CS2 VibeSignatures
July 20, 2026 · View on GitHub
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
-
depotdownloader (
depotdownloader.exemust be available in PATH) -
claude / codex
-
IDA Pro 9.0+
-
idalib (mandatory for
ida_analyze_bin.py) -
Clang-LLVM (mandatory for
run_cpp_tests.py,clang.exemust be available in PATH)
Formatting
This repository formats git-tracked *.py files with ruff format and git-tracked *.yaml files with yamlfix.
Run formatting locally before committing:
uv run python format_repo_files.py
Run the same formatting gate used by GitHub Actions:
uv run python format_repo_files.py --check
The formatter only uses files returned by git ls-files --cached -- '*.py' '*.yaml', so ignored files and untracked scratch files are skipped. YAML files under ida_preprocessor_scripts/references/ and canonical lockfiles under gamesymbols/ are also skipped because their own generators control byte-stable formatting.
Overall workflow
1. Download CS2 depot and copy binaries to workspace
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/<gamever>/.... 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:
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 configs/<GAMEVER>.yaml
uv run ida_analyze_bin.py -gamever 14156 [-oldgamever=14155] [-configyaml=path/to/custom.yaml] [-modules=server] [-skill=find-CBaseEntity_vtable] [-platform=windows] [-agent=claude/codex/opencode/"claude.cmd"/"codex.cmd"/"opencode.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, includingvcall_finderaggregation andLLM_DECOMPILE-llm_baseurl: optional custom compatible base URL (required when-llm_fake_as=codex)-llm_model: optional, defaults togpt-4o-llm_temperature: optional; sent only when explicitly set-llm_effort: optional; defaults tomedium; supportsnone|minimal|low|medium|high|xhigh-llm_fake_as: optional;codexswitches to direct/v1/responsesSSE 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, orOPENAI_API_MODEL
-
Old signatures from
bin/{previous_gamever}/{module}/{symbol}.{platform}.yamlwill 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 -
-agent="opencode.cmd"uses the OpenCode CLI installed through npm on Windows. OpenCode loads the project Agent from.opencode/agents/sig-finder.mdand runs skills in non-interactive mode. -
We prefer programmatic preprocessor scripts > LLM_DECOMPILE based preprocessor scripts > Agent with
SKILL.md -
-skill=<exact-name>runs only skills whose name exactly matches within the active-modulesfilter. It does not automatically run prerequisite skills; requiredexpected_inputartifacts must already exist. -
when
-renamespecified, run rename/comment post-processing over existing expected-output YAML files. -
Redis process reporting is optional. Set
CS2VIBE_PROCESS_REPORTER=redisandCS2VIBE_REDIS_URL=redis://127.0.0.1:6379/0, or pass the equivalent-process_reporter=redis,-redis_url=..., and optional-redis_prefix=...flags. The Reporter publishes the immutable execution graph, current Run/Job/Skill snapshots, an event Stream, atomic summary counters, and a TTL heartbeat. Temporary Redis failures do not change the Analyzer result; the latest local snapshots are replayed after reconnection. -
Queue Analyzer runs with
uv run python process_scheduler_cli.py submit --gamever 14141 --agent codex, then start the single-concurrency worker withuv run python process_scheduler_cli.py run. The Redis Stream consumer group preserves FIFO order, recovers pending entries after Scheduler restarts, and will not relaunch a recovered Run while its Analyzer heartbeat is still alive. Queue payloads are validated fields rather than executable shell commands. -
Start the read-only progress API with
uv run uvicorn process_api:app --host 127.0.0.1 --port 8000. The primary routes are/api/v1/runs,/api/v1/runs/{run_id}/snapshot,/tasks,/events, and/stream. Clients should load a snapshot first, then open SSE with itssnapshot_event_idasafter; reconnects can resume throughLast-Event-ID. The service binds to localhost by default and has no built-in authentication, so external deployments should place it behind an authenticated reverse proxy. Configure browser origins withCS2VIBE_API_CORS_ORIGINS, tune SSE throughCS2VIBE_SSE_BLOCK_MSandCS2VIBE_SSE_BATCH_SIZE, and use/healthzand/readyzfor liveness and Redis readiness. The React dashboard inpages/is built withnpm ci && npm run build. For a public Pages origin that connects to FastAPI on the same browser machine, set the exact origin inCS2VIBE_API_CORS_ORIGINSand opt into private-network preflight responses withCS2VIBE_API_ALLOW_PRIVATE_NETWORK=true. A Pages CDN cannot reach another machine's localhost, and wildcard origins are rejected when private-network access is enabled.
