Source 2 Viewer
  • SurvivorsUnitID_t
  • SurvivorsUpgradeID_t
  • TakeDamageFlags_t
  • TempViewerInfo_t
  • TierNeutralInfo_t
  • TimedEvent
  • TimelineCompression_t
  • TowerState_t
  • TrackedStatAggregateData_t
  • TrackedStatCombatQueryData_t
  • TrackedStatExpressionData_t
  • TrackedStatHeroAdjectiveData_t
  • TrackedStatID_t
  • TrackedStatKillEaterData_t
  • TrackedStatNetworkData_t
  • TrackedStatValue_t
  • TransitioningLayer_t
  • TreeModelReplacement_t
  • TrophyLevel_t
  • UnitFilterResult
  • VPhysicsCollisionAttribute_t
  • ValueRemapperHapticsType_t
  • ValueRemapperInputType_t
  • ValueRemapperMomentumType_t
  • ValueRemapperOutputType_t
  • ValueRemapperRatchetType_t
  • VisualNovelDialogueLineType_t
  • VoiceDataFormat_t
  • WaterLevel_t
  • WaterWheelDrag_t
  • WaterWheelFrictionScale_t
  • WeaponAttackType_t
  • WeaponSound_t
  • WeaponSwitchReason_t
  • WeightedAbilitySuggestion_t
  • WeightedSuggestion_t
  • WorldTextPanelHorizontalAlign_t
  • WorldTextPanelOrientation_t
  • WorldTextPanelVerticalAlign_t
  • WrappedPhysicsJoint_t
  • attackfail
  • attrib_definition_index_db32_t
  • attrib_definition_index_t
  • attributeprovidertypes_t
  • audioparams_t
  • constraint_axislimit_t
  • constraint_breakableparams_t
  • constraint_hingeparams_t
  • dota_minimap_boundary
  • dotaunitorder_t
  • eEconItemOrigin
  • eRollType
  • entitytable_t
  • filter_t
  • fogparams_t
  • globalentity_t
  • globalentitydatabase_t
  • hudtextparms_t
  • item_definition_index_t
  • item_steam_cache_version_t
  • itemid_t
  • levellist_t
  • modifierfunction
  • modifierpriority
  • modifierremove
  • modifierstate
  • physics_save_sphere_t
  • quest_hud_types_t
  • quest_text_replace_values_t
  • ragdoll_t
  • ragdollelement_t
  • ragdollhierarchyjoint_t
  • sAbilityHistory
  • sBounceInfo
  • sControlGroupElem
  • sGlaiveInfo
  • sGlaiveInfoStorm
  • sMuertaPartingShotSoulDef
  • sPlayerSnapshot
  • sRevenantDef
Type / to search
  1. Dota 2
  2. client
  3. UnitFilterResult

UnitFilterResult

uint32_t
  • UF_SUCCESS = 00x00
  • UF_FAIL_FRIENDLY = 10x01
  • UF_FAIL_ENEMY = 20x02
  • UF_FAIL_HERO = 30x03
  • UF_FAIL_CONSIDERED_HERO = 40x04
  • UF_FAIL_CREEP = 50x05
  • UF_FAIL_BUILDING = 60x06
  • UF_FAIL_COURIER = 70x07
  • UF_FAIL_OTHER = 80x08
  • UF_FAIL_ANCIENT = 90x09
  • UF_FAIL_ILLUSION = 100x0A
  • UF_FAIL_SUMMONED = 110x0B
  • UF_FAIL_DOMINATED = 120x0C
  • UF_FAIL_MELEE = 130x0D
  • UF_FAIL_RANGED = 140x0E
  • UF_FAIL_DEAD = 150x0F
  • UF_FAIL_MAGIC_IMMUNE_ALLY = 160x10
  • UF_FAIL_MAGIC_IMMUNE_ENEMY = 170x11
  • UF_FAIL_INVULNERABLE = 180x12
  • UF_FAIL_IN_FOW = 190x13
  • UF_FAIL_INVISIBLE = 200x14
  • UF_FAIL_NOT_PLAYER_CONTROLLED = 210x15
  • UF_FAIL_ATTACK_IMMUNE = 220x16
  • UF_FAIL_CUSTOM = 230x17
  • UF_FAIL_INVALID_LOCATION = 240x18
  • UF_FAIL_DISABLE_HELP = 250x19
  • UF_FAIL_OUT_OF_WORLD = 260x1A
  • UF_FAIL_NIGHTMARED = 270x1B
  • UF_FAIL_OBSTRUCTED = 280x1C
Also in
Deadlock
Offsets are from Windows. Source revision 10575349 built on Apr 02 2026.