::IsActiveInGame` from a compiled game binary. CS2 is Counter-Strike 2, and the procedure uses IDA Pro to inspect machine code.

In plain words
What is it for?
Use it with the Windows engine DLL or Linux engine shared library, provided the saved predecessor-function information is available.
Why use it?
It provides another way to find the function when the normal preprocessor fails or the surrounding call structure has changed.

Skill for Claude Code

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

This is HLND2T/CS2_VibeSignatures's own configuration. It tells Claude Code how to work on CS2_VibeSignatures itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything CS2_VibeSignatures configures →

Reuse

Borrowing it

Nothing to install: this file belongs to HLND2T/CS2_VibeSignatures. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/HLND2T/CS2_VibeSignatures/main/.claude/skills/find-INetworkServerService_IsActiveInGame/SKILL.md
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.

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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-inetworkserverservice_isactiveingame"><img src="https://agentmods.dev/badge/skills/hlnd2t/cs2_vibesignatures/find-inetworkserverservice_isactiveingame.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 142 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,182 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00142 $0.01182
Opus 5 $0.00071 $0.00591
Sonnet 5 $0.00028 $0.00236
Haiku 4.5 $0.00014 $0.00118

Measured 12d ago against content hash 0c88c5798f46, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

find-INetworkServerService_IsActiveInGame 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 12d 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.

.claude/skills/find-INetworkServerService_IsActiveInGame/SKILL.md · 88 lines

How it starts

The opening of the file, as written. The whole thing — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Find INetworkServerService_IsActiveInGame (final-guarantee fallback)

Recover the virtual function INetworkServerService::IsActiveInGame in CS2 engine2.dll / libengine2.so using IDA Pro MCP tools. This is the Agent fallback for the find-INetworkServerService_IsActiveInGame 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. They contain the annotated virtual call site (; 0x0C0/0x0C8 = ... = INetworkServerService_IsActiveInGame). Treat their addresses as reference-build values only; verify against the current binary.

  • Windows baseline: ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.windows.yaml
  • Linux baseline: ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.linux.yaml

Step 1. Load and decompile the predecessor

ALWAYS Use SKILL /get-func-from-yaml with func_name=CSteam3ServerS1_InitGameServer 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="<CSteam3ServerS1_InitGameServer.func_va>"

Step 2. Locate the virtual call to the target

INetworkServerService::IsActiveInGame(this) is an indirect virtual call on the global g_pNetworkServerService. Anchor by its semantic fingerprint, not a fixed offset:

  • It is the call qword ptr [reg + <off>] where reg = *g_pNetworkServerService (load the vtable from the global, then call through it).
  • It returns a boolean (al) that selects between two 16-bit values which are then stored to a member of the CSteam3Server this (*(this + 0x114/*win*/ or + 0x13C/*linux*/) = ...).
  • It sits immediately after two g_pNetworkSystem virtual calls (+0x118 and +0x110 on Windows; +0x118 and +0x110 on Linux) whose results are the two 16-bit candidates.
  • It sits immediately before the LoggingSystem_IsChannelEnabled / "SteamGameServer_Init()\n" logging block.

Read the full file on GitHub · 88 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. 12d ago First seen · 88 lines · 142 tokens per session scan A 0c88c5798f46

Subscribe to this mod's changes

find-INetworkServerService_IsActiveInGame is a skill published in the GitHub repository HLND2T/CS2_VibeSignatures (65 stars, last pushed today), licensed MIT. It adds 142 tokens to every session and 1,182 once invoked, about $0.0007 per session on Opus 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.

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