vcall_finder related
-
-vcall_finder=g_pNetworkMessagesfilters by an object declared in the module-levelvcall_finderconfig;-vcall_finder=*processes every object declared inconfigs/<GAMEVER>.yaml. -
When
-vcall_finderis enabled, the script exports full disassembly and pseudocode for each referencing function intovcall_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-levelfound_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: [...]orfound_vcall: []to the corresponding detail YAML so reruns can skip that function's LLM call. -
vcall_finder/{gamever}/{object_name}.txtis now an appended YAML document stream; each record directly containsinsn_va,insn_disasm, andvfunc_offsetwithout a nestedfound_vcall:wrapper.
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.yamlvcall_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: callidautils.Strings.setup(strtypes=[ida_nalt.STRTYPE_C], minlen=<value>)when the current IDB has not already been set up with the same parameters - Non-integer or values
<1: fall back to4and use the same IDB-level setup guard - Setup state is stored per IDB; changing the effective
minlentriggers setup again - This is not an LLM parameter
reference YAML for LLM_DECOMPILE
Reference YAML path:
ida_preprocessor_scripts/references/<module>/<func_name>.<platform>.yaml
Preparation steps:
- Confirm the target function already has a current-version YAML with
func_va, or can be resolved in IDA by symbol name/alias fromconfigs/<GAMEVER>.yaml. - Run standalone CLI:
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:
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
- Check generated YAML:
func_vais credibledisasm_codeis non-empty and matches target function semanticsprocedurematches expected semantics when available (it can be an empty string when Hex-Rays is unavailable)func_nameonly confirms the output file targets your requested canonical name; it does not prove address resolution correctness
- Wire it in target
find-*.pyLLM_DECOMPILE:-
Generated file path in repository:
ida_preprocessor_scripts/references/<module>/<func_name>.<platform>.yaml
-
If
LLM_DECOMPILEuses relative path, write:references/<module>/<func_name>.<platform>.yaml
-
Every entry must explicitly declare its accepted result section(s):
{ "symbol_name": "INetworkMessages_FindNetworkGroup", "prompt_path": "prompt/call_llm_decompile.md", "reference_yaml_paths": [ "references/engine/CNetworkGameClient_RecordEntityBandwidth.{platform}.yaml", ], "expected_result_sections": ["found_vcall"], } -
Valid result sections are
found_call,found_vcall,found_funcptr,found_gv, andfound_struct_offset. -
Use multiple
reference_yaml_pathsfor one symbol instead of repeating the same symbol in multiple specs. -
LLM_DECOMPILEuses the same sharedida_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
uv run update_gamedata.py -gamever 14168 -snapshot gamesymbols/14168.yaml -modulesdir gamedata-generators -outputdir gamedata/14168 -download_latest -strict [-debug]
4. Run cpp tests and check if cpp headers mismatch from yaml(s)
uv run run_cpp_tests.py -gamever 14168 -snapshot gamesymbols/14168.yaml [-debug]
Use the project-level fix-cppheaders SKILL to repair reported hl2sdk_cs2 header differences. The SKILL runs
run_cpp_tests.py itself to collect fresh layout diffs and verify the edits.
5. Publish, restore, and verify the game-symbol snapshot
Per-symbol YAML remains ignored under bin/<GAMEVER>/<module>/. The Git-tracked canonical analysis lockfile is
gamesymbols/<GAMEVER>.yaml, whose file set is derived from the required and optional YAML outputs declared by
configs/<GAMEVER>.yaml.
