Phase 7: netfox + godot-jolt stack upgrade
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
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## PlayerNetInput — netfox BaseNetInput subclass for the tactical shooter.
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##
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## Collects player input each network tick for the rollback system.
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## Referenced by RollbackSynchronizer's `input_properties`.
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##
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## This script is ONLY loaded from client scenes where netfox is active.
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extends "res://addons/netfox.extras/base-net-input.gd"
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class_name PlayerNetInput
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# Movement
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var move_direction: Vector3
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var look_yaw: float
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var look_pitch: float
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# Actions
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var jump: bool
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var sprint: bool
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var crouch: bool
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var shoot: bool
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var aim: bool
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# Weapon
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var weapon_slot: int = -1 # -1 = no change, 0-4 for slot index
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var reload: bool
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var use: bool # interact / plant / defuse
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# Input sequence for reconciliation
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var input_sequence: int
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