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.
curl -O https://raw.githubusercontent.com/HLND2T/CS2_VibeSignatures/main/.claude/skills/find-INetworkServerService_IsActiveInGame/SKILL.mdgit 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-inetworkserverservice_isactiveingame)<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/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-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>- NVIDIA SkillSpector pass
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 | $0.00142 | $0.01182 |
| Opus 5 | $0.00071 | $0.00591 |
| Sonnet 5 | $0.00028 | $0.00236 |
| Haiku 4.5 | $0.00014 | $0.00118 |
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.
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>]wherereg = *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 theCSteam3Serverthis(*(this + 0x114/*win*/ or + 0x13C/*linux*/) = ...). - It sits immediately after two
g_pNetworkSystemvirtual calls (+0x118and+0x110on Windows;+0x118and+0x110on Linux) whose results are the two 16-bit candidates. - It sits immediately before the
LoggingSystem_IsChannelEnabled/"SteamGameServer_Init()\n"logging block.
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.
- 12d ago First seen · 88 lines · 142 tokens per session scan A 0c88c5798f46
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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