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>
71 lines
1.8 KiB
GDScript
71 lines
1.8 KiB
GDScript
@tool
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extends PopupPanel
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@onready var _container := %"Statuses Container" as Control
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@onready var _toggle_button := %"Toggle Button" as Button
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var _visibilities: Dictionary = {}
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signal on_change()
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func get_visibility_for(status: int) -> bool:
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return _visibilities.get(status, true)
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func is_empty() -> bool:
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# Return true if all visibilites are set to false
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for status in _visibilities:
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if _visibilities[status]:
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return false
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return true
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func _init() -> void:
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# Default visibility to true
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for status in range(VestResult.TEST_MAX):
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_visibilities[status] = true
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func _ready() -> void:
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_render()
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_toggle_button.pressed.connect(_toggle_all)
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func _toggle_all() -> void:
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var visibility := is_empty()
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for status in _visibilities.keys():
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_visibilities[status] = visibility
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_render()
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on_change.emit()
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func _render() -> void:
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if _container.get_child_count() != _visibilities.size():
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# Remove children
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for child in _container.get_children():
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child.queue_free()
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for status in _visibilities.keys():
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var checkbox := CheckBox.new()
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checkbox.toggle_mode = true
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checkbox.text = VestResult.get_status_string(status).capitalize()
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checkbox.icon = VestUI.get_status_icon(status)
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checkbox.expand_icon = true
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checkbox.pressed.connect(func():
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_visibilities[status] = not _visibilities[status]
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_render()
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on_change.emit()
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)
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_container.add_child(checkbox)
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# Update checkbox statuses
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for idx in range(_container.get_child_count()):
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var status := _visibilities.keys()[idx] as int
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var checkbox := _container.get_child(idx) as CheckBox
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checkbox.set_pressed_no_signal(_visibilities[status])
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# Update toggle button
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if is_empty():
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_toggle_button.text = "All"
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_toggle_button.icon = Vest.Icons.visible
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else:
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_toggle_button.text = "None"
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_toggle_button.icon = Vest.Icons.hidden
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