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MindAttic-GtfoEZAbsurdMoves-13.0.0 icon

GtfoEZAbsurdMoves

GTFO.EZ companion: wall running, double jump, high jump, mantling, ground pound shockwave, sprint slide, Shift+WASD dodge, Alt bullet time, fire mid-air and while sprinting, faster sprint, more stamina. Every move toggles and is tunable.

Date uploaded a week ago
Version 13.0.0
Download link MindAttic-GtfoEZAbsurdMoves-13.0.0.zip
Downloads 20
Dependency string MindAttic-GtfoEZAbsurdMoves-13.0.0

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.3

README

GTFO.EZ.AbsurdMoves

(Listed on Thunderstore as GtfoEZAbsurdMoves. Package names there can only use letters, numbers and underscores, so they can't contain a period.)

GTFO.EZ.AbsurdMoves is a GTFO.EZ companion mod, built on GTFO.EZ's core: it carries GTFO.EZ's shared code (the Insert/Delete infinite ammo and health toggles, and MessageHelper, which puts on-screen messages wherever they fit) and works with or without GTFO.EZ installed. It was called GTFO.AbsurdMoves before its first release.

A BepInEx plugin for GTFO that adds new player moves: wall running, double jump, high jump, ground pound, mantling, slide, dodge and bullet time, plus firing on the move and a faster sprint with more stamina. No game files are shipped or edited.

Every move has its own on/off switch, and its numbers can be retuned, in the config file BepInEx creates on first launch: BepInEx\config\MindAttic.GTFO.EZ.AbsurdMoves.cfg.

[0. Mod]

The file's first entry switches the whole mod off, for a mod manager profile that doesn't list it:

Setting Default What it does
Enabled true Turn the whole mod on or off. When false, the mod loads nothing: no patches, no moves, no hotkeys. Takes effect on restart.

The moves

Move How Switch
Wall running In the air next to a wall, press Jump again [Wall Running] Wall Running Enabled
Double jump In the air away from a wall, press Jump again [Double Jump] Double Jump Enabled
Ground pound In the air, high enough up, press Crouch [Ground Pound] Ground Pound Enabled
High jump Stay crouched on the ground until you flash, then press Jump [High Jump] High Jump Enabled
Mantling Jump at a ledge no higher than your eyes, holding forward [Mantling] Mantling Enabled
Slide Press Crouch while sprinting [Slide] Slide Enabled
Dodge Hold Shift and double-tap W/A/S/D [Dodge] Dodge Enabled
Bullet time Tap Left Alt [Bullet Time] Enabled
Infinite ammo / health Press Insert / Delete Toggles, off at the start
Fire mid-air Shoot while jumping or falling [Fire On The Move] Fire Mid-Air Enabled
Fire while running Shoot while sprinting [Fire On The Move] Fire While Running Enabled
Faster sprint Always on [Run Speed] Run Speed Enabled
More stamina Always on [Stamina] Stamina Enabled

Jump and Crouch are the game's own bindings, so they follow whatever you've rebound them to.

Wall running

While you're in the air next to a wall, press Jump a second time to run along the wall, in whichever direction along it you're looking. Press Jump again to kick off the wall, which also gives you your double jump back. A wall run ends when the wall runs out, when it times out, or when you land. A small burning sound loops while you run.

[Wall Running]

Setting Default What it does
Wall Running Enabled true Turns wall running on or off.
Wall Run Speed (m/s) 8 Speed along the wall.
Wall Run Max Duration (seconds) 2.5 Longest a single wall run lasts.
Wall Reach (meters) 1.2 How close a wall must be.
Wall Run Sink Speed (m/s) 0.4 How fast you slide down the wall while on it (0 = level).
Wall Jump Up Speed (m/s) 6 Upward speed kicking off a wall.
Wall Jump Push Speed (m/s) 5 Speed away from the wall kicking off it.

Double jump

Press Jump a second time in the air, away from a wall, to jump again: a classic double jump, once per jump - the game's own jump started again from your current height, as high as a jump off the ground (hold Jump for the full height). Fall damage counts from where the double jump started.

[Double Jump]

Setting Default What it does
Double Jump Enabled true Turns the double jump on or off.

[Air Move Sounds]

Setting Default What it does
Burn Loop Sound FLAMERRESIDUALFIRELOOP The loop under a wall run (a game sound event name). Empty = silent.
Burn Loop Stop Sound FLAMERRESIDUALFIRELOOPEND Stops it.

