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Create Cpp Tests

Organization
HLND2T
create-cpp-tests

Create a new cpp_tests entry for validating a C++ interface vtable layout against binary reference YAMLs. Creates the .cpp test file in cpp_tests/ and appends a configs/<GAMEVER>.yaml entry under cpp_tests:. Use when a user asks to add vtable layout validation for a new s2sdk interface class.

Overview

PublisherHLND2T
RepositoryCS2_VibeSignatures
Skill namecreate-cpp-tests
Stars
67
Forks
11
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by HLND2T on GitHub. Read the source before you install it.

Installation

Install the Create Cpp Tests AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/HLND2T/CS2_VibeSignatures/tree/main/.claude/skills/create-cpp-tests
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/HLND2T/CS2_VibeSignatures.git /tmp/CS2_VibeSignatures
mkdir -p .claude/skills
cp -r /tmp/CS2_VibeSignatures/.claude/skills/create-cpp-tests .claude/skills/create-cpp-tests
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Create Cpp Tests in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Create Cpp Tests on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Create Cpp Tests is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Create cpp_tests for Interface Vtable Validation

Create a cpp_tests/<interface_lowercase>.cpp test file and append a matching configs/<GAMEVER>.yaml entry so that run_cpp_tests.py can compile the header with clang, dump the vtable layout, and compare it against reference YAML files from the binary analysis.

Resolve GAMEVER from the user's explicit request or CS2VIBE_GAMEVER, set the edit target to configs/$GAMEVER.yaml, and stop if that exact file does not exist.

When to Use

  • User asks to create cpp_tests for an interface (e.g., "create cpp_tests for ILoopMode")
  • User provides or references a header file from s2sdk/

Inputs

The user will provide some or all of:

FieldRequiredDescriptionExample
Interface nameYesThe abstract class to validateILoopMode
Header pathYesPath to the header in s2sdks2sdk/public/iloopmode.h
Alias symbolsNoConcrete class name(s) used in binary YAML filesCLoopModeGame
Reference modulesNoModules where vtable YAMLs liveclient, server

Step-by-Step Procedure

Step 1: Read the target header

Read the header file to understand:

  • What #include directives it uses
  • What types are referenced in virtual method signatures
  • Whether it inherits from another interface (e.g., IAppSystem)

Step 2: Identify compilation dependencies

Check if the header's transitive includes will compile cleanly with the standard include set:

  • s2sdk/game/shared
  • s2sdk/public
  • s2sdk/public/tier0
  • s2sdk/public/tier1

Common issues to watch for:

  • Missing types referenced in method signatures (e.g., CSplitScreenSlot needs <tier1/convar.h>)
  • Heavy transitive includes that pull in protobuf or other unavailable deps (e.g., eiface.h -> protobuf chain)

For heavy transitive includes, pre-define include guards to block them and forward-declare/stub the minimum needed types. See the inetworkmessages.cpp and inetworksystem.cpp examples for this technique:

cpp
// Example: blocking heavy include chains
#define EIFACE_H
#define INETCHANNEL_H
enum NetChannelBufType_t : int8 {};

Step 3: Create the cpp test file

Create cpp_tests/<interface_lowercase>.cpp following this template:

cpp
#include <tier0/platform.h>
#undef RESTRICT
#define RESTRICT

// Add any extra includes needed for types in the interface signatures
// Add any include-guard stubs to block heavy transitive includes

#include <path/to/interface_header.h>

InterfaceName * instanceptr();

int main() {

    instanceptr()->SomeMethod();

    return 0;
}

Key rules:

  • Always start with the platform.h + RESTRICT preamble
  • The extern function declaration (e.g., ILoopMode * loopmode();) forces the compiler to emit vtable info
  • main() must call at least one virtual method to trigger vtable layout dump
  • Pick a simple void-returning method with no complex args for the call in main()

Step 4: Determine alias_symbols and reference_modules

If the user didn't provide these, discover them:

  1. alias_symbols: Search the tracked source-owned vtable artifacts:

    bin_artifacts/<GAMEVER>/**/*<ClassName>*vtable*

    The vtable_class field in those YAMLs gives the alias symbol (typically the concrete class name like CLoopModeGame for ILoopMode).

