Files
shawn b0c83af092 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>
2026-07-02 20:55:20 -04:00

28 lines
843 B
GDScript

extends AnimatableBody3D
class_name MovingPlatform
@export var speed: float = 2.
@onready var _origin: Vector3 = global_position
@onready var _target: Vector3 = $Target.global_position
@onready var _distance: float = _origin.distance_to(_target)
var _velocity: Vector3 = Vector3.ZERO
func get_velocity() -> Vector3:
return _velocity
func _ready():
NetworkRollback.on_prepare_tick.connect(_apply_tick)
func _apply_tick(tick: int):
var previous_position = _get_position_for_tick(tick - 1)
global_position = _get_position_for_tick(tick)
_velocity = (global_position - previous_position) / NetworkTime.ticktime
func _get_position_for_tick(tick: int):
var distance_moved = NetworkTime.ticks_to_seconds(tick) * speed
var progress = distance_moved / _distance
progress = pingpong(progress, 1)
return _origin.lerp(_target, progress)