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 | ||
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| 106 || Added whenever a player intercepts the Jack/Ball in the PASS Time gamemode. When added, displays the distortion effect. | |||
|| TF_COND_PASSTIME_INTERCEPTION | |||
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| 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 | |||
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| 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 | |||
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| 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 | |||
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| 110 || The Plague powerup from Mannpower. | |||
|| TF_COND_RUNE_PLAGUE | |||
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| 111 || The Supernova powerup from Mannpower. | |||
|| TF_COND_RUNE_SUPERNOVA | |||
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| 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 | |||
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| 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 | |||
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| 114 || Enables glow outlines on friendly players and buildings. Used when player respawns. | |||
|| TF_COND_TEAM_GLOWS | |||
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| 115 || Used whenever a player is under the effects of Compression blast. Removed when the player touches the ground. | |||
|| TF_COND_KNOCKED_INTO_AIR | |||
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| 116 || Applied when the player is on the competitive winner's podium. | |||
|| TF_COND_COMPETITIVE_WINNER | |||
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| 117 || Applied when the player is on the loser team in competitive match summary. Prevents taunting. | |||
|| TF_COND_COMPETITIVE_LOSER | |||
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| 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 | |||
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| 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 | |||
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| 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 | |||
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| 121 || Unknown. Checked when attempting to set the target for a grappling hook. | |||
|| TF_COND_GRAPPLED_BY_PLAYER | |||
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| 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 | |||
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| 123 || All damage taken applies afterburn (including on the Pyro). Used for the Gas Passer. | |||
|| TF_COND_GAS | |||
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| 124 || Afterburn effect applied to Pyros when hit by the Dragon's Fury projectile. | |||
|| TF_COND_BURNING_PYRO | |||
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| 125 || Applied when the boosters on the Thermal Thruster activate. Removed when the player touches the ground. | |||
|| TF_COND_ROCKETPACK | |||
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| 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 | |||
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| 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 | |||
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| 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 | |||
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| 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 | |||
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| 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 | |||
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