GTFO
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Latest version
1.0.0
Last Updated
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111KB
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WeaponSafety

Weapon safety for GTFO (BepInEx / IL2CPP). It blocks the trigger and shows a SAFETY ON / OFF indicator in the HUD with the game's own native look: a clone of a real HUD text (same font, size, alignment and sway) sitting on a dark chip like the weapon rows, right next to the flashlight icon (the little "sun").

Warning

This mod is created using AI so if doesnt work well or is bad it can be expected

Controls

Safety Action
OFF hold the key (default V, Basic/KeyHoldTime = 1 s) -> ON, trigger blocked
ON press the key once -> OFF, no holding needed
  • Works with any item in hand: gun, knife or tool.
  • Only inside a level. Out of a level (lobby, loading, end of run) the key does nothing.
  • The initial state comes from Basic/Enabled.
  • The indicator is drawn only in a level while an item is wielded.

Config

File: BepInEx/config/Daem0n.WeaponSafety.cfg

It is re-read live: save the file while the game is running and it applies on the spot. BepInEx rewrites the file at launch, so the four sections always come out in this order (Basic, Colours, Log, Tuning).

Basic

Key Description
Enabled Safety state at startup (true = safety ON)
ToggleKey Key that toggles the safety (default V, any KeyCode)
KeyHoldTime Seconds you must hold the key to engage the safety. Turning it off never needs a hold

Colours

Key Description
ColorOn Text colour with the safety on, hex RRGGBB or RRGGBBAA. Default B8B8B8FF (HUD grey)
ColorOff Text colour with the safety off, hex RRGGBB or RRGGBBAA. Default FFFFFFFF (white)
ChipAlpha Opacity of the chip behind the text (0 = transparent, 1 = solid). The weapon rows draw at about 0.05, so 0.2-0.5 reads as "same as the rows"
ChipPadding Breathing room inside the chip around the text, in px at 1080p. Scales with the resolution

Log

Key Description
LogLevel Off = silence (errors still show), Normal = state changes only (default), Debug = every diagnostic dump. Debug is noisy and costs FPS

Tuning (advanced)

Everything a player never needs to touch. Leave the defaults unless you are adjusting the mod itself.

Key Description
Template Substring of the HUD text object cloned as style source. Empty = auto-detects the weapon text
OffsetX, OffsetY Extra adjustment in screen px over the anchor. The indicator sits next to the flashlight icon; if that icon is missing, below the last weapon row. It cannot be moved in game: any change goes through the cfg
SortingOrder Render order: the higher, the further above the HUD (1000 by default)
DepthOffset Units toward the camera so no panel covers the indicator (0 = keep the template depth)
DebugTemplates Dumps every HUD TMP text to the log (path, type, size, colour, active)
DebugChipMagenta Paints the chip opaque magenta to separate "not drawn" from "drawn but invisible". Set back to false when done
DebugScene Deep scene sweep (every Renderer/CanvasRenderer/Camera in the level) to find what covers the chip. Costs FPS: only when investigating, and only with LogLevel = Debug
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