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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@tool
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extends CharacterBody3D
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@export var speed = 5.0
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@export var input: Node
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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 _get_rollback_state_properties() -> Array:
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return [
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"transform",
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"velocity"
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]
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func _get_interpolated_properties() -> Array:
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return [
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"transform"
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]
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func _ready():
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if Engine.is_editor_hint(): return
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if input == null:
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input = $Input
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position = Vector3(0, 4, 0)
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# Assign a random color
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var player_id := input.get_multiplayer_authority()
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var mesh := $MeshInstance3D as MeshInstance3D
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var color := Color.from_hsv((hash(player_id) % 256) / 256.0, 1.0, 1.0)
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var material := mesh.get_active_material(0) as StandardMaterial3D
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material = material.duplicate()
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material.albedo_color = color
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mesh.set_surface_override_material(0, material)
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func _rollback_tick(dt, _tick, _is_fresh: bool):
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# Add gravity
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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 * dt
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var input_dir = input.movement
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
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if direction:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(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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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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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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