forked from Ports/goldeneye-pc-port
F10 overlay: expose Game.NoHitFlash and Game.SkipIntro toggles (#78)
The two user-facing config keys were registered but only reachable by hand-editing ge007.ini. Add ROW_TOGGLE rows (below Screen shake): - No hit flash (D232, community "no damage flash"; suppresses the non-black fade paths in bondview2) - Skip intro (D216; read at title-stage load, so it takes effect the next time the title screen is reached) Video.FixMipTextures / Video.WrapFix deliberately left out: opt-in fidelity bug-fixes, not preferences. Verified live (isolated CWD): both rows render in the F10 panel and toggle; clean exit persists Game.NoHitFlash=1 + Game.SkipIntro=1 to ini; relaunch with SkipIntro=1 logs "Game.SkipIntro: booting to file-select" and skips straight to mission select. NoHitFlash's in-game suppression rests on its prior D232 verification (needs combat, not automatable).
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@@ -124,6 +124,12 @@ static struct Row rows[] = {
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{ "Input.SensLink", "Link aim/turn sens",ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
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{ "Input.MouseInvertY", "Mouse invert Y", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
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{ "Game.ScreenShakeIntensity","Screen shake", ROW_SLIDER, 0.25, NULL, 0, 0, 3, 0,0,0,0,0 },
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/* D232: the community "no damage flash" toggle (suppresses the red/green
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* hit-flash overlay in bondview2). */
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{ "Game.NoHitFlash", "No hit flash", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
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/* D216: read once at title-stage load (lv.c) -- toggling it takes effect
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* the next time the title screen is reached. */
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{ "Game.SkipIntro", "Skip intro", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
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};
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#define NUM_ROWS ((int)(sizeof(rows) / sizeof(rows[0])))
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