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 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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