Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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extends NetworkWeapon3D
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class_name BrawlerWeapon
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@export var projectile: PackedScene
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@export var fire_cooldown: float = 0.15
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@onready var input: BrawlerInput = $"../Input"
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@onready var sound: AudioStreamPlayer3D = $AudioStreamPlayer3D
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var last_fire: int = -1
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static var _logger := NetfoxLogger.new("fb", "BrawlerWeapon")
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func _ready():
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NetworkTime.on_tick.connect(_tick)
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func _can_fire() -> bool:
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return NetworkTime.seconds_between(last_fire, NetworkTime.tick) >= fire_cooldown
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func _can_peer_use(peer_id: int) -> bool:
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return peer_id == input.get_multiplayer_authority()
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func _after_fire(projectile: Node3D):
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var bomb := projectile as BombProjectile
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last_fire = get_fired_tick()
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sound.play()
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_logger.trace("[%s] Ticking new bomb %d -> %d", [bomb.name, get_fired_tick(), NetworkTime.tick])
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for t in range(get_fired_tick(), NetworkTime.tick):
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if bomb.is_queued_for_deletion():
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break
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bomb._tick(NetworkTime.ticktime, t)
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func _spawn() -> Node3D:
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var bomb_projectile: BombProjectile = projectile.instantiate() as BombProjectile
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get_tree().root.add_child(bomb_projectile, true)
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bomb_projectile.global_transform = global_transform
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bomb_projectile.fired_by = get_parent()
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return bomb_projectile
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func _tick(_delta: float, _t: int):
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if input.is_firing:
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fire()
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