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>
This commit is contained in:
@@ -0,0 +1,25 @@
|
||||
extends Effect
|
||||
|
||||
@export var area: Area3D
|
||||
@export var strength: float = 4.0
|
||||
|
||||
func _rollback_tick(tick):
|
||||
super._rollback_tick(tick)
|
||||
|
||||
if not is_active():
|
||||
return
|
||||
|
||||
for body in area.get_overlapping_bodies():
|
||||
if not body is BrawlerController or body == get_parent_node_3d():
|
||||
continue
|
||||
|
||||
var brawler := body as BrawlerController
|
||||
var diff: Vector3 = brawler.global_position - global_position
|
||||
var f = clampf(1.0 / (1.0 + diff.length_squared()), 0.0, 1.0)
|
||||
f = clampf(1. - diff.length_squared() / 16., 0., 1.)
|
||||
diff.y = max(0, diff.y)
|
||||
var motion = diff.normalized() * strength * f * NetworkTime.ticktime
|
||||
brawler.shove(motion)
|
||||
|
||||
brawler.register_hit(get_parent_node_3d())
|
||||
NetworkRollback.mutate(brawler)
|
||||
Reference in New Issue
Block a user