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

73 lines
1.9 KiB
GDScript

extends Node3D
@export var fire_cooldown: float = 0.25
@export var damage: int = 35
@onready var input := $"../../Input" as ExampleRollbackFPS.PlayerInput
@onready var sound := $AudioStreamPlayer3D as AudioStreamPlayer3D
@onready var fire_action := $"Fire Action" as RewindableAction
@onready var rollback_synchronizer := %RollbackSynchronizer as RollbackSynchronizer
var last_fire: int = -1
func _ready():
fire_action.mutate(self) # Mutate self, so firing code can run
fire_action.mutate($"../../") # Mutate player
NetworkTime.after_tick_loop.connect(_after_loop)
func _rollback_tick(_dt, tick: int, _if):
if rollback_synchronizer.is_predicting():
return
fire_action.set_active(input.fire and _can_fire())
match fire_action.get_status():
RewindableAction.CONFIRMING, RewindableAction.ACTIVE:
# Fire if action has just activated or is active
_fire()
RewindableAction.CANCELLING:
# Whoops, turns out we couldn't have fired, undo
_unfire()
func _after_loop():
if fire_action.has_confirmed():
sound.play()
func _can_fire() -> bool:
return NetworkTime.seconds_between(last_fire, NetworkRollback.tick) >= fire_cooldown
func _fire():
last_fire = NetworkRollback.tick
# See what we've hit
var hit := _raycast()
if hit.is_empty():
# No hit, nothing to do
return
_on_hit(hit)
func _unfire():
fire_action.erase_context()
func _raycast() -> Dictionary:
# Detect hit
var space := get_world_3d().direct_space_state
var origin_xform := global_transform
var query := PhysicsRayQueryParameters3D.create(
origin_xform.origin,
origin_xform.origin + origin_xform.basis.z * 1024.
)
return space.intersect_ray(query)
func _on_hit(result: Dictionary):
var is_new_hit := false
if not fire_action.has_context():
fire_action.set_context(true)
is_new_hit = true
if result.collider.has_method("damage"):
result.collider.damage(damage, is_new_hit)
NetworkRollback.mutate(result.collider)