High jump

Stay crouched on the ground until you start to flash (a white light blinking at you, after 1 second), then press Jump: you're launched straight up about 10 meters. It's the game's own jump with the upward speed raised, and the landing takes no fall damage. Standing up before you jump drops the charge.

[High Jump]

Setting Default What it does
High Jump Enabled true Turns the high jump on or off.
Charge Time (seconds) 1 How long you stay crouched before you flash and it's ready.
Height (meters) 10 How high it launches you.

Ground pound

Press Crouch in the air and you slam straight down at twice your fall speed, taking no fall damage. You land in a concussion wave that shoves every enemy around you back, staggers and hurts them (more up close), and throws up a ring of debris. It only starts if you're at least Min Height above the floor, so a crouch-jump never sets it off. The landing is broadcast: everyone sees the debris, and the host shoves the enemies, so it works for the whole team. Needs the GTFO-API plugin.

[Ground Pound]

Setting Default What it does
Ground Pound Enabled true Turns the ground pound on or off.
Min Height (meters) 2 How high above the floor you must be to start one.
Min Slam Speed (m/s) 12 Slowest the slam drops; it doubles your fall speed when that's faster.
Shockwave Radius (meters) 5 How far the shockwave reaches.
Pushback Distance (meters) 4 How far an enemy right next to you is shoved (less further out).
Shockwave Damage 10 Damage to each enemy caught in it (less further out). 0 = push only.
Shockwave Stagger 3 Stagger multiplier of that hit.
Debris Count 10 Dust-and-scorch bursts scattered around the landing (at most 50).
Impact Sound STINGER_LOW_BOOM Played on landing. Empty = silent.

Mantling

Jump at a ledge while holding forward. If its top is no higher than your eyes and there's room to stand up there, you're pulled up the face and over onto it. Your gun drops out of the way for the pull-up, like a vault. Anything below knee height is left to the game's own step-up.

[Mantling]

Setting Default What it does
Mantling Enabled true Turns mantling on or off.
Mantle Duration (seconds) 0.35 How long the pull-up takes.
Ledge Reach (meters) 0.8 How close the ledge's face must be in front of you.
Eye Level Margin (meters) 0.1 How far above eye level a ledge top can still be grabbed.

Slide

Crouch while sprinting to slide on in the direction you were running. The slide holds most of your speed at first, then brakes into a stop, covering about 7 m at the defaults. Movement keys are ignored while you slide and the camera stays free. You can slide past an open doorway, turn and shoot into it, and keep sliding the same way. Standing up, jumping or hitting a wall ends it.

[Slide]

Setting Default What it does
Slide Enabled true Turns the slide on or off.
Slide Start Speed (m/s) 9 Speed the slide starts at (more if you were already faster).
Slide Duration (seconds) 1.2 How long a slide lasts; it covers about two thirds of start speed x duration.

Dodge

Hold Shift and double-tap W, A, S or D to dodge that way, relative to where you're looking. It's mainly for ducking out of a homing projectile's path on short notice. Walls stop it short.

[Dodge]

Setting Default What it does
Dodge Enabled true Turns the dodge on or off.
Dodge Distance (meters) 6 How far a full dodge goes.
Dodge Duration (seconds) 0.25 How long a full dodge takes; distance / duration is its speed.
Dodge Cooldown (seconds) 1.5 Wait before another dodge can start.
Dodge Double-Tap Window (seconds) 0.5 How quickly the second tap must follow the first.

Bullet time

Tap Left Alt and the whole game slows down, Max Payne style - you, your teammates, bots, enemies and projectiles alike. It eases into slow motion, holds for 5 seconds, then eases back up to full speed. Once its cooldown is over, the event log on the left says "Bullet time ready". The sound drops to a hollow, muffled mix, with a deep boom going in and a heartbeat underneath. It's broadcast, so the host slows the enemies for the whole team. Needs the GTFO-API plugin.

[Bullet Time]

Setting Default What it does
Enabled true Turns bullet time on or off.
Key LeftAlt Starts bullet time as you let go of it. A press with another key in it (Alt+Tab, Alt+Enter) or one that loses the game focus doesn't count, and presses while it's running or cooling down do nothing.
DurationSeconds 5 How long it lasts, in real seconds.
CooldownSeconds 10 Wait after it ends before it can start again.
TimeScale 0.3 How fast the game runs during bullet time (1 = normal).
SoundMuffle SOUND_EFFECT_MUFFLE=100, GAME_MENU_MUFFLE=100 Wwise mix parameters pushed for the hollow sound, restored after.
EnterSound / ExitSound STINGER_LOW_BOOM / COMBAT_FADING_PULSE_LEVEL_1 Played going in and coming out.
LoopSound / LoopStopSound ENEMYHEARTBEATLOOP / ENEMYHEARTBEATLOOPEND The heartbeat under it.

