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Find CCSCustomHudLayout SetInputCaptureEnabled

ASecurity

Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, bu...

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  • Added September 27, 2026
devops

Works with

  • mcp

Security analysis

A100/100

Scanned September 27, 2026

npx -y skills add mrc4tt/CS2_VibeSignatures --skill find-CCSCustomHudLayout_SetInputCaptureEnabled --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: find-CCSCustomHudLayout_SetInputCaptureEnabled
description: |
  Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique
  signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func
  schema (func_sig), never vfunc fields. The function may be virtual; locating it via
  the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes
  and emit func_sig. Locate via cross-references, distinctive constants/strings, callers
  of related symbols, or vtable slots; verify by decompilation before committing.
  Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled
disable-model-invocation: true
---

# Find CCSCustomHudLayout_SetInputCaptureEnabled

Target: `CCSCustomHudLayout_SetInputCaptureEnabled` (func) in the CS2 server module.

> Do NOT anchor on raw byte patterns from older releases - they shift. Use anchors only to *locate*
> the function, then generate a fresh minimal-unique function-head signature with relocated bytes
> wildcarded. Produce ONLY the output file(s) listed in this skill's expected outputs, for the binary
> loaded in THIS session (one platform per run). NEVER open or analyze the other platform's binary.

## Method

The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func
schema (func_sig), never vfunc fields. The function may be virtual; locating it via
the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes
and emit func_sig. Locate via cross-references, distinctive constants/strings, callers
of related symbols, or vtable slots; verify by decompilation before committing.

## Mandatory self-check before emitting

The pipeline re-reads the bytes at your `func_va` and deterministically regenerates `func_sig` from
them - if your `func_sig` does not match those bytes EXACTLY (with `??` matching anything), the run
aborts. Therefore:

1. After picking the function, read the actual bytes at `func_va` via the IDA MCP.
2. Derive `func_sig` FROM those bytes: keep stable opcode bytes literally, wildcard relocated or
   variable operands as `??`.
3. `func_sig` MUST start at `func_va` (the true function head).
4. Only then write the YAML. A mismatch is always a bug in YOUR output, never in the pipeline.

## Output schema (STRICT)

Write the YAML file `<symbol>.{platform}.yaml` with EXACTLY these fields:
```yaml
func_name: <SYMBOL_NAME>
func_va: "<hex virtual address>"
func_rva: "<hex rva>"
func_size: "<hex size>"
func_sig: "<byte pattern, ?? wildcards, function head, minimal-unique>"
```
NEVER include vfunc_index, vfunc_offset, vfunc_sig or vtable_name.

## Verification

1. Decompile the candidate and confirm the behavior matches the purpose above (not a caller or callee).
2. Confirm uniqueness: the generated pattern must match exactly one location in the loaded binary.
3. If a candidate cannot be confirmed, report the shortlist instead of guessing - a skipped symbol is
   safer than a wrong signature.

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