b0c83af092
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>
73 lines
1.2 KiB
GDScript
73 lines
1.2 KiB
GDScript
extends RefCounted
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class_name _Set
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var _data: Dictionary = {}
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var _iterator_idx: int = -1
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static func of(items: Array) -> _Set:
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var result := _Set.new()
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for item in items:
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result.add(item)
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return result
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func duplicate(deep: bool = false) -> _Set:
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var result := _Set.new()
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result._data = _data.duplicate(deep)
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return result
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func add(value):
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_data[value] = true
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func has(value) -> bool:
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return _data.has(value)
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func size() -> int:
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return _data.size()
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func is_empty() -> bool:
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return _data.is_empty()
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func erase(value):
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return _data.erase(value)
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func clear():
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_data.clear()
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func values() -> Array:
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return _data.keys()
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func min():
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return _data.keys().min()
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func max():
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return _data.keys().max()
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func equals(other) -> bool:
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if not other or not other is _Set:
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return false
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return values() == other.values()
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func _to_string():
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return "Set" + str(values())
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func _to_vest():
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return _data.keys()
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func _iter_init(arg) -> bool:
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_iterator_idx = 0
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return _can_iterate()
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func _iter_next(arg) -> bool:
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_iterator_idx += 1
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return _can_iterate()
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func _iter_get(arg):
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return _data.keys()[_iterator_idx]
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func _can_iterate() -> bool:
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if _data.is_empty() or _iterator_idx >= _data.size():
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_iterator_idx = -1
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return false
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return true
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