Any Unity KeyCode name works for Key.

Fire on the move

Vanilla GTFO ignores the trigger while you're sprinting or in the air. With these on, your guns fire while you jump, fall, wall run or sprint, and sprinting carries on while you shoot. Only your own guns are affected, not teammates' or bots'.

Shooting mid-sprint brings your gun up out of its lowered sprint pose for as long as you hold the trigger, and for a moment after. The shots, tracers and muzzle flash then leave a barrel pointed where you're aiming. Teammates already see your gun tracking where you look while you sprint. In the air the gun is never lowered in the first place.

[Fire On The Move]

Setting Default What it does
Fire Mid-Air Enabled true Fire while jumping or falling.
Fire While Running Enabled true Fire while sprinting.

Run speed and stamina

A faster top sprint, and stamina that goes further: every action's stamina cost (sprinting, jumping, walking, crouching, strafing) is divided by the multiplier and stamina regenerates that much faster. Both stack with GTFO.EZ's own movement and stamina settings if it's installed. These change the game's player data as it loads, so changes take effect on restart.

[Run Speed] and [Stamina]

Setting Default What it does
Run Speed Enabled true Turns the faster sprint on or off.
Max Run Speed Multiplier 1.25 Multiplies top sprint speed.
Stamina Enabled true Turns the extra stamina on or off.
Stamina Multiplier 1.5 Divides stamina costs and multiplies stamina regen.

Infinite ammo and health

Insert toggles infinite ammo (every gun and tool stays full, no reloads) and Delete infinite health (no damage to you; bots and teammates are unaffected), each announced in the event log. Both start off. They're the same two keys every GTFO.* mod has, from one shared copy of the code written in GTFO.EZ; with several of the mods installed, only one answers, so a press never toggles twice.

Compatibility

  • GTFO.EZ used to have the dodge (as its dash), and GTFO.EZ.AbsurdWeapons used to have bullet time. Both moved here. Running an older build of either alongside this mod gives you two of the same move: switch one of them off in its config.
  • Wall running, double jump, ground pound, mantling, slide and fire on the move were worked out from the game's own movement and weapon code but haven't been confirmed in play yet. If one misbehaves, switch it off and the rest keep working.

Building

.\build.ps1                         # builds into the "GTFO - Easy Mode DEV" mod-manager profile and zips package\ into dist\
.\build.ps1 -Profile "My Profile"   # another Thunderstore Mod Manager profile

Needs the .NET 6 SDK and a GTFO profile with BepInEx and GTFO-API installed (BepInEx's core and interop DLLs and plugins\GTFO-API.dll are the build references).

Project layout

src/GTFO.EZ.AbsurdMoves/
  Plugin.cs            BepInEx entry point: binds each move's config, applies Harmony patches
  Moves.cs             Per-frame driver for the local player's movement, and shared helpers
  AirMoves.cs          Wall running, double jump
  GroundPound.cs       Ground pound and its shockwave (host-side enemy pushes)
  Mantle.cs            Pull-up onto ledges no higher than eye level
  Slide.cs             Crouch-while-sprinting slide
  Dodge.cs             Shift + double-tap W/A/S/D dodge
  BulletTime.cs        Left Alt: slows the whole game clock (Time.timeScale, eased in and out) with a muffled Wwise mix
  FireMidAir.cs        Lets your guns fire in the air
  FireWhileRunning.cs  Lets your guns fire while sprinting
  RunAndStamina.cs     Sprint speed and stamina multipliers on the player datablock
  Sounds.cs            One-shot and looping Wwise sound helpers
package/               Thunderstore manifest, icon (256x256, from logo.png), README and changelog
logo.png               Full-size logo

CHANGELOG

Changelog

v18

  • Removed: high jump. It never reliably launched and the double jump already covers getting up high, so the crouch-charge, the flash light and [High Jump] are gone. An existing .cfg's [High Jump] section stays as leftover lines that do nothing.

