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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uid://7ru5vkblxide
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@tool
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extends BaseNetInput
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var movement: Vector3
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var is_jumping: bool
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func _get_rollback_input_properties() -> Array:
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return [
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"movement",
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"is_jumping"
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]
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func _gather():
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movement = Vector3(
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Input.get_axis("move_west", "move_east"),
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0.0,
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Input.get_axis("move_north", "move_south")
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)
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is_jumping = Input.is_action_pressed("move_jump")
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@tool
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extends CharacterBody3D
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@export var speed := 4.0
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@export var jump_velocity := 8.0
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@export var input: Node
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@export var body_mesh: MeshInstance3D
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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 is_local() -> bool:
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return input.is_multiplayer_authority()
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func get_local() -> ExampleVisibilityFiltering.Player:
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return get_tree().get_first_node_in_group("Local Player")
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func can_see(target: Node3D) -> bool:
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var space := get_world_3d().direct_space_state
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var query := PhysicsRayQueryParameters3D.new()
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query.collide_with_areas = false
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query.collide_with_bodies = true
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query.collision_mask = 2 # Only collide with level geometry
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query.from = global_position
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query.to = target.global_position
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return space.intersect_ray(query).is_empty()
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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 not input: input = $Input
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if not body_mesh: body_mesh = $"Body Mesh"
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# Set spawn position
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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 color := Color.from_hsv((hash(player_id) % 256) / 256.0, 1.0, 1.0)
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var material := body_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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body_mesh.set_surface_override_material(0, material)
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# Save local player
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if is_local():
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add_to_group("Local Player")
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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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# Jump
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if input.is_jumping and is_on_floor():
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velocity.y = jump_velocity
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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 _physics_process(dt: float):
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if Engine.is_editor_hint(): return
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# Determine visibility
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var is_visible := true
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if not is_local():
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is_visible = get_local().can_see(self)
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# Quick hack to smoothly fade
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body_mesh.transparency = lerpf(body_mesh.transparency, 0.0 if is_visible else 0.5, dt / 0.15)
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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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uid://cn33wgc64tn4k
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extends Node3D
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func _ready() -> void:
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NetworkRollback.on_process_tick.connect(_rollback_tick)
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func _rollback_tick(_t: int) -> void:
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var player_nodes := {}
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var player_synchronizers := {}
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# NOTE: Input broadcast must be turned off for this to work
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for player in get_tree().get_nodes_in_group("Players"):
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var rbs := player.get_node("RollbackSynchronizer")
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var peer := player.get_node("Input").get_multiplayer_authority()
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player_nodes[peer] = player
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player_synchronizers[peer] = rbs
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for peer in player_synchronizers:
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var node := player_nodes[peer] as ExampleVisibilityFiltering.Player
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var rbs := player_synchronizers[peer] as RollbackSynchronizer
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# We don't own state
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if not rbs.is_multiplayer_authority(): continue
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# Only transmit data to players who can see us
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for other_peer in player_synchronizers:
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if other_peer == peer: continue
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var other_node := player_nodes[other_peer] as ExampleVisibilityFiltering.Player
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var can_see := node.can_see(other_node)
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rbs.visibility_filter.set_visibility_for(other_peer, can_see)
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rbs.visibility_filter.update_visibility()
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uid://dva6bxsg6rt23
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