本文へ移動
cccskills

ビジネスのスキル

企画、営業、経理、法務、プロジェクト管理(4,516 件)

価格や並び順で絞り込む

Identify the first beachhead market segment for a product launch. Evaluates segments against burning pain, willingness to pay, winnable market share, and referral potential. Use when choosing a first market, targeting an initial customer segment, or planning market entry strategy.

日本語の概要は準備中です。原文の説明を表示しています。

phuryn/claude-code-advanced42026年7月17日 更新

Locate CCSPlayerPawn_CanMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerPawn_CanMove" (symbol CCSPlayerPawn_CanMove). 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: CCSPlayerPawn_CanMove, CCSPlayerPawn_CanMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CheckFalling in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CheckFalling" (symbol CCSPlayer_MovementServices_CheckFalling). 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: CCSPlayer_MovementServices_CheckFalling, CCSPlayer_MovementServices_CheckFalling

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CategorizePosition in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CategorizePosition" (symbol CCSPlayer_MovementServices_CategorizePosition). 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: CCSPlayer_MovementServices_CategorizePosition, CCSPlayer_MovementServices_CategorizePosition

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CanUnduck in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CanUnduck" (symbol CCSPlayer_MovementServices_CanUnduck). 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: CCSPlayer_MovementServices_CanUnduck, CCSPlayer_MovementServices_CanUnduck

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_AirMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_AirMove" (symbol CCSPlayer_MovementServices_AirMove). 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: CCSPlayer_MovementServices_AirMove, CCSPlayer_MovementServices_AirMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_SetupMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_SetupMove" (symbol CCSPlayer_MovementServices_SetupMove). 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: CCSPlayer_MovementServices_SetupMove, CCSPlayer_MovementServices_SetupMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_AirAccelerate in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_AirAccelerate" (symbol CCSPlayer_MovementServices_AirAccelerate). 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: CCSPlayer_MovementServices_AirAccelerate, CCSPlayer_MovementServices_AirAccelerate

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_TryPlayerMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_TryPlayerMove" (symbol CCSPlayer_MovementServices_TryPlayerMove). 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: CCSPlayer_MovementServices_TryPlayerMove, CCSPlayer_MovementServices_TryPlayerMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CheckWater in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CheckWater" (symbol CCSPlayer_MovementServices_CheckWater). 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: CCSPlayer_MovementServices_CheckWater, CCSPlayer_MovementServices_CheckWater

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_OnJumpModern in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_OnJumpModern" (symbol CCSPlayer_MovementServices_OnJumpModern). 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: CCSPlayer_MovementServices_OnJumpModern, CCSPlayer_MovementServices_OnJumpModern

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_MoveInit in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_MoveInit" (symbol CCSPlayer_MovementServices_MoveInit). 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: CCSPlayer_MovementServices_MoveInit, CCSPlayer_MovementServices_MoveInit

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_LadderMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_LadderMove" (symbol CCSPlayer_MovementServices_LadderMove). 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: CCSPlayer_MovementServices_LadderMove, CCSPlayer_MovementServices_LadderMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_Duck in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_Duck" (symbol CCSPlayer_MovementServices_Duck). 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: CCSPlayer_MovementServices_Duck, CCSPlayer_MovementServices_Duck

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_GroundAccelerate in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_GroundAccelerate" (symbol CCSPlayer_MovementServices_GroundAccelerate). 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: CCSPlayer_MovementServices_GroundAccelerate, CCSPlayer_MovementServices_GroundAccelerate

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_Friction in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_Friction" (symbol CCSPlayer_MovementServices_Friction). 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: CCSPlayer_MovementServices_Friction, CCSPlayer_MovementServices_Friction

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CheckParameters in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CheckParameters" (symbol CCSPlayer_MovementServices_CheckParameters). 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: CCSPlayer_MovementServices_CheckParameters, CCSPlayer_MovementServices_CheckParameters

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_PlayerMove in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_PlayerMove" (symbol CCSPlayer_MovementServices_PlayerMove). 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: CCSPlayer_MovementServices_PlayerMove, CCSPlayer_MovementServices_PlayerMove

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CheckJumpButtonModern in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CheckJumpButtonModern" (symbol CCSPlayer_MovementServices_CheckJumpButtonModern). 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: CCSPlayer_MovementServices_CheckJumpButtonModern, CCSPlayer_MovementServices_CheckJumpButtonModern

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSPlayer_MovementServices_CheckJumpButtonLegacy in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices_CheckJumpButtonLegacy" (symbol CCSPlayer_MovementServices_CheckJumpButtonLegacy). 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: CCSPlayer_MovementServices_CheckJumpButtonLegacy, CCSPlayer_MovementServices_CheckJumpButtonLegacy

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Locate CCSCustomHudLayout_RemoveDialogVariableStringForPlayer 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_RemoveDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_RemoveDialogVariableStringForPlayer). 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_RemoveDialogVariableStringForPlayer, CCSCustomHudLayout_RemoveDialogVariableStringForPlayer

日本語の概要は準備中です。原文の説明を表示しています。

mrc4tt/CS2_VibeSignatures32026年10月24日 更新

Choose and document the lawful basis (base legal) for each personal data processing activity under LGPD Art. 7 (common data) or Art. 11 (sensitive data). Use when the user is designing a new feature that processes personal data, reviewing an existing activity, asking "qual base legal usar", "consentimento ou legítimo interesse", "podemos coletar isso", or running an LGPD audit step. Produces `.lgpd/legal-basis.md` with one entry per activity. Always cite the article. Use whenever someone is about to write code that touches personal data.

日本語の概要は準備中です。原文の説明を表示しています。

Basinfy/Basinfy-SaaS-Studio32026年10月24日 更新

Define retention rules and erasure mechanisms (LGPD Arts. 15-16) reconciling subject's right to erasure (Art. 18, VI) with legal retention obligations (fiscal, labor, banking). Use when user asks 'retenção LGPD', 'quanto tempo guardar', 'eliminação de dados', 'soft delete vs hard delete', 'crypto-shredding', 'right to be forgotten'.

日本語の概要は準備中です。原文の説明を表示しています。

Basinfy/Basinfy-SaaS-Studio32026年10月24日 更新

Holistic cross-PRD review — contradictions between systems, conflicting business rules, pricing tier cannibalization, cognitive overload, pillar drift.

日本語の概要は準備中です。原文の説明を表示しています。

Basinfy/Basinfy-SaaS-Studio32026年10月24日 更新