# CS2 VibeSignatures [中文文档](README_CN.md) This is a project mainly for generating signatures/offsets for CS2, updating HL2SDK_CS2 cpp headers via Agent SKILLS & MCP Calls. Our goal is to update signatures/offsets/cppheaders without human involved. Currently, all signatures/offsets from **CounterStrikeSharp** and **CS2Fixes** can be updated automatically with this project. ## Requirements 1. [uv](https://docs.astral.sh/uv/getting-started/installation/) 2. [depotdownloader](https://github.com/steamre/depotdownloader) 3. claude / codex 4. IDA Pro 9.0+ 5. [ida-pro-mcp](https://github.com/mrexodia/ida-pro-mcp) 6. [idalib](https://docs.hex-rays.com/user-guide/idalib) (mandatory for `ida_analyze_bin.py`) 7. Clang-LLVM (mandatory for `run_cpp_tests.py`) ## Overall workflow ### 1. Download CS2 depot and copy binaries to workspace ```bash uv run download_depot.py -tag 14156 uv run copy_depot_bin.py -gamever 14156 -platform all-platform uv run copy_depot_bin.py -gamever 14156 -platform all-platform -checkonly ``` Use `-checkonly` in CI or preflight scripts when you only need to know whether all expected target binaries already exist under `bin//...`. In this mode the script only checks target paths, does not require a populated `cs2_depot`, returns `0` when all expected binaries are ready, `1` when any target is missing, and `2` for configuration or argument errors. The scheduled `Bump Download` GitHub Actions workflow keeps this download list fresh. It runs `bump_download.py` against the CS2 default branch, appends a new `download.yaml` entry only when the discovered `PatchVersion` and depot manifests require it, creates the matching local commit/tag, and pushes them from the workflow. For a local preview without writing git state, run: ```bash uv run bump_download.py -config download.yaml -depotdir cs2_depot -dry-run ``` If DepotDownloader needs authentication, add the same `-username`, `-password`, and `-remember-password` flags used by the workflow. ### 2. Find and generate signatures for all symbols declared in `config.yaml` ```bash uv run ida_analyze_bin.py -gamever 14156 [-oldgamever=14155] [-configyaml=path/to/config.yaml] [-modules=server] [-platform=windows] [-agent=claude/codex/"claude.cmd"/"codex.cmd"] [-maxretry=3] [-vcall_finder=g_pNetworkMessages|*] [-llm_model=gpt-4o] [-llm_apikey=your-key] [-llm_baseurl=https://api.example.com/v1] [-llm_temperature=0.2] [-llm_effort=medium] [-llm_fake_as=codex] [-rename] [-debug] ``` * Shared LLM CLI parameters: - `-llm_apikey`: required when an LLM-backed workflow is enabled, including `vcall_finder` aggregation and `LLM_DECOMPILE` - `-llm_baseurl`: optional custom compatible base URL (required when `-llm_fake_as=codex`) - `-llm_model`: optional, defaults to `gpt-4o` - `-llm_temperature`: optional; sent only when explicitly set - `-llm_effort`: optional; defaults to `medium`; supports `none|minimal|low|medium|high|xhigh` - `-llm_fake_as`: optional; `codex` switches to direct `/v1/responses` SSE transport - Env fallbacks: `CS2VIBE_LLM_APIKEY`, `CS2VIBE_LLM_BASEURL`, `CS2VIBE_LLM_MODEL`, `CS2VIBE_LLM_TEMPERATURE`, `CS2VIBE_LLM_EFFORT`, `CS2VIBE_LLM_FAKE_AS` - LLM workflows do not read `OPENAI_API_KEY`, `OPENAI_API_BASE`, or `OPENAI_API_MODEL` * Old signatures from `bin/{previous_gamever}/{module}/{symbol}.{platform}.yaml` will be used to find symbols in current version of game binaries directly through mcp call before actually running Agent SKILL(s). No token will be consumed in this case. * `-agent="claude.cmd"` is for claude cli installed from Windows npm * We prefer programmatic preprocessor scripts > LLM_DECOMPILE based preprocessor scripts > Agent with `SKILL.md` * when `-rename` specified, run rename/comment post-processing over existing expected-output YAML files. #### vcall_finder related * `-vcall_finder=g_pNetworkMessages` filters by an object declared in the module-level `vcall_finder` config; `-vcall_finder=*` processes every declared object from `config.yaml`. * When `-vcall_finder` is enabled, the script exports full disassembly and pseudocode for each referencing function into `vcall_finder/{gamever}/{object_name}/{module}/{platform}/`, then runs LLM aggregation after all module/platform IDA work finishes; if a detail YAML already has a top-level `found_vcall`, that function skips the LLM call and reuses the cached result directly. * After a successful LLM response, the script immediately writes back `found_vcall: [...]