List of TF2C conditions: Difference between revisions
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m All conditions from 0-41 are now here. |
m Now everything up to 53 is done. |
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|| TF_COND_NOHEALINGDAMAGEBUFF | || TF_COND_NOHEALINGDAMAGEBUFF | ||
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| 32 || | | 32 || Player gains faster movement speed and "speed" particles around their vision. Used for various speed boosts. | ||
|| TF_COND_SPEED_BOOST | || TF_COND_SPEED_BOOST | ||
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| 41 || Cannot switch away from melee weapon. | | 41 || Cannot switch away from melee weapon. | ||
|| TF_COND_CANNOT_SWITCH_FROM_MELEE | || TF_COND_CANNOT_SWITCH_FROM_MELEE | ||
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| 42 || Player takes 35% less damage (50% less from Sentry Guns), gains team-colored buff rings. This is used for the Mann vs. Machine bomb carrier defensive buff. This is similar to condition 26, though without the icon above the health bar in the HUD. | |||
|| TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK | |||
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| 43 || "Reprogrammed". Intended for the scrapped Spy Trap weapon but does not function. Used to swap the player from BLU to RED for the duration of the condition. Removal of this condition caused the player to swap from RED to BLU. Added sparks to player's head. Automatically added condition 15 and slowed the player for 5 seconds. | |||
|| TF_COND_REPROGRAMMED | |||
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| 44 || Mmmph Crit boost. | |||
|| TF_COND_CRITBOOSTED_RAGE_BUFF | |||
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| 45 || Mmmph activation defense buff. | |||
|| TF_COND_DEFENSEBUFF_HIGH | |||
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| 46 || Focus effect. This affects only Sniper primaries, but not the Classic, the Huntsman or its reskin. All other weapons gain the lightning effects, however. | |||
|| TF_COND_SNIPERCHARGE_RAGE_BUFF | |||
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| 47 || Causes the Enforcer to lose its 20% damage bonus, as when firing it to remove a disguise. | |||
|| TF_COND_DISGUISE_WEARINGOFF | |||
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| 48 || Self marked for death (as with Rescue Ranger hauling). | | 48 || Self marked for death (as with Rescue Ranger hauling). | ||
|| TF_COND_MARKEDFORDEATH_SILENT | || TF_COND_MARKEDFORDEATH_SILENT | ||
|- | |||
| 49 || Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, it forces the player's speed to 450 Hammer Units per second (diagonal movement is at 520 HU/s). Swapping weapons while in this state causes the player to briefly stop moving, and then return to 450 HU/s. This condition also causes Sentry Guns to ignore the player, which was possibly used for a Spy disguise that was later scrapped. | |||
|| TF_COND_DISGUISED_AS_DISPENSER | |||
|- | |||
| 50 || Adds a sparking effect to the player's head (associated with sapping a Robot in Mann vs. Machine). Applying to a BLU player in Mann vs. Machine allows them to be backstabbed from any angle unless they are a giant. | |||
|| TF_COND_SAPPED | |||
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| 51 || "Hidden" ÜberCharge (player's viewmodel and their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for a few seconds. | | 51 || "Hidden" ÜberCharge (player's viewmodel and their appearance is not ÜberCharged unless they are hit by a source of damage, after which the player appears ÜberCharged for a few seconds. | ||