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 RewindableState
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@export var character: CharacterBody3D
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@export var input: PlayerInputStateMachine
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func display_enter(_previous, _t):
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character.color = Color.WHITE
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func tick(delta, tick, is_fresh):
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character.velocity *= NetworkTime.physics_factor
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character.move_and_slide()
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character.velocity /= NetworkTime.physics_factor
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if input.movement != Vector3.ZERO:
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state_machine.transition(&"Move")
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elif input.jump:
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state_machine.transition(&"Jump")
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uid://bsmb3oeexcu7b
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extends RewindableState
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@export var character: CharacterBody3D
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@export var input: PlayerInputStateMachine
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@export var speed = 5.0
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@export var jump_strength = 5.0
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# Only enter if the character is on the floor
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func can_enter(_previous_state):
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return input.jump and character.is_on_floor()
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func display_enter(_previous, _t):
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character.color = Color.BLUE
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func enter(_previous_state, _tick):
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character.velocity.y = jump_strength
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func tick(delta, tick, is_fresh):
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var input_dir = input.movement
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var direction = (character.transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
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if direction:
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character.velocity.x = direction.x * speed
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character.velocity.z = direction.z * speed
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else:
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character.velocity.x = move_toward(character.velocity.x, 0, speed)
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character.velocity.z = move_toward(character.velocity.z, 0, speed)
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# move_and_slide assumes physics delta
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# multiplying velocity by NetworkTime.physics_factor compensates for it
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character.velocity *= NetworkTime.physics_factor
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character.move_and_slide()
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character.velocity /= NetworkTime.physics_factor
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if character.is_on_floor():
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state_machine.transition(&"Idle")
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uid://dhdmqnfrvkwht
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extends RewindableState
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@export var character: CharacterBody3D
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@export var input: PlayerInputStateMachine
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@export var speed = 5.0
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func display_enter(_previous, _t):
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character.color = Color.RED
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func tick(delta, tick, is_fresh):
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var input_dir = input.movement
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var direction = (character.transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
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if direction:
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character.velocity.x = direction.x * speed
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character.velocity.z = direction.z * speed
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else:
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character.velocity.x = move_toward(character.velocity.x, 0, speed)
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character.velocity.z = move_toward(character.velocity.z, 0, speed)
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# move_and_slide assumes physics delta
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# multiplying velocity by NetworkTime.physics_factor compensates for it
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character.velocity *= NetworkTime.physics_factor
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character.move_and_slide()
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character.velocity /= NetworkTime.physics_factor
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if input.jump:
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state_machine.transition(&"Jump")
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elif input_dir == Vector3.ZERO:
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state_machine.transition(&"Idle")
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uid://fkgq18vmq5u6
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extends Node
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class_name PlayerInputStateMachine
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var movement: Vector3 = Vector3.ZERO
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var jump: bool = false
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func _ready():
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NetworkTime.before_tick_loop.connect(_gather)
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func _gather():
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if not is_multiplayer_authority():
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return
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var mx = Input.get_axis("ui_left", "ui_right")
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var mz = Input.get_axis("ui_up", "ui_down")
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movement = Vector3(mx, 0, mz)
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jump = Input.is_action_pressed("move_jump")
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uid://i471rfvj7q8u
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extends Node
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@export var player_scene: PackedScene
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@export var spawn_root: Node
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var avatars: Dictionary = {}
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func _ready():
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NetworkEvents.on_client_start.connect(_handle_connected)
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NetworkEvents.on_server_start.connect(_handle_host)
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NetworkEvents.on_peer_join.connect(_handle_new_peer)
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NetworkEvents.on_peer_leave.connect(_handle_leave)
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NetworkEvents.on_client_stop.connect(_handle_stop)
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NetworkEvents.on_server_stop.connect(_handle_stop)
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func _handle_connected(id: int):
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# Spawn an avatar for us
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_spawn(id)
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func _handle_host():
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# Spawn own avatar on host machine
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_spawn(1)
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func _handle_new_peer(id: int):
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# Spawn an avatar for new player
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_spawn(id)
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func _handle_leave(id: int):
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if not avatars.has(id):
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return
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var avatar = avatars[id] as Node
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avatar.queue_free()
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avatars.erase(id)
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func _handle_stop():
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# Remove all avatars on game end
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for avatar in avatars.values():
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avatar.queue_free()
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avatars.clear()
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func _spawn(id: int):
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var avatar = player_scene.instantiate() as Node
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avatars[id] = avatar
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avatar.name += " #%d" % id
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spawn_root.add_child(avatar)
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# Avatar is always owned by server
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avatar.set_multiplayer_authority(1)
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print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
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# Avatar's input object is owned by player
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var input = avatar.find_child("Input")
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if input != null:
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input.set_multiplayer_authority(id)
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print("Set input(%s) ownership to %s" % [input.name, id])
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uid://bho3vav2cl6h7
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extends CharacterBody3D
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@export var state_machine: RewindableStateMachine
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@onready var mesh_instance: MeshInstance3D = $MeshInstance3D
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@onready var current_state_label: Label3D = $StateNameLabel3D
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var color: Color:
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get: return _color
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set(v): set_color(v)
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var _color: Color = Color.WHITE
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var _material: StandardMaterial3D = StandardMaterial3D.new()
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
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func _ready():
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# Set spawn position
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position = Vector3(0, 4, 0)
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# Set starting state
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state_machine.state = &"Idle"
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state_machine.on_display_state_changed.connect(func(_old_state, _new_state):
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current_state_label.text = state_machine.state
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)
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# Ensure material is unique
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mesh_instance.material_override = _material
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# Callback during rollback tick
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func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
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_force_update_is_on_floor()
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if not is_on_floor():
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velocity.y -= gravity * delta
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func _force_update_is_on_floor():
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var old_velocity = velocity
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velocity = Vector3.ZERO
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move_and_slide()
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velocity = old_velocity
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func set_color(color: Color):
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if color == _color:
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return
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_material.albedo_color = color
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_color = color
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uid://bxu8pertdjmek
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