GTFO.EZ companion: double jump, mantling, ground pound shockwave, sprint slide, Shift+WASD dodge, Alt bullet time, fire mid-air and while sprinting. End toggles every move; each is tunable.
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.
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