
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.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