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

49 lines
1.4 KiB
GDScript

extends BaseNetInput
@export var mouse_sensitivity: float = 1.0
var override_mouse: bool = false
# Input variables
var mouse_rotation: Vector2 = Vector2.ZERO
var look_angle: Vector2 = Vector2.ZERO
var movement: Vector3 = Vector3.ZERO
var fire: bool = false
var jump: bool = false
func _notification(what):
if what == NOTIFICATION_WM_WINDOW_FOCUS_IN:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
override_mouse = false
func _input(event: InputEvent) -> void:
if !is_multiplayer_authority(): return
if event is InputEventMouseMotion:
mouse_rotation.y += event.relative.x * mouse_sensitivity
mouse_rotation.x += event.relative.y * mouse_sensitivity
if event.is_action_pressed("escape"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
override_mouse = true
func _ready():
super()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _gather():
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var mx = Input.get_axis("move_west", "move_east")
var mz = Input.get_axis("move_north", "move_south")
movement = Vector3(mx, 0, mz)
jump = Input.is_action_pressed("move_jump")
fire = Input.is_action_pressed("mouse_weapon_fire")
if override_mouse:
look_angle = Vector2.ZERO
mouse_rotation = Vector2.ZERO
else:
look_angle = Vector2(-mouse_rotation.y, -mouse_rotation.x)
mouse_rotation = Vector2.ZERO