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Find CCSPlayer MovementServices FullWalkMove SpeedClamp

skill-hlnd2t-cs2-vibesignatures-find-ccsplayer-movementservices-fullwalkmove-speedclamp · by HLND2T

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Install

$ agentstack add skill-hlnd2t-cs2-vibesignatures-find-ccsplayer-movementservices-fullwalkmove-speedclamp

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

CCSPlayerMovementServicesFullWalkMove_SpeedClamp Patch Workflow

Overview

Locate the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove and generate a patch that converts the conditional jump into an unconditional jump, making the speed-clamp code a dead path.

The target code pattern in pseudocode:

v20 = (float)((float)(v16 * v16) + (float)(v19 * v19)) + (float)(v17 * v17);
if ( v20 > (float)(v18 * v18) )    // ")

In the decompiled output, search for the velocity clamping pattern. The key indicators are:

  • A sum-of-squares computation: (x*x) + (y*y) + (z*z) stored in a variable (e.g., v20)
  • Compared against another float squared: v20 > (float)(v18 * v18)
  • Inside the if-block: fsqrt, division, and writes to a2+56, a2+60, a2+64 (velocity vector)

Note the address annotation on the comparison line (e.g., /*0x180a00e28*/ or similar).

3. Disassemble Around the Comparison

Disassemble the function starting from slightly before the annotated address to find the exact comiss + jbe/jbe short instruction pair:

mcp__ida-pro-mcp__disasm(addr="", offset=, max_instructions=30)

Look for this 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 ", "size": 6})

Determine the patch based on the instruction encoding:

Case A: Near jbe (0F 86 rel32 — 6 bytes)

  • patch_bytes = E9 90
  • Compute: new_rel32 = jump_target - (patch_va + 5)

Case B: Short jbe (76 rel8 — 2 bytes)

  • patch_bytes = EB
  • The rel8 stays the same (same target, jmp short uses same displacement encoding as jbe short)

5. Generate Patch Signature

ALWAYS Use SKILL /generate-signature-for-patch to generate and validate the signature.

Required context for the skill:

  • func_name: CCSPlayer_MovementServices_FullWalkMove
  • func_va: From step 1
  • patch_va: Address of the jbe instruction from step 3
  • original_instruction: e.g., jbe loc_180A00EE4
  • patched_instruction: e.g., jmp loc_180A00EE4
  • description: Disable velocity clamping in FullWalkMove - patch conditional jbe to unconditional jmp to skip the speed clamping if-branch

6. Write YAML Output

ALWAYS Use SKILL /write-patch-as-yaml to persist the results.

Required parameters:

  • patch_name: CCSPlayer_MovementServices_FullWalkMove_SpeedClamp
  • patch_sig: The validated signature from step 5
  • patch_bytes: The computed patch bytes from step 4
  • patch_sig_disp: From step 5 result (omit if 0)

Output YAML Files

  • CCSPlayer_MovementServices_FullWalkMove_SpeedClamp.windows.yaml
  • CCSPlayer_MovementServices_FullWalkMove_SpeedClamp.linux.yaml

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.