  2. reference_modules: The subdirectories under bin_artifacts/<GAMEVER>/ where vtable YAMLs exist (e.g., client, server, engine, networksystem).

Step 5: Append configs/.yaml entry

Append a new entry at the end of the cpp_tests: section in configs/<GAMEVER>.yaml:

yaml
  - name: {InterfaceName}_MSVC
    symbol: {InterfaceName}
    alias_symbols:                          # omit this block if no aliases
      - {ConcreteClassName}
    cpp: cpp_tests/{interface_lowercase}.cpp
    headers:
    - {header_path} # Used by the fix-cppheaders SKILL
    target: x86_64-pc-windows-msvc
    include_directories:
      - s2sdk/game/shared
      - s2sdk/public
      - s2sdk/public/tier0
      - s2sdk/public/tier1
    defines:
      - COMPILER_MSVC=1
      - COMPILER_MSVC64=1
      - _MSVC_STL_USE_ABORT_AS_DOOM_FUNCTION
    additional_compiler_options:
      - fms-extensions
      - fms-compatibility
      - Xclang
      - fdump-vtable-layouts
    reference_modules:
      - {module1} # bin_artifacts/{gamever}/{module1}/{AliasOrSymbol}_*.{platform}.yaml
      - {module2}

Notes:

  • include_directories, defines, and additional_compiler_options are always the same standard set
  • reference_modules comments should document the YAML file naming pattern
  • If no alias_symbols, the reference YAML files use the symbol name directly

Step 6: Commit Changes to dev

After validation passes, ensure the delivery branch is dev. Never commit directly to main. If the local dev branch exists, switch to it. Otherwise, switch to main first and create dev from main:

bash
if git show-ref --verify --quiet refs/heads/dev; then
  git switch dev
else
  git switch main
  git switch -c dev
fi

If any branch switch fails, stop and report the error. Review git status --short, then explicitly stage only the new test and its config entry:

bash
git add -- cpp_tests/{interface_lowercase}.cpp configs/<GAMEVER>.yaml
git diff --cached --name-only

Never use git add -A. Stop if the staged-path list contains anything unrelated to this task. Commit only the staged task changes using the repository commit format:

bash
git commit -m "test(cpp-tests): add {InterfaceName} vtable validation" -m "Co-Authored-By: Codex <codex@openai.com>"

Do not call /create-pr, push the branch, or open a pull request unless the user separately requests it. Finish by reporting the commit hash and the validation results.

Checklist

  • New cpp test follows the platform/RESTRICT preamble and calls a virtual method
  • configs/<GAMEVER>.yaml entry contains the correct symbol, aliases, header, and reference modules
  • The current branch is dev (created from main when it did not already exist)
  • Only the new test and config entry are explicitly staged and committed
  • /create-pr was not called; no push or PR was performed without a separate user request

Reference: Existing Examples

Test NameInterfaceHeaderHas AliasesHas Include StubsReference Modules
IGameSystem_MSVCIGameSystemigamesystem.hNoNoserver, client
INetworkMessages_MSVCINetworkMessagesinetworkmessages.hCNetworkMessagesYes (EIFACE_H, INETCHANNEL_H)networksystem, engine, server, client
ILoopMode_MSVCILoopModeiloopmode.hCLoopModeGameNo (just extra convar.h include)client, server

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Create Cpp Tests AI skill do?

Create a new cpp_tests entry for validating a C++ interface vtable layout against binary reference YAMLs. Creates the .cpp test file in cpp_tests/ and appends a configs/<GAMEVER>.yaml entry under cpp_tests:. Use when a user asks to add vtable layout validation for a new s2sdk interface class.

Why use Create Cpp Tests on TypingMind?

Because you install it once and use it with any model. Create Cpp Tests is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Create Cpp Tests in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/HLND2T/CS2_VibeSignatures/tree/main/.claude/skills/create-cpp-tests. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Create Cpp Tests?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Create Cpp Tests?

As many as you like. As long as a model supports skills, you can use Create Cpp Tests with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Create Cpp Tests AI skill free?

Yes. It is published on GitHub by HLND2T under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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