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

46 lines
1.4 KiB
GDScript

extends Object
class_name NetworkMocks
static var NOOP = func(): pass
static func set_network_tick(p_tick: int) -> void:
NetworkTime._tick = p_tick
static func set_rollback_tick(p_tick: int) -> void:
NetworkRollback._tick = p_tick
static func set_tick(network_tick: int, rollback_tick: int) -> void:
set_network_tick(network_tick)
set_rollback_tick(rollback_tick)
static func set_tickrate(tickrate: int) -> void:
NetworkTime._tickrate = tickrate
static func in_rollback(callback: Callable) -> void:
NetworkRollback._is_rollback = true
callback.call()
NetworkRollback._is_rollback = false
## Runs [param]callback[/param] in the network tick loop
static func in_network_tick_loop(callback: Callable) -> void:
NetworkTime.before_tick_loop.emit()
callback.call()
NetworkTime.after_tick_loop.emit()
## Runs [param]callback[/param] as part of a network tick
static func in_network_tick(callback: Callable) -> void:
NetworkTime.before_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
NetworkTime.on_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
callback.call()
NetworkTime.after_tick.emit(NetworkTime.ticktime, NetworkTime.tick)
NetworkTime._tick += 1
## Runs a single network tick
static func run_network_tick() -> void:
in_network_tick(NOOP)
## Runs a single-tick network tick loop
static func run_network_tick_loop() -> void:
in_network_tick_loop(NOOP)