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List of TF2C conditions: Difference between revisions

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| 105 ||  Mannpower Crit powerup.
| 105 ||  Mannpower Crit powerup.
|| TF_COND_CRITBOOSTED_RUNE_TEMP
|| TF_COND_CRITBOOSTED_RUNE_TEMP
|-
| 106 ||  Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect.
|| TF_COND_PASSTIME_INTERCEPTION
|-
| 107 ||  Player can swim in air, similar to condition 86, but without swimming animations, forced third-person perspective, and underwater overlay.
|| TF_COND_SWIMMING_NO_EFFECTS
|-
| 108 ||  "Purgatory", used for Eyeaduct when the player enters the Underworld. When added, refills health and adds 1 second of ÜberCharge to the player. When removed, displays "<playername> has escaped the underworld!", additionally granting the effects of escaping the Underworld if the player had condition 108 when removecond was used.
|| TF_COND_PURGATORY
|-
| 109 ||  Player gains an increase in max health, health regen, fire rate, and reload rate. Used for the "King" powerup in Mannpower mode.
|| TF_COND_RUNE_KING
|-
| 110 ||  The Plague powerup from Mannpower.
|| TF_COND_RUNE_PLAGUE
|-
| 111 ||  The Supernova powerup from Mannpower.
|| TF_COND_RUNE_SUPERNOVA
|-
| 112 ||  Plagued by the Plague powerup from Mannpower. Player bleeds until they pick up a health kit, touch a Resupply locker, or die. Blocks the health regen and team buff from the King powerup.
|| TF_COND_PLAGUE
|-
| 113 ||  The area-of-effect buffs from the King powerup from Mannpower. Player gains an increase in health regen, fire rate, and reload rate.
|| TF_COND_KING_BUFFED
|-
| 114 ||  Enables glow outlines on friendly players and buildings. Used when player respawns.
|| TF_COND_TEAM_GLOWS
|-
| 115 ||  Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground.
|| TF_COND_KNOCKED_INTO_AIR
|-
| 116 ||  Applied when the player is on the competitive winner's podium.
|| TF_COND_COMPETITIVE_WINNER
|-
| 117 ||  Applied when the player is on the loser team in competitive match summary. Prevents taunting.
|| TF_COND_COMPETITIVE_LOSER
|-
| 118 ||  Player gains reduced efficiency when healing targets and 20% reduced Vaccinator ubercharge effects. Added by afterburn on the Pyro's Flame Thrower.
|| TF_COND_HEALING_DEBUFF
|-
| 119 ||  Applied when the player is carrying the Jack in PASS Time with no nearby teammates. Marks the player for death.
|| TF_COND_PASSTIME_PENALTY_DEBUFF
|-
| 120 ||  Used when a player with the Grappling Hook is grappled to another player. Prevents taunting and performs some grappling hook movement logic.
|| TF_COND_GRAPPLED_TO_PLAYER
|-
| 121 ||  Unknown. Checked when attempting to set the target for a grappling hook.
|| TF_COND_GRAPPLED_BY_PLAYER
|-
| 122 ||  Added when deploying the B.A.S.E. Jumper. While active with the cvar tf_parachute_deploy_toggle_allowed 0, the player cannot deploy the B.A.S.E. Jumper again. Removed when the player presses JUMP again after landing.
|| TF_COND_PARACHUTE_DEPLOYED
|-
| 123 ||  All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer.
|| TF_COND_GAS
|-
| 124 ||  Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile.
|| TF_COND_BURNING_PYRO
|-
| 125 ||  Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground.
|| TF_COND_ROCKETPACK
|-
| 126 ||  When added while moving, decreases the player's friction, causing them to slide around. Removed when the player stops moving.
|| TF_COND_LOST_FOOTING
|-
| 127 ||  Used whenever a player is under the effects of an air current (such as Compression blast). Applies a multiplier on air control and surface friction.
|| TF_COND_AIR_CURRENT
|-
| 128 ||  Used whenever a player gets teleported to Hell. Does nothing when added, but stops the gradual healing effect from the teleport when removed.
|| TF_COND_HALLOWEEN_HELL_HEAL
|-
| 129 ||  Used in Mannpower when a player has a high kill count compared to the rest of the players in the game. Reduces the strength of the currently equipped powerup.
|| TF_COND_POWERUPMODE_DOMINANT
|-
| 130 ||  Does nothing by itself, but when a player also has condition 51, they will become immune to all forms of knockback (including self-blast jumping). Used in Mann vs. Machine to prevent robots from being endlessly knocked back into spawn.
|| TF_COND_IMMUNE_TO_PUSHBACK
|-
|-
|}
|}