After a successful top-level analysis transaction, build one candidate immediately. Both downstream consumers read that same immutable candidate; publication copies its original bytes only after both validations succeed:
CANDIDATE_DIR="$(mktemp -d)"
CANDIDATE_SNAPSHOT="$CANDIDATE_DIR/14168.yaml"
CANDIDATE_SESSION="$CANDIDATE_DIR/14168.session.json"
GAMEDATA_ROOT="$CANDIDATE_DIR/gamedata-candidate"
GAMEDATA_SESSION="$CANDIDATE_DIR/14168.gamedata.session.json"
uv run gamesymbol_candidate.py build -gamever 14168 -bindir bin -configyaml configs/14168.yaml -output "$CANDIDATE_SNAPSHOT" -session "$CANDIDATE_SESSION"
uv run gamedata_candidate.py build -gamever 14168 -build-id local-1 -snapshot "$CANDIDATE_SNAPSHOT" -configyaml configs/14168.yaml -candidate-root "$GAMEDATA_ROOT" -session "$GAMEDATA_SESSION"
uv run gamedata_candidate.py guard -session "$GAMEDATA_SESSION"
uv run gamesymbol_candidate.py mark -candidate "$CANDIDATE_SNAPSHOT" -session "$CANDIDATE_SESSION" -step gamedata
uv run run_cpp_tests.py -gamever 14168 -configyaml configs/14168.yaml -snapshot "$CANDIDATE_SNAPSHOT"
uv run gamesymbol_candidate.py mark -candidate "$CANDIDATE_SNAPSHOT" -session "$CANDIDATE_SESSION" -step cpp_tests
uv run gamesymbol_candidate.py publish -candidate "$CANDIDATE_SNAPSHOT" -session "$CANDIDATE_SESSION" -snapshot gamesymbols/14168.yaml
uv run gamedata_candidate.py publish -session "$GAMEDATA_SESSION" -outputdir gamedata/14168
Restore a clean analysis baseline or verify the current workspace without modifying the tracked snapshot:
uv run gamesymbol_snapshot.py restore -gamever 14168
uv run gamesymbol_snapshot.py restore -gamever 14168 -replace
uv run gamesymbol_snapshot.py verify -gamever 14168
uv run gamesymbol_snapshot.py check-contract -gamever 14168 -json
uv run gamesymbol_snapshot.py migrate -gamever 14168
Default restore creates missing YAML and refuses to overwrite semantically different files. -replace removes only
YAML under bin/<GAMEVER>/, preserves binaries and IDA databases, then rebuilds the snapshot contents. Candidate
build and low-level/bootstrap pack reject missing required outputs and undeclared YAML. verify enforces canonical
bytes and both required round trips. Schema 1 snapshots imply frozen config digest v1 and remain byte-stable; new
writers emit schema 2 with explicit, domain-separated config digest v2. check-contract is a read-only trust probe:
exit 0 means trusted, exit 3 reports a machine-readable untrusted reason, and invocation/config or operational
errors remain hard failures. migrate explicitly upgrades a validated schema-1 snapshot without changing its files
payload; it never runs implicitly during restore or verify.
Pull requests that can affect analysis output must commit the matching gamesymbols/<GAMEVER>.yaml update. PR CI
uses a trusted base snapshot for restore and targeted invalidation. A missing base snapshot bootstraps from clean YAML;
an untrusted base snapshot emits a warning and takes the same clean full-rebuild path without restoring any baseline
payload. The workflow then strict-packs an actual candidate and compares it with the PR head snapshot. Head snapshots,
actual candidates, release promotion, and republish remain strict: none use the baseline warning fallback. The head
snapshot is expected-only; both downstream consumers use the actual candidate, and the ordinary PR workflow never
publishes or rewrites tracked bytes.
Currently supported gamedata
gamedata/<GAMEVER>/CounterStrikeSharp/config/addons/counterstrikesharp/gamedata/gamedata.json
-
2 skipped symbols.
