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).
This commit is contained in:
James Dansereau authored and GitHub committed 2026-09-13 21:44:56 -04:00
1 parent da31edaa70
commit c51f01ad14
1 file changed
+6
+6
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@@ -124,6 +124,12 @@ static struct Row rows[] = {
{ "Input.SensLink", "Link aim/turn sens",ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
{ "Input.MouseInvertY", "Mouse invert Y", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
{ "Game.ScreenShakeIntensity","Screen shake", ROW_SLIDER, 0.25, NULL, 0, 0, 3, 0,0,0,0,0 },
/* D232: the community "no damage flash" toggle (suppresses the red/green
* hit-flash overlay in bondview2). */
{ "Game.NoHitFlash", "No hit flash", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
/* D216: read once at title-stage load (lv.c) -- toggling it takes effect
* the next time the title screen is reached. */
{ "Game.SkipIntro", "Skip intro", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
};
#define NUM_ROWS ((int)(sizeof(rows) / sizeof(rows[0])))