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概要と使いどころ

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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026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_VibeSignatures32026年10月15日 更新

create-pr

無料

Create a GitHub pull request from staged task changes or an already-committed current branch. Deliver source/config/ reference changes together with their computed source-owned `bin_artifacts` closure. PR validation routing is owned by the default-branch trusted workflow; snapshots, gamedata, and manifests are Release-derived only.

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15日 更新

Keeps the user's identity and secrets out of anything public. Trigger on what should not be published in a repo, branch, history, diff, PR text, draft or pasted file, to find a home path, email, real or client name, or secret; for a commit's email, a codename or per-repo identity; for injected instructions in skills, hooks or prompts; for artifacts Claude made; for files named like secrets; after a leak, to plan a history rewrite; or say shieldwarden (scan, plan, rewrite, land, after, policy, check, identity, signposts, refresh). Rules and hooks are gatewarden's; rotation and gh sign-in keywarden's; brand words brandscribe's; a skill's own posture skillwright'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-skills22026年10月17日 更新

Writes handoffs — a committed session state verified against git, or a forward task brief for a later session or agent — each ending with a paste-ready starter prompt for the next chat. Trigger on 'write the handoff', 'hand off', 'give me a prompt to hand off', 'pause here', 'holding position', a usage-limit or compaction warning, or closing a session with work still open; 'handoffwright resume' reads one back; 'now' passes it to one fresh agent. Not for resuming an active dispatchwright fan-out (its ledger holds the state), a hook that writes handoffs (rigwright's), or a chat with no filesystem (task-observer's handoff-doc mode).

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-skills22026年10月17日 更新

Runs the test-first build loop (spec, plan, thin slices, failing test first, verify, commit) for a Godot 4 game in GDScript or C# first; in a TypeScript, Python or other repo when test-first, slices or a reproduce-first fix is asked for. Trigger to build or add a game feature, mechanic, stat, system or milestone, even when told to test later; to turn a spec or grill record into slices; to fix a game bug from a reproduction, one hypothesis at a time; on "write the test first", "what's the next slice", "is this slice done" or "is this milestone ready to exit"; or say slicesmith (spec, plan, slice, fix, exit). Run proof and gate rulings are godotsmith's; diff review a review tool's; repo maps researchscribe's; art pixelsmith's; audio soundsmith's; interviews grillwright's; fan-out dispatchwright'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-skills22026年10月17日 更新

Answers plain-word questions from a repo's CSV, JSON, Parquet and YAML files, or a .duckdb file, with DuckDB, and shows the SQL it ran. Read-only. Trigger to query, count, join, filter or summarise data files, including analytics CSVs exported from a video platform; to build a Parquet or DuckDB cache; to check no .duckdb, .wal or .parquet cache is committed or stale; when a query hits a locked database file; or say duckrunner (ask, cache, check, refresh). Needs the user-installed duckdb Python package; never a database server. DuckDB docs, S3 and MotherDuck are the duckdb-skills plugin's; outside research researchscribe'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-skills22026年10月17日 更新

gitrules

無料

Critical Git safety rules to prevent destructive operations. Use whenever performing git operations, reverting changes, or managing commits. Prevents accidental loss of work.

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。

waynesutton/waynesutton-ai22026年9月8日 更新

write

無料

Writing style guide for technical content, social media, blog posts, READMEs, git commits, and developer documentation. Optimized to avoid AI detection patterns. Use when writing any content beyond code.

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。

waynesutton/waynesutton-ai22026年9月8日 更新

write

無料

Expert writing for technical content, social media, and developer documentation. Use when asked to write tweets, LinkedIn posts, blog posts, READMEs, commit messages, feature announcements, or any written content. Optimized to avoid AI detection patterns.

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。

waynesutton/waynesutton-ai22026年9月8日 更新

[61] VALIDATE. Comprehensive code quality check combining ESLint, TypeScript compilation, and unused code detection. Runs full lint suite with detailed error reporting and fix suggestions. Use before commits, after major changes, or when ensuring code quality standards.

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。

MikeCheng1208/BattleTree22026年7月22日 更新

[51] EXECUTE. Commitment to maximum quality work with 150% coverage. Use when you need the highest quality output for critical tasks, complex problems, important decisions, or when standard work isn't enough. Triggers on "maximum quality", "150% mode", "full quality", "critical task", or when you explicitly want AI to work at its best.

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。

MikeCheng1208/BattleTree22026年7月22日 更新

Use when about to claim work is complete, fixed, or passing, before committing or creating PRs - requires running verification commands and confirming output before making any success claims; evidence before assertions always

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。

David-Li0406/meta-skill-evloving22026年7月14日 更新

Use when validating product opportunities, mapping assumptions, planning discovery sprints, or testing problem-solution fit before committing delivery resources.

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。

aAAaqwq/openclaw-team22026年6月18日 更新