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>
42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
extends Object
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static func is_equal(actual, expected) -> bool:
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if actual is Object and actual.has_method("equals"):
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return actual.equals(expected)
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return actual == expected
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static func is_empty(object: Variant) -> Variant:
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if _is_builtin_container(object) or _is_stringlike(object):
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return object.is_empty()
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elif object is Object:
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if object.has_method("is_empty"):
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return object.is_empty()
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else:
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return ERR_METHOD_NOT_FOUND
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else:
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return ERR_CANT_RESOLVE
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static func contains(object: Variant, item: Variant) -> Variant:
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if _is_builtin_container(object):
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return object.has(item)
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elif _is_stringlike(object):
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return object.contains(str(item))
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elif object is Object:
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if object.has_method("has"):
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return object.has(item)
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else:
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return ERR_METHOD_NOT_FOUND
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else:
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return ERR_CANT_RESOLVE
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static func _is_builtin_container(object: Variant) -> bool:
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return object is Array or object is Dictionary \
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or object is PackedByteArray or object is PackedColorArray \
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or object is PackedFloat32Array or object is PackedFloat64Array \
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or object is PackedInt32Array or object is PackedInt64Array \
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or object is PackedStringArray \
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or object is PackedVector2Array or object is PackedVector3Array
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static func _is_stringlike(object: Variant) -> bool:
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return object is String or object is StringName or object is NodePath
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