forked from Ports/goldeneye-pc-port
F10: rename to "Crosshair always on" (D436), off by default; tip and docs
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@@ -34,7 +34,7 @@ staged as v0.4.1, which was never published on its own.
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- **Fixes you can see:** the Dam ending camera swivels onto Bond as on the N64,
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and rockets no longer pass
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through the ground.
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- **New settings:** an optional crosshair when not aiming, a custom
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- **New settings:** an optional always-on crosshair, a custom
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crosshair colour (0-255 RGB, like the Perfect Dark port), fullscreen mode,
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center window, crosshair opacity and crosshair colour by health, a scalable
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HUD overlay, and an optional update check (off by default).
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@@ -189,7 +189,7 @@ Menu and settings work:
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- Crosshair mouse pointer and scrollbar (D555, D556); long tips no longer cut
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off inside a level (D558). New defaults: Crouch Toggle, Look ahead off (D556,
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D557); same for untouched empty save folders (D559).
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- Crosshair when not aiming, opt-in (D436, #123 by dolent). Crosshair colour is
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- Crosshair always on, opt-in, off by default (D436, #123 by dolent). Crosshair colour is
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Original or Custom RGB with 0-255 sliders, as in the Perfect Dark port; a
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saved named preset carries over as Custom (D569). Long dropdowns stay on
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screen (D568).
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@@ -219,7 +219,7 @@ Backspace.
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button names.
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- **Rebindable controls** for keyboard, mouse and each controller.
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- **HUD and crosshair options:** HUD scale (also scales the in-game options
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menu), an optional crosshair when not aiming, a custom RGB crosshair color
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menu), an optional always-on crosshair, a custom RGB crosshair color
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with adjustable opacity and a health-based color, and a no-hit-flash option.
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- **Full audio:** in-level music and sound effects, with music, FX and master
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volume and a choice of output device.
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@@ -18356,4 +18356,7 @@ stays N64; the row got a tip; the `gunDrawSight` condition is presentation only
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maintainer with this request (Rule 2). Placement: Game page, right after "Show
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crosshair". **Owed (maintainer, by eye):** hipfire on/off, sniper zoom, and
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split-screen 2P with the option on.
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**Relabel (2026-10-06, maintainer):** the row reads "Crosshair always on" (was
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"Crosshair when not aiming"); off by default (code default, reset table and both
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display-mode presets all 0); new tip. The ini key `Video.CrosshairPersistent` is
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unchanged.
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@@ -412,7 +412,7 @@ static struct Row rows[] = {
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{ .key="Game.NoHitFlash", .label="No hit flash", .kind=ROW_TOGGLE, .step=1, .names=kOnOff },
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SEP(G2),
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{ .key="Video.CrosshairHide", .label="Show crosshair", .kind=ROW_TOGGLE, .step=1, .names=kOnOffRev },
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{ .key="Video.CrosshairPersistent", .label="Crosshair when not aiming", .kind=ROW_TOGGLE, .step=1, .names=kOnOff }, /* D436 */
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{ .key="Video.CrosshairPersistent", .label="Crosshair always on", .kind=ROW_TOGGLE, .step=1, .names=kOnOff }, /* D436 */
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{ .key="Video.CrosshairColor", .label="Crosshair color", .kind=ROW_ENUM, .step=1, .names=kCrosshairColor },
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{ .key="Video.CrosshairRed", .label="Red", .kind=ROW_SLIDER, .step=5, .shownWhen="Video.CrosshairColor", .shownValue=8 },
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{ .key="Video.CrosshairGreen", .label="Green", .kind=ROW_SLIDER, .step=5, .shownWhen="Video.CrosshairColor", .shownValue=8 },
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@@ -3755,7 +3755,7 @@ static const struct { const char *key, *help; } kRowHelp[] = {
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{ "__DisplayMode", "Modern, original or custom graphics presets." },
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{ "Video.AspectMode", "Fill window fits the picture to the whole window." }, /* D560: shown only while Fill window is selected (optionsRowHelp) */
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{ "Video.CrosshairHide", "When off, the crosshair stays hidden, even with Sight on screen." },
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{ "Video.CrosshairPersistent", "Also shows the crosshair when not aiming. The N64 shows it only in aim mode." },
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{ "Video.CrosshairPersistent", "Shows the crosshair all the time. The N64 shows it only while aiming. Off by default." },
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{ "Video.CrosshairColor", "Original keeps the game's red sight. Custom: set Red, Green and Blue (0-255)." },
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{ "Video.CrosshairHealthColor", "The crosshair shifts from green to red as your health drops." },
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{ "Video.WidescreenAuto", "This only applies when Native widescreen is off." },
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