Subj : src/doors/syncmoo1/hw_sbbs.c syncmoo1_config.c syncmoo1_config.h xtrn/ To : Git commit to main/sbbs/master From : Rob Swindell (on Debian Linux) Date : Mon Jul 13 2026 00:36:58 https://gitlab.synchro.net/main/sbbs/-/commit/203810878d92659a03d00e7d Modified Files: src/doors/syncmoo1/hw_sbbs.c syncmoo1_config.c syncmoo1_config.h xtrn/syncmoo1/syncmoo1.example.ini Log Message: syncmoo1: hide 1oom's hand cursor by default, add a [video] toggle Over a terminal the client already draws its own mouse pointer, and 1oom's hand-shaped cursor doesn't line up with it -- so two cursors appear, the hand trailing the real pointer. Hide the game's hand by default and add a syncmoo1.ini [video] hand_cursor switch to bring it back for anyone who prefers the original MoO1 look. The hand reaches the terminal only through ui_cursor_draw1() in uiobj_finish_frame(), which is gated on ui_cursor_gfx_i != 0. The one seam this backend owns between the engine setting that sprite index (ui_cursor_update_gfx_i) and drawing it (ui_cursor_draw1) is hw_video_get_buf(), which the intervening ui_cursor_store_bg1() calls. So when the option is off, zero the index there: the draw becomes a no-op and the hand never composites. Mouse position and clicks (moouse_x/y) are untouched -- ui_cursor_gfx_i has no game-logic reader anywhere in 1oom, it only drives the cursor sprite -- so menus still work via the terminal's own pointer. The vendored 1oom tree is not touched. --- þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net .