Use when adding new error messages to React, or seeing "unknown error code" warnings.
npx skills add hzqst/CS2_VibeSignatures --skill "find-CBasePlayerController_SetPlayerName"
Install specific skill from multi-skill repository
# Description
Find and identify the CBasePlayerController_SetPlayerName function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the SetPlayerName function by searching for known string references and analyzing cross-references.
# SKILL.md
name: find-CBasePlayerController_SetPlayerName
description: Find and identify the CBasePlayerController_SetPlayerName function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or server.so to locate the SetPlayerName function by searching for known string references and analyzing cross-references.
Find CBasePlayerController_SetPlayerName
Locate CBasePlayerController_SetPlayerName in CS2 server.dll or server.so using IDA Pro MCP tools.
Method
-
Search for strings
fov_desiredandnewname:
mcp__ida-pro-mcp__find_regex pattern="fov_desired" mcp__ida-pro-mcp__find_regex pattern="newname" -
Get cross-references to both strings:
mcp__ida-pro-mcp__xrefs_to addrs=["<fov_desired_addr>", "<newname_addr>"] -
Find the function that references both strings - this is the player info sync function.
-
Decompile that function and look for the call to
CBasePlayerController_SetPlayerName:
mcp__ida-pro-mcp__decompile addr="<function_addr>" -
In the decompiled output, find the pattern:
c CBasePlayerController_SetPlayerName(a2, v6); // after name comparison and event firing -
Rename if needed:
mcp__ida-pro-mcp__rename batch={"func": [{"addr": "<target_addr>", "name": "CBasePlayerController_SetPlayerName"}]} -
Get function details for YAML:
mcp__ida-pro-mcp__lookup_funcs queries="<target_addr>" -
Generate and validate unique signature:
DO NOT use find_bytes as it won't work for function.
ALWAYS Use SKILL /generate-signature-for-function to generate a robust and unique signature for the function.
- Write IDA analysis output as YAML beside the binary:
ALWAYS Use SKILL /write-func-as-yaml to write the analysis results.
Required parameters:
- func_name: CBasePlayerController_SetPlayerName
- func_addr: The function address from step 7
- func_sig: The validated signature from step 8
Note: This is NOT a virtual function, so no vtable parameters are needed.
Signature Pattern
The function is called after:
- Creating CMsgPlayerInfo message
- Firing player_changename event with userid, oldname, newname fields
- Comparing old and new player names
The surrounding function also handles fov_desired cvar (clamps FOV between 1-135).
Function Characteristics
- Type: Regular member function (NOT virtual)
- Parameters:
(CBasePlayerController* this, const char* name) - Behavior:
- Copies player name to
this + 0x510usingV_strncpywith max length 128 - Calls network state change notification
Hex Signature
| Bytes | Instruction | Description |
|---|---|---|
41 B8 80 00 00 00 |
mov r8d, 80h |
128 byte max name length (unique) |
48 8D 99 10 05 00 00 |
lea rbx, [rcx+510h] |
Name storage offset 0x510 (unique) |
Final signature: 41 B8 80 00 00 00 48 8D 99 10 05 00 00
Output YAML Format
The output YAML filename depends on the platform:
- server.dll β CBasePlayerController_SetPlayerName.windows.yaml
- server.so β CBasePlayerController_SetPlayerName.linux.yaml
func_va: 0x180A8CA10 # Virtual address of the function - This can change when game updates.
func_rva: 0xA8CA10 # Relative virtual address (VA - image base) - This can change when game updates.
func_size: 0x3F # Function size in bytes - This can change when game updates.
func_sig: 41 B8 80 00 00 00 48 8D 99 10 05 00 00 # Unique byte signature for pattern scanning.
Note: This is NOT a virtual function, so there are no vfunc_* fields.
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.