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

39 lines
945 B
GDScript

extends Node
class_name NodePool
## The maximum objects in the pool
@export var pool_limit: int = 10
## The node to duplicate
@export var target_node: Node: set = _set_target_node
## The flag number to duplicate with
@export var duplicate_flag: int = 15
## Where to spawn additional nodes
@export var spawn_root: Node
var pool: Array[Node] = []
func _set_target_node(new_node: Node) -> void:
target_node = new_node
clear()
_add_node_to_tree(target_node)
pool = [target_node]
func _add_node_to_tree(node: Node) -> void:
if !node.is_inside_tree():
if is_instance_valid(spawn_root):
spawn_root.add_child.call_deferred(node)
else:
add_child(node)
func next() -> Node:
var node: Node = pool.pop_front() if pool.size() >= pool_limit else pool[0].duplicate(duplicate_flag)
pool.append(node)
_add_node_to_tree(node)
return node
func clear():
for node in pool:
if node.is_instance_valid():
node.queue_free()
pool = []