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-advanced☆ 42026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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_VibeSignatures☆ 32026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-Studio☆ 32026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-Studio☆ 32026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-Studio☆ 32026年10月24日 更新