Find and identify the CDecoyProjectile_Create factory in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the decoy projectile spawn factory. It is a non-virtual, direct-call static factory found via the entity classname string "decoy_projectile" it references (excluding the RTTI class string "CDecoyProjectile"). Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CDecoyProjectile_Create.py preprocessor (xref_strings FULLMATCH:decoy_projectile). Trigger: CDecoyProjectile_Create, CDecoyProjectile::Create, decoy projectile Create
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSPlayer_ItemServices_DropActivePlayerWeapon virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the "drop the currently held weapon" vfunc by RTTI-walking the CCSPlayer_ItemServices vtable and confirming the candidate reads the player's active weapon and forwards it, with a computed toss velocity, into the weapon's own drop vfunc. Trigger: CCSPlayer_ItemServices_DropActivePlayerWeapon
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSPlayer_ItemServices_GiveNamedItem virtual function, the CCSPlayer_WeaponServices_Weapon_GetSlot helper, and the CBasePlayerPawn_RemovePlayerItem helper in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate GiveNamedItem by RTTI-walking the CCSPlayer_ItemServices vtable, then to locate the other two by decompiling the already-known CCSPlayer_ItemServices_GiveDefaultItems anchor and matching its callees' argument shapes and inventory-slot bookkeeping semantics. Trigger: CCSPlayer_ItemServices_GiveNamedItem, CCSPlayer_WeaponServices_Weapon_GetSlot, CBasePlayerPawn_RemovePlayerItem
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSGameRules::TerminateRound function in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the round-end-processing function by finding the code that references both the bare "TerminateRound" debug tag string and the "TerminateRound: unknown round end ID %i\n" warning-format string — both are referenced from the same function. Trigger: CCSGameRules_TerminateRound
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and patch the water jump velocity inside CCSPlayer_MovementServices_CheckJumpButton in CS2 binary using IDA Pro MCP. This patch changes the water jump velocity from 100.0f to 145.0f by modifying the immediate operand of a mov instruction. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the water jump height value. Trigger: water jump patch, CheckJumpButton water velocity, jump height patch, water jump 145
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSGameRules_ResetRound function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the round-reset routine. It is the only function that references the "GMR_ResetRound\n" debug log string, and is the predecessor anchor for find-CCSGameRules_PostCleanUp (which it calls). Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSGameRules_ResetRound.py preprocessor (xref_strings "GMR_ResetRound\n"). Trigger: CCSGameRules_ResetRound, ResetRound, GMR_ResetRound
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSGameRules_PostCleanUp function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the post-round entity-cleanup routine. It is non-virtual and has no unique string of its own, so it is found via the CCSGameRules_ResetRound predecessor: PostCleanUp is the entity-cleanup call ResetRound makes. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSGameRules_PostCleanUp.py preprocessor (LLM_DECOMPILE CCSGameRules_ResetRound). Trigger: CCSGameRules_PostCleanUp, PostCleanUp, CGameRules::PostCleanUp
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSPlayer_WeaponServices_EquipWeapon function and the CCSPlayer_WeaponServices_CanUse virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the weapon-equip helper and the "is this weapon usable right now" vfunc by RTTI-walking the CCSPlayer_WeaponServices vtable and confirming each candidate's decompiled body against the known CCSPlayer_WeaponServices_PickupItem anchor's callee shapes. Trigger: CCSPlayer_WeaponServices_EquipWeapon, CCSPlayer_WeaponServices_CanUse
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the velocity clamping branch inside CCSPlayer_MovementServices_FullWalkMove in CS2 binary using IDA Pro MCP, then generate a patch signature to disable it. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the speed-clamp if-branch that caps player velocity to maxspeed inside FullWalkMove. Trigger: FullWalkMove speed clamp, velocity clamping patch, FullWalkMove SpeedClamp, disable maxspeed clamp
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSPlayerController_Respawn virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the Respawn vfunc slot by RTTI-walking the CCSPlayerController vtable and confirming the candidate's decompiled body performs a full controller-state reset (networked flags, per-round fields, comeback/damage-info bookkeeping) rather than any other lifecycle vfunc. Trigger: CCSPlayerController_Respawn
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSNavArea_IsValidNavMesh function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the nav-mesh validity predicate. It is a tiny non-virtual-looking helper that returns `g_pNavMesh != nullptr` (15 bytes), referenced only from a vtable slot, with no debug string of its own. Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CCSNavArea_IsValidNavMesh.py preprocessor (xref_gvs g_pNavMesh intersected with the tail signature `48 83 38 ? 0F 95 C0 C3`). Trigger: CCSNavArea_IsValidNavMesh, IsValidNavMesh, g_pNavMesh predicate
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBasePlayerPawn::CommitSuicide virtual function's vtable slot in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the self-inflicted-death handler (used by the "kill"/bot_kill console commands and related gameplay code) by RTTI-walking CBasePlayerPawn's primary vtable and reading its known slot index directly, then confirming the body matches CommitSuicide(bool bExplode, bool bForce) semantics. Trigger: CBasePlayerPawn_CommitSuicide
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CCSGameRules__sm_mapGcBanInformation global variable in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the GC ban information map structure by decompiling CCSPlayerController_ResourceDataThink's sub-function (Linux) or searching for the "Notification about user penalty" string (Windows).
