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 BaseNetInput
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@export var mouse_sensitivity: float = 1.0
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var override_mouse: bool = false
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# Input variables
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var mouse_rotation: Vector2 = Vector2.ZERO
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var look_angle: Vector2 = Vector2.ZERO
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var movement: Vector3 = Vector3.ZERO
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var fire: bool = false
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var jump: bool = false
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func _notification(what):
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if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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override_mouse = false
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func _input(event: InputEvent) -> void:
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if !is_multiplayer_authority(): return
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if event is InputEventMouseMotion:
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mouse_rotation.y += event.relative.x * mouse_sensitivity
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mouse_rotation.x += event.relative.y * mouse_sensitivity
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if event.is_action_pressed("escape"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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override_mouse = true
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func _ready():
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super()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _gather():
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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("move_west", "move_east")
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var mz = Input.get_axis("move_north", "move_south")
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movement = Vector3(mx, 0, mz)
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jump = Input.is_action_pressed("move_jump")
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fire = Input.is_action_pressed("mouse_weapon_fire")
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if override_mouse:
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look_angle = Vector2.ZERO
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mouse_rotation = Vector2.ZERO
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else:
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look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
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mouse_rotation = Vector2.ZERO
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