` or `found_vcall: []` to the corresponding detail YAML so reruns can skip that function's LLM call. * `vcall_finder/{gamever}/{object_name}.txt` is now an appended YAML document stream; each record directly contains `insn_va`, `insn_disasm`, and `vfunc_offset` without a nested `found_vcall:` wrapper. ```bash uv run ida_analyze_bin.py -gamever=14141 -modules=networksystem -platform=windows -vcall_finder=g_pNetworkMessages -llm_model=gpt-5.4 -llm_apikey=your-key -llm_effort=high -llm_fake_as=codex -llm_baseurl=http://127.0.0.1:8080/v1 ``` Example outputs: - `vcall_finder/14141/g_pNetworkMessages/networksystem/windows/sub_140123450.yaml` - `vcall_finder/14141/g_pNetworkMessages.txt` * IDA preprocessor environment: - `CS2VIBE_STRING_MIN_LENGTH`: controls optional IDA string-list setup for preprocessor string enumeration only - Unset or empty: do not call `idautils.Strings.setup`; use the IDB's current string-list state - Integer `>=1`: call `idautils.Strings.setup(strtypes=[ida_nalt.STRTYPE_C], minlen=)` when the current IDB has not already been set up with the same parameters - Non-integer or values `<1`: fall back to `4` and use the same IDB-level setup guard - Setup state is stored per IDB; changing the effective `minlen` triggers setup again - This is not an LLM parameter #### reference YAML for `LLM_DECOMPILE` Reference YAML path: - `ida_preprocessor_scripts/references//..yaml` Preparation steps: 1. Confirm the target function already has a current-version YAML with `func_va`, or can be resolved in IDA by symbol name/alias from `config.yaml`. 2. Run standalone CLI: ```bash uv run generate_reference_yaml.py -gamever 14141 -module engine -platform windows -func_name CNetworkGameClient_RecordEntityBandwidth -mcp_host 127.0.0.1 -mcp_port 13337 ``` Auto-start `idalib-mcp` example: ```bash uv run generate_reference_yaml.py -gamever 14141 -module engine -platform windows -func_name CNetworkGameClient_RecordEntityBandwidth -auto_start_mcp -binary bin/14141/engine/engine2.dll ``` 3. Check generated YAML: - `func_va` is credible - `disasm_code` is non-empty and matches target function semantics - `procedure` matches expected semantics when available (it can be an empty string when Hex-Rays is unavailable) - `func_name` only confirms the output file targets your requested canonical name; it does not prove address resolution correctness 4. Wire it in target `find-*.py` `LLM_DECOMPILE`: - Generated file path in repository: - `ida_preprocessor_scripts/references//..yaml` - If `LLM_DECOMPILE` uses relative path, write: - `references//..yaml` - Example tuple: - `("CNetworkMessages_FindNetworkGroup", "prompt/call_llm_decompile.md", "references/engine/CNetworkGameClient_RecordEntityBandwidth.windows.yaml")` - `LLM_DECOMPILE` uses the same shared `ida_analyze_bin.py` `-llm_*` flags: `-llm_model`, `-llm_apikey`, `-llm_baseurl`, `-llm_temperature`, `-llm_effort`, `-llm_fake_as` ### 3. Convert yaml(s) to gamedata json / txt ```bash uv run update_gamedata.py -gamever 14141 [-debug] ``` ### 4. Run cpp tests and check if cpp headers mismatch from yaml(s) ```bash uv run run_cpp_tests.py -gamever 14141 [-debug] [-fixheader] [-agent=claude/codex/"claude.cmd"/"codex.cmd"] ``` * When with `-fixheader`, an agent will be initiated to fix the mismatches in cpp headers. ### Currently supported gamedata [CounterStrikeSharp](https://github.com/roflmuffin/CounterStrikeSharp) `dist/CounterStrikeSharp/config/addons/counterstrikesharp/gamedata/gamedata.json` - 2 skipped symbols. - `GameEventManager`: not used anymore by CSS. - `CEntityResourceManifest_AddResource`: barely changes on game update. [CS2Fixes](https://github.com/Source2ZE/CS2Fixes) `dist/CS2Fixes/gamedata/cs2fixes.games.txt` - `CCSPlayerPawn_GetMaxSpeed` skipped because it is not a thing in `server.dll` [swiftlys2](https://github.com/swiftly-solution/swiftlys2) `dist/swiftlys2/plugin_files/gamedata/cs2/core/offsets.jsonc` `dist/swiftlys2/plugin_files/gamedata/cs2/core/signatures.jsonc` [plugify](https://github.com/untrustedmodders/plugify-plugin-s2sdk) `dist/plugify-plugin-s2sdk/assets/gamedata.jsonc` [cs2kz-metamod](https://github.com/KZGlobalTeam/cs2kz-metamod) `dist/cs2kz-metamod/gamedata/cs2kz-core.games.txt` [modsharp](https://github.com/Kxnrl/modsharp-public) `dist/modsharp-public/.asset/gamedata/core.games.jsonc` `dist/modsharp-public/.asset/gamedata/engine.games.jsonc` `dist/modsharp-public/.asset/gamedata/EntityEnhancement.games.jsonc` `dist/modsharp-public/.asset/gamedata/log.games.jsonc` `dist/modsharp-public/.asset/gamedata/server.games.jsonc` `dist/modsharp-public/.asset/gamedata/tier0.games.jsonc` [CS2Surf/Timer](https://github.com/CS2Surf-CN/Timer) `dist/cs2surf/gamedata/cs2surf-core.games.jsonc` ## How to create SKILL for vtable `CCSPlayerPawn` for example. Claude Code: ``` /create-preprocessor-scripts Create "find-CCSPlayerPawn_vtable" in server. ``` ## How to create SKILL for regular function ### `CItemDefuser_Spawn` and `CBaseModelEntity_SetModel` for example #### 1.Look for desired symbols in IDA - Search string "weapons/models/defuser/defuser.vmdl" in IDA, look for code snippet with following pattern in xrefs to the string: ```c v2 = a2; v3 = (__int64)a1; sub_180XXXXXX(a1, (__int64)"weapons/models/defuser/defuser.vmdl"); //This is CBaseModelEntity_SetModel, rename it to CBaseModelEntity_SetModel sub_180YYYYYY(v3, v2); v4 = (_DWORD *)sub_180ZZZZZZ(&unk_181AAAAAA, 0xFFFFFFFFi64); if ( !v4 ) v4 = *(_DWORD **)(qword_181BBBBBB + 8); if ( *v4 == 1 ) { v5 = (__int64 *)(*(__int64 (__fastcall **)(__int64, const char *, _QWORD, _QWORD))(*(_QWORD *)qword_181CCCCCC + 48i64))( qword_181CCCCCC, "defuser_dropped", 0i64, 0i64); ``` The function with this code snippet is `CItemDefuser_Spawn` #### 2. Create preprocessor script and update `config.yaml` Claude Code: ``` /create-preprocessor-scripts Create "find-CItemDefuser_Spawn" in server by xref_strings "weapons/models/defuser/defuser.vmdl" "defuser_dropped", where CItemDefuser_Spawn is a vfunc of CItemDefuser_vtable. ``` Claude Code: ``` /create-preprocessor-scripts Create "find-CBaseModelEntity_SetModel" in server by LLM_DECOMPILE with "CItemDefuser_Spawn", where CBaseModelEntity_SetModel is a regular function being called in "CItemDefuser_Spawn". ``` ## How to create SKILL for global variable ### `IGameSystem_InitAllSystems_pFirst` for example #### 1. Look for desired symbols in IDA - Search string "IGameSystem::InitAllSystems" in IDA, search xrefs for the string. the function with xref to the string is `IGameSystem_InitAllSystems`. - Rename it to `IGameSystem_InitAllSystems` if not renamed yet. - Look for code pattern at very beginning of IGameSystem_InitAllSystems: "( i = qword_XXXXXX; i; i = *(_QWORD *)(i + 8) )" - Rename `qword_XXXXXX` previously found to `IGameSystem_InitAllSystems_pFirst` if it was not renamed yet. #### 2. Create preprocessor script and update `config.yaml` Claude Code: ``` /create-preprocessor-scripts Create "find-IGameSystem_InitAllSystems" in server by xref_strings "IGameSystem::InitAllSystems", where IGameSystem_InitAllSystems is a regular func. ``` Claude Code: ``` /create-preprocessor-scripts Create "find-IGameSystem_InitAllSystems_pFirst" in server by LLM_DECOMPILE with "IGameSystem_InitAllSystems", where