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1.1 Game won't start/Missing VCRUNTIME140.dll or MSVCP140.dll.Spy-detecting weapon from the Team Fortress mod. The medkit's alternate fire, before it and the medkit were merged into one weapon. It was added in Team Fortress 2 for the Mannpower gamemode. HookMod, however, was a third-party mod in the middle days of TFC, emulating the grappling hook from before. Can destroy designated parts of certain maps. Ignites environment and enemies within blast radius for a limited amount of time upon explosion.Ĭontinuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.ĭetonates all of the ammo an enemy is holding.ĭeals massive damage on a 5, 20, or 50 second fuse. While dealing no damage, it causes considerable knockback and disorientation. Splits into multiple grenades upon detonation, which detonate shortly afterward. Releases nails for a short while before detonation. Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper, Spy, Engineerĭeals massive damage on a four second fuse.Ĭauses leg injury which slows down enemies. Shares magazine with Pipebomb Launcher.Ĭan inflict self damage can be used to Rocket jump.ĭetonates with secondary fire. Soldier, Heavy Weapons Guy, Medic, Engineer, Spyĭetonates 2.5 seconds after shot is fired. Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, MedicĬapable of headshotting must hold down primary fire key to strengthen shot must be standing still or moving slowly to shoot.Ģ00(HeavyWG) 100(Soldier) 75(Medic) 50(Engineer) 40(Spy) ( Team Fortress Classic only.)Ģ00(HeavyWG) 100(Soldier) 75(Demoman+Medic) 50(Scout) 40(Pyro) Used to upgrade buildings and repair armor. Used to heal teammates and infect enemies. Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper, Civilian ( Quake Team Fortress only)
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