forked from Ports/goldeneye-pc-port
D211 didn't affect the in-level view (user test): the fast3d gfx_apply_fov_scale hook only recognised *pure* perspective matrix loads, but GE draws the world through g_CurrentPlayer->field_10E0 -- a projection x view matrix pre-combined on the CPU (bondview2.c:8224) -- which failed the guard. Only the pause/watch model + sky FOV changed. Fix: scale fovy game-side at the guPerspectiveF chokepoint (src/fr.c, #ifdef PORT, frFovY *= portFovScale, clamp 160deg), which lands before the CPU combine. Removed the fast3d hook + gfx_api.h decl; port/src/video.c now sets f32 portFovScale. Gated to lvlGetCurrentStageToLoad() != LEVELID_TITLE so the front end (which renders through the same path) keeps its authored FOV. User-verified: menu unaffected, in-level view widens (Dam tunnel). Caveat: currentPlayerSetCameraScale keeps nominal FOV for frustum-cull / screen<->world math (edge geometry culls slightly early at high scale). Adds src/fr.c as a #ifdef PORT game-code touch (D181 policy class). Docs (this test pass): - D214: config.c sections by the last dot, so binds live in [Input.Bind] not [Bind]. Doc-only fix (finding, index, QOL-INVENTORY); code unchanged. - D217 (OPEN): viewmodel + 3rd-person Bond model textures render garbled -- stale-palette CI-texture bug (D161 family), surfaced by D215. - D218 (LOGGED, parked): wide FOV exposes the per-level FarFog draw-distance boundary; Video.DrawDistance fix proposed.