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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@@ -0,0 +1,29 @@
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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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@@ -0,0 +1 @@
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uid://fkgq18vmq5u6
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