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>
40 lines
1.0 KiB
GDScript
40 lines
1.0 KiB
GDScript
extends BaseNetInput
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var movement: Vector3
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var confidence: float = 1.
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@onready var _rollback_synchronizer := $"../RollbackSynchronizer" as RollbackSynchronizer
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func _ready():
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super()
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NetworkRollback.after_prepare_tick.connect(_predict)
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func _gather():
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movement = Vector3(
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Input.get_axis("move_east", "move_west"),
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Input.get_action_strength("move_jump"),
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Input.get_axis("move_south", "move_north")
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)
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func _predict(_t):
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if not _rollback_synchronizer.is_predicting():
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# Not predicting, nothing to do
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confidence = 1.
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return
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if not _rollback_synchronizer.has_input():
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confidence = 0.
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return
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# Decay input over a short time
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var decay_time := NetworkTime.seconds_to_ticks(.05)
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var input_age := _rollback_synchronizer.get_input_age()
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# **ALWAYS** cast either side to float, otherwise the integer-integer
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# division yields either 1 or 0 confidence
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confidence = input_age / float(decay_time)
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confidence = clampf(1. - confidence, 0., 1.)
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# Modulate input based on confidence
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movement *= confidence
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