I was originally gonna use this for Female Heavy's KGB sub-rage but it looks like this TFCond is broken (it won't apply to players at all, but other TFConds work just fine)
It's there in the current version of tf2.inc but it doesn't seem to work at all. Not sure if there's another TFCond that can be substituted for this:
PHP Code:
enum TFCond
{
TFCond_Slowed = 0,
TFCond_Zoomed,
TFCond_Disguising,
TFCond_Disguised,
TFCond_Cloaked,
TFCond_Ubercharged,
TFCond_TeleportedGlow,
TFCond_Taunting,
TFCond_UberchargeFading,
TFCond_Unknown1, //9
TFCond_CloakFlicker = 9,
TFCond_Teleporting,
TFCond_Kritzkrieged,
TFCond_Unknown2, //12
TFCond_TmpDamageBonus = 12,
TFCond_DeadRingered,
TFCond_Bonked,
TFCond_Dazed,
TFCond_Buffed,
TFCond_Charging,
TFCond_DemoBuff,
TFCond_CritCola,
TFCond_InHealRadius,
TFCond_Healing,
TFCond_OnFire,
TFCond_Overhealed,
TFCond_Jarated,
TFCond_Bleeding,
TFCond_DefenseBuffed,
TFCond_Milked,
TFCond_MegaHeal,
TFCond_RegenBuffed,
TFCond_MarkedForDeath,
TFCond_NoHealingDamageBuff,
TFCond_SpeedBuffAlly, //32
TFCond_HalloweenCritCandy,
TFCond_CritCanteen,
TFCond_CritDemoCharge,
TFCond_CritHype,
TFCond_CritOnFirstBlood,
TFCond_CritOnWin,
TFCond_CritOnFlagCapture,
TFCond_CritOnKill,
TFCond_RestrictToMelee,
TFCond_DefenseBuffNoCritBlock,
TFCond_Reprogrammed,
TFCond_CritMmmph,
TFCond_DefenseBuffMmmph,
TFCond_FocusBuff,
TFCond_DisguiseRemoved,
TFCond_MarkedForDeathSilent,
TFCond_DisguisedAsDispenser,
TFCond_Sapped,
TFCond_UberchargedHidden,
TFCond_UberchargedCanteen,
TFCond_HalloweenBombHead,
TFCond_HalloweenThriller,
TFCond_RadiusHealOnDamage,
TFCond_CritOnDamage,
TFCond_UberchargedOnTakeDamage,
TFCond_UberBulletResist,
TFCond_UberBlastResist,
TFCond_UberFireResist,
TFCond_SmallBulletResist,
TFCond_SmallBlastResist,
TFCond_SmallFireResist,
TFCond_Stealthed, // 64
TFCond_MedigunDebuff,
TFCond_StealthedUserBuffFade,
TFCond_BulletImmune,
TFCond_BlastImmune,
TFCond_FireImmune,
TFCond_PreventDeath,
TFCond_MVMBotRadiowave,
TFCond_HalloweenSpeedBoost,
TFCond_HalloweenQuickHeal,
TFCond_HalloweenGiant,
TFCond_HalloweenTiny,
TFCond_HalloweenInHell,
TFCond_HalloweenGhostMode,
TFCond_DodgeChance = 79,
TFCond_Parachute,
TFCond_BlastJumping,
};
const Float:TFCondDuration_Infinite = -1.0;
I don't want to have to rely on TF2_RemoveWeaponSlot and having to respawn the player in their current spot for this.