-
GameEventManager: not used anymore by CSS. -
CEntityResourceManifest_AddResource: barely changes on game update.
gamedata/<GAMEVER>/CS2Fixes/gamedata/cs2fixes.jsonc
CCSPlayerPawn_GetMaxSpeedskipped because it is not a thing inserver.dll
gamedata/<GAMEVER>/swiftlys2/plugin_files/gamedata/cs2/core/offsets.jsonc
gamedata/<GAMEVER>/swiftlys2/plugin_files/gamedata/cs2/core/signatures.jsonc
gamedata/<GAMEVER>/plugify-plugin-s2sdk/assets/gamedata.jsonc
gamedata/<GAMEVER>/cs2kz-metamod/gamedata/cs2kz-core.games.txt
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/core.games.jsonc
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/engine.games.jsonc
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/EntityEnhancement.games.jsonc
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/log.games.jsonc
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/server.games.jsonc
gamedata/<GAMEVER>/modsharp-public/.asset/gamedata/tier0.games.jsonc
gamedata/<GAMEVER>/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:
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 configs/<GAMEVER>.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_InitAllSystemsif not renamed yet. -
Look for code pattern at very beginning of IGameSystem_InitAllSystems: "( i = qword_XXXXXX; i; i = *(_QWORD *)(i + 8) )"
-
Rename
qword_XXXXXXpreviously found toIGameSystem_InitAllSystems_pFirstif it was not renamed yet.
2. Create preprocessor script and update configs/<GAMEVER>.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 toCGameResourceService_BuildResourceManifestif not renamed yet.
2. Create preprocessor script and update configs/<GAMEVER>.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:
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 <new_rel32> 90` (unconditional `jmp` + `nop`)
* Short `jbe` (`76 rel8` — 2 bytes) → `EB rel8` (unconditional `jmp short`)
2. Create preprocessor script and update configs/<GAMEVER>.yaml
Follow .claude/skills/create-preprocessor-scripts/SKILL.md to create the preprocessor script and update the requested configs/<GAMEVER>.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
@echo Download latest game binaries
uv run download_bin.py -gamever %CS2_GAMEVER%
@echo Analyze game binaries
uv run ida_analyze_bin.py -gamever %CS2_GAMEVER% -agent="claude.cmd" -platform %CS2_PLATFORM% -debug
@echo Build the immutable candidate immediately after analysis
set CANDIDATE_ID=%RANDOM%
set CANDIDATE_SNAPSHOT=%TEMP%\gamesymbol-%CS2_GAMEVER%-%CANDIDATE_ID%.yaml
set CANDIDATE_SESSION=%TEMP%\gamesymbol-%CS2_GAMEVER%-%CANDIDATE_ID%.session.json
uv run gamesymbol_candidate.py build -gamever %CS2_GAMEVER% -bindir bin -configyaml configs/%CS2_GAMEVER%.yaml -output %CANDIDATE_SNAPSHOT% -session %CANDIDATE_SESSION%
@echo Update gamedata from the candidate snapshot
uv run update_gamedata.py -gamever %CS2_GAMEVER% -snapshot %CANDIDATE_SNAPSHOT% -modulesdir gamedata-generators -outputdir gamedata/%CS2_GAMEVER% -download_latest -strict -debug
uv run gamesymbol_candidate.py mark -candidate %CANDIDATE_SNAPSHOT% -session %CANDIDATE_SESSION% -step gamedata
@echo Find mismatches in CS2SDK headers
uv run run_cpp_tests.py -gamever %CS2_GAMEVER% -snapshot %CANDIDATE_SNAPSHOT% -debug
uv run gamesymbol_candidate.py mark -candidate %CANDIDATE_SNAPSHOT% -session %CANDIDATE_SESSION% -step cpp_tests
uv run gamesymbol_candidate.py publish -candidate %CANDIDATE_SNAPSHOT% -session %CANDIDATE_SESSION% -snapshot gamesymbols/%CS2_GAMEVER%.yaml