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and patch the g_pNavMesh null-check inside CCSBotManager_AddBot in CS2 binary using IDA Pro MCP. This patch removes the navigation mesh requirement so bots can be added even without a nav mesh loaded. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate and patch the nav mesh check in AddBot. Trigger: bot nav ignore, AddBot nav mesh patch, bot without nav, CCSBotManager nav ignore
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBaseTrigger::StartTouch and CBaseTrigger::EndTouch overridden virtual functions in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the trigger-volume touch-list add/remove handlers by RTTI-walking CBaseTrigger's and CBaseEntity's primary vtables and diffing them slot-by-slot to find CBaseTrigger's overrides, then identifying which two overridden slots implement "add pOther to the touching-entities list" (StartTouch) versus "remove pOther from the touching-entities list" (EndTouch). Trigger: CBaseTrigger_StartTouch, CBaseTrigger_EndTouch
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBaseEntity::TakeDamageOld function in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the legacy damage-application entry point by finding the code that references its self-identifying assert/warning message "CBaseEntity::TakeDamageOld: damagetype %d with info.GetDamageForce() == Vector::vZero". Trigger: CBaseEntity_TakeDamageOld
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBasePlayerController_SetPawn and CBasePlayerController_GetPawn functions in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll / libserver.so to locate the pawn-assignment routine by scanning for its distinctive multi-register-push prologue directly (no pre-resolved anchor needed), confirming uniqueness and byte-level match against a known reference signature. Trigger: CBasePlayerController_SetPawn, CBasePlayerController_GetPawn
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBaseEntity_SpawnRadius function in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the radius-aware spawn helper that resolves an entity's effect/trigger radius from either its float argument or the "radius" keyvalue, then applies it and reads the entity's "hammerUniqueId" keyvalue. Resolved via the two econ/ hammer keyvalue literals "radius" and "hammerUniqueId": the single function that references BOTH is the target. Trigger: CBaseEntity_SpawnRadius, SpawnRadius
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CAttributeList_SetOrAddAttributeValueByName function in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the econ attribute-list workhorse that sets an existing float attribute by name or appends a new one. Resolved via a durable caller anchor: the weapon paint-kit/wear/seed/kill-eater applier function, which is itself located by the literal econ keyvalue-system strings "set item texture prefab" / "set item texture wear" / "set item texture seed". This function backs weaponpaints-style plugins that programmatically set an econ item's paint kit / wear / seed / stickers. Trigger: CAttributeList_SetOrAddAttributeValueByName, SetOrAddAttributeValueByName
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CGameSceneNode::GetSkeletonInstance virtual function's vtable slot, plus the CBaseAnimGraph::m_skeletonInstance and CSkeletonInstance::m_animationController struct member offsets, in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the scene-node accessor that returns a node's CSkeletonInstance* (or null if the node isn't a skinned model), and the two related struct-member offsets used by CounterStrikeSharp's animation-graph memory patches. Trigger: CBaseAnimGraph_m_skeletonInstance, CGameSceneNode_GetSkeletonInstance, CSkeletonInstance_m_animationController
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Find and identify the CBaseEntity_GetChangeAccessorPathInfo_1 virtual function in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the second GetChangeAccessorPathInfo override by scanning CBaseEntity vtable slots near the known CBaseEntity_GetChangeAccessorPathInfo_2 slot for an implementation identical to CBaseEntity_GetChangeAccessorPathInfo_2. Trigger: CBaseEntity_GetChangeAccessorPathInfo_1
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mrc4tt/CS2_VibeSignatures☆ 3Updated Oct 15, 2026
Use when designing or improving prompts, commands, hooks, skills, or sub-agent instructions, including output quality, reliability, and token efficiency.
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thedaviddias/agent-forge☆ 3Updated May 18, 2026
評価ファーストの実行、分解、コスト考慮型モデルルーティングによるエージェンティックエンジニアとしての運用
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hage-oyaji/everything-claude-code-jp-local☆ 3Updated Mar 29, 2026
AIエージェントが実装出力の大部分を生成するチームのためのエンジニアリング運用モデル
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hage-oyaji/everything-claude-code-jp-local☆ 3Updated Mar 29, 2026