IGameSystem_InitAllSystems_pFirst is a global variable being used in "IGameSystem_InitAllSystems". ``` ## How to create SKILL for struct offset ### `CGameResourceService_m_pEntitySystem` for example. #### 1. Look for desired symbols in IDA - Search string "CGameResourceService::BuildResourceManifest(start)" in IDA, search xrefs for the string. - The xref should point to a function - this is `CGameResourceService_BuildResourceManifest`. rename it to `CGameResourceService_BuildResourceManifest` if not renamed yet. #### 2. Create preprocessor script and update `config.yaml` Claude Code: ``` /create-preprocessor-scripts Create "find-CGameResourceService_BuildResourceManifest" in engine by xref_strings "CGameResourceService::BuildResourceManifest(start)" , where CGameResourceService_BuildResourceManifest is a vfunc of CGameResourceService_vtable. ``` ``` /create-preprocessor-scripts Create "find-CGameResourceService_m_pEntitySystem" in engine by LLM_DECOMPILE with "CGameResourceService_BuildResourceManifest", where CGameResourceService_m_pEntitySystem is a struct offset. ``` ## How to create SKILL for patch * A patch SKILL locates a specific instruction inside a known function and generates replacement bytes to change its behavior at runtime (e.g., force/skip a branch, NOP a call). The target function should already have a corresponding find-SKILL output available (typically via `expected_input`). * Always make sure you have ida-pro-mcp server running. * For human contributor: You should write new initial prompts when looking for new symbols, **DO NOT** COPY-PASTE the initial prompts from README!!! `CCSPlayer_MovementServices_FullWalkMove_SpeedClamp` for example — patching the velocity clamping `jbe` to an unconditional `jmp` inside `CCSPlayer_MovementServices_FullWalkMove`. #### 1. Look for desired symbols in IDA - Decompile CCSPlayer_MovementServices_FullWalkMove and look for code pattern - whatever a float > A square of whatever a float: ```c v20 = (float)((float)(v16 * v16) + (float)(v19 * v19)) + (float)(v17 * v17); if ( v20 > (float)(v18 * v18) ) { ...velocity clamping logic... } ``` - Disassemble around the comparison to find the exact conditional jump instruction. - Disassemble around the comparison address to find the comiss + jbe instruction pair. ``` Expected assembly pattern: addss xmm2, xmm1 ; v20 = sum of squares comiss xmm2, xmm0 ; compare v20 vs v18*v18 jbe loc_XXXXXXXX ; skip clamp block if v20 <= v18*v18 ``` - Determine the patch bytes based on the instruction encoding. ``` * Near `jbe` (`0F 86 rel32` — 6 bytes) → `E9 90` (unconditional `jmp` + `nop`) * Short `jbe` (`76 rel8` — 2 bytes) → `EB rel8` (unconditional `jmp short`) ``` #### 2. Create preprocessor script and update `config.yaml` Follow the steps in [`.claude/skills/create-preprocessor-scripts/SKILL.md`](.claude/skills/create-preprocessor-scripts/SKILL.md) to create the preprocessor script and update `config.yaml`. ## Troubleshooting ### error: could not create 'ida.egg-info': access denied Mitigation: You should run `python py-activate-idalib.py` under `C:\Program Files\IDA Professional 9.0\idalib\python` with **administrator** privilege. ### Could not find idalib64.dll in ......... Mitigation: Try `set IDADIR=C:\Program Files\IDA Professional 9.0` or add `IDADIR=C:\Program Files\IDA Professional 9.0` to your system environment. ## CI/CD workflow references ```bash @echo Download latest game binaries uv run download_bin.py -gamever %CS2_GAMEVER% ``` ```bash @echo Analyze game binaries uv run ida_analyze_bin.py -gamever %CS2_GAMEVER% -agent="claude.cmd" -platform %CS2_PLATFORM% -debug ``` ```bash @echo Update gamedata with generated yamls uv run update_gamedata.py -gamever %CS2_GAMEVER% -debug ``` ```bash @echo Find mismatches in CS2SDK headers and fix them uv run run_cpp_tests.py -gamever %CS2_GAMEVER% -debug -fixheader -agent="claude.cmd" ```