Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). 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: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked
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15日 更新
Locate CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown
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15日 更新
Locate CCSPlayerController::HandleCommand_JoinTeam in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerController::HandleCommand_JoinTeam" (symbol CCSPlayerController_HandleCommand_JoinTeam). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerController_HandleCommand_JoinTeam, CCSPlayerController::HandleCommand_JoinTeam
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15日 更新
Locate CCSPlayer_WeaponServices::GetSlot 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_WeaponServices::GetSlot" (symbol CCSPlayer_WeaponServices_Weapon_GetSlot). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayer_WeaponServices_Weapon_GetSlot, CCSPlayer_WeaponServices::GetSlot
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15日 更新
Locate CCSCustomHudLayout_SetHasClassForPlayer 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_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). 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_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer
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15日 更新
Locate CCSCustomHudLayout_SetHasClass 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_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). 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_SetHasClass, CCSCustomHudLayout_SetHasClass
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15日 更新
Locate CCSBot::UpdateLookAngles in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::UpdateLookAngles" (symbol CCSBot_UpdateLookAngles). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBot_UpdateLookAngles, CCSBot::UpdateLookAngles
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15日 更新
Locate CCSCustomHudLayout_SetDialogVariableStringForPlayer 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_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). 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_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer
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15日 更新
Locate CCSBotManager::MaintainBotQuota in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBotManager::MaintainBotQuota" (symbol CCSBotManager_MaintainBotQuota). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBotManager_MaintainBotQuota, CCSBotManager::MaintainBotQuota
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15日 更新
Locate CCSCustomHudLayout_SetDialogVariableString 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_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). 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_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString
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15日 更新
Locate CCSBot::EquipBestWeapon in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::EquipBestWeapon" (symbol CCSBot_EquipBestWeapon). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBot_EquipBestWeapon, CCSBot::EquipBestWeapon
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15日 更新
Locate CCSBot::Update in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::Update" (symbol CCSBot_Update). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBot_Update, CCSBot::Update
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15日 更新
Locate CCSBot::EquipPistol in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSBot::EquipPistol" (symbol CCSBot_EquipPistol). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSBot_EquipPistol, CCSBot::EquipPistol
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15日 更新
Locate CCSCustomHudLayout_SetInputCaptureEnabled 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_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). 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_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled
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15日 更新
Locate CBasePlayerController::OnSimulateUserCommands in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBasePlayerController::OnSimulateUserCommands" (symbol CBasePlayerController_OnSimulateUserCommands). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CBasePlayerController_OnSimulateUserCommands, CBasePlayerController::OnSimulateUserCommands
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15日 更新
Locate CBaseIssue::CountPotentialVoters in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseIssue::CountPotentialVoters" (symbol CBaseIssue_CountPotentialVoters). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CBaseIssue_CountPotentialVoters, CBaseIssue::CountPotentialVoters
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15日 更新
Create an Agent SKILL.md fallback for an existing find-XXXX finder that relies on a fragile discovery foundation — above all LLM_DECOMPILE (patterns C/D/E), which matches the decompiled shape of a predecessor function against a stored reference and breaks when a symbol is inlined or de-inlined in a way the reference does not cover. The generated fallback coexists with the preprocessor and runs only when it returns failure, recovering every target robustly by decompiling the predecessor and following the inline/de-inline boundary with semantic anchors. Use when a finder broke on a game update, or you want to durably backstop one before it does. The recipe generalizes to any finder foundation. Triggers: create agent skill fallback, add SKILL.md fallback, robust fallback for finder, backstop LLM_DECOMPILE finder, final guarantee skill
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15日 更新
Locate CBaseEntity_EmitSoundFilter_SoundName in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBaseEntity_EmitSoundFilter_SoundName" (symbol CBaseEntity_EmitSoundFilter_SoundName). 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: CBaseEntity_EmitSoundFilter_SoundName, CBaseEntity_EmitSoundFilter_SoundName
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15日 更新
Locate BuyState::OnUpdate in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BuyState::OnUpdate" (symbol BuyState_OnUpdate). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: BuyState_OnUpdate, BuyState::OnUpdate
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15日 更新
Use when starting creative work (features, components, functionality, or behavior changes) to clarify user intent, requirements, and design before implementation.
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。
thedaviddias/agent-forge☆ 32026年5月18日 更新
Route a PR review request to the correct tool — code-review plugin (quick parallel scan across all dimensions) or pr-review-toolkit (deep-dive on a specific quality dimension such as type design, error handling, test quality, comments, or simplification). Use when the user asks for a code review, PR review, or mentions a specific quality concern before creating a PR.
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。
t6adev/claude-code-tools☆ 32026年4月9日 更新
Paces a Claude subscription's usage — how fast to spend this week, what can still run at N% weekly, whether planned work fits before a reset. Reads the 5-hour, weekly, per-model and CI-minutes meters, sets a spend mode (normal, pace, turbo, overnight, work-day, owner-away, reset-eve) and re-cuts waves that don't fit. Also when something ate usage overnight, CI minutes run low, context runs high (compact or clear?), a new model needs a measured baseline, or which skill or subagent used tokens; or say pacewright (check, mode, fit, context, uba, baseline, spend, refresh). The plan table is dispatchwright's; the handoff, handoffwright's; one artifact's cost, skillwright's slim; the meter statusline, rigwright's; a scheduled check, agentwright's.
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。
revenantworks/claude-skills☆ 22026年10月17日 更新
Runs a session's fan-out — splits a large request into tiered, recoverable units, dispatches and reconciles them against the repo. Trigger when work needs many agents or spans many repos or files (rebuild, re-architect, sweep, migrate, 'do all of this'); when subagents would launch with no model or effort set; for the plan table (units, models, tokens, meters) before launch; to resume a unit that died or hit a usage limit; when units would share a repo; or say dispatchwright (plan, dispatch, resume, audit, refresh). Tiers come from its own table (scoutwright flags it stale); pacing, pacewright's; hooks, rigwright's; schedules, agentwright's.
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。
revenantworks/claude-skills☆ 22026年10月17日 更新
Decides where a standing rule lives and builds the config Claude reads before work — CLAUDE.md, AGENTS.md, Project instructions and knowledge files, profile preferences, .claude/rules and agents, hooks, .mcp.json. Trigger on 'where should this rule live', 'set up a Claude Project', 'write or trim my CLAUDE.md', 'my rules get ignored', 'audit my setup for bloat or stale status', 'cut my CLAUDE.md token cost', 'add what we learned to CLAUDE.md', or rigwright (place, build, audit, learn, slim, refresh). Permissions, hook safety and config maps are gatewarden's; skills, skillwright's; unattended work, agentwright's; a block's wording, promptwright's.
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。
revenantworks/claude-skills☆ 22026年10月17日 更新