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WeaponSafety
Weapon safety for GTFO with a native HUD SAFETY ON/OFF indicator next to the flashlight icon. Hold the key to engage, press to release.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 |