v17

  • GTFO.EZ.Shared submodule bump: SharedOwner.Order no longer lists GTFO.CrashTestDummies, which dropped Insert/Delete (and this submodule) in its own v17. No change in this mod's own behavior.
  • GTFO.CrashTestDummies and GTFO.SkipDrop join the vN scheme this release, so every GTFO.* mod now shares one version number.

v16

  • The Absurd Moves toggle moved from End to Home. GTFO.EZ.AbsurdWeapons' own toggle moves the other way, onto End.
  • Insert and Delete swapped: Insert is now infinite health, Delete is now infinite ammo. Both also always announce in the console now, not just the event log. Shared code (GTFO.EZ.Shared), so GTFO.EZ, its Absurd companions and GTFO.CrashTestDummies all pick it up.
  • Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).

v15

  • Absurd Moves is a toggle, off at the start of every level. Press End to turn it on; every move below starts working. Press it again to turn it off: whatever's in progress is cancelled right away (an in-flight dodge stops, a running bullet time snaps back to normal speed, a pound/mantle/ slide/charged high jump resets), and none of them start again until End is pressed again. The state is announced on-screen and in the console.
  • Faster sprint and more stamina moved to GTFO.EZ. [Run Speed]/[Stamina] are gone from this mod - Run Speed only ever stacked a second multiplier on top of GTFO.EZ's own [Movement] Run Speed Multiplier, and Stamina's logic moved there as a new [Stamina] Stamina Multiplier, so both work with or without this mod installed.
  • Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).

v14

  • Removed: wall running. GTFO's levels have too few long, flat walls for it to be useful. Its [Wall Running] and [Air Move Sounds] settings stay in an existing .cfg as leftover lines that do nothing; the double jump works anywhere in the air now, wall or no wall.
  • Double jump goes higher: its upward speed is scaled by the new [Double Jump] Second Jump Height Multiplier (default 1.5), so the second jump clears well above a ground jump.
  • Bug fix: the high jump never launched - the game's own jump took the charged press first, so you got a normal-height jump. The charge now carries into that jump. A slide no longer charges it, so Jump at the end of a long slide is a normal jump, not a 10 m launch.
  • Slide goes twice as far: Slide Duration 1.2 s -> 2.4 s, about 14 m at the default speed. An install still on the old 1.2 is moved to 2.4 once; a value you set yourself is kept.
  • Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).

v13

  • Versioning: the GTFO.EZ family - GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems - now shares one version number, so this first release is v13, in step with GTFO.EZ, rather than v1.
  • Renamed from GTFO.AbsurdMoves to GTFO.EZ.AbsurdMoves before release, as a GTFO.EZ companion mod built on GTFO.EZ's core (plugin GUID MindAttic.GTFO.EZ.AbsurdMoves, config file MindAttic.GTFO.EZ.AbsurdMoves.cfg, Thunderstore package GtfoEZAbsurdMoves).
  • Master switch: [0. Mod] Enabled (default true) is the config file's first entry; set it to false and the whole mod is off - nothing is patched, no move or hotkey works.
  • Insert (infinite ammo) and Delete (infinite health) toggles, announced as warden messages - the shared keys every GTFO.* mod has, so they never clash with several installed.
  • Initial release. Every move has its own on/off switch in the config.
  • Wall running: in the air next to a wall, press Jump again to run along it; Jump again kicks off.
  • Double jump: press Jump again in the air for a whole new jump from where you are - the game's own jump, no glide or float. A small burning loop plays while wall running.
  • High jump: stay crouched on the ground until you flash, then press Jump to launch about 10 m straight up, with no fall damage on the landing.
  • Ground pound: press Crouch high enough in the air to slam down at double fall speed with no fall damage, landing in a shockwave that shoves and staggers enemies, with debris.
  • Mantling: jump at a ledge no higher than your eyes while holding forward to pull up onto it.
  • Slide: crouch while sprinting to slide on that way while aiming freely.
  • Fire on the move: guns fire mid-air and while sprinting.
  • Faster sprint (x1.25) and more stamina (x1.5), each a multiplier with its own switch.
  • Dodge: hold Shift and double-tap W/A/S/D to dodge that way (moved here from GTFO.EZ's dash).
  • Bullet Time: tap Left Alt to slow the whole game - everyone and everything - for 5 s, easing in and back out, Max Payne style (the event log says when it's ready again), with a muffled sound mix (moved here from GTFO.EZ.AbsurdWeapons). It starts as the key is let go, so Alt+Tab never sets it off.