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>
52 lines
1.4 KiB
GDScript
52 lines
1.4 KiB
GDScript
extends Area3D
|
|
|
|
@export var effects: Array[PackedScene] = []
|
|
@export var cooldown: float = 30.0
|
|
|
|
var is_active: bool = true
|
|
var fade_speed: float = 8.0
|
|
|
|
var respawn_tick: int = 0
|
|
|
|
func _ready():
|
|
NetworkTime.after_tick.connect(_tick)
|
|
set_multiplayer_authority(1)
|
|
|
|
func _tick(delta, tick):
|
|
if is_active:
|
|
scale = scale.lerp(Vector3.ONE, fade_speed * delta)
|
|
for body in get_overlapping_bodies():
|
|
if body.is_in_group("Brawlers") and not _has_powerup(body):
|
|
_take() # Predict
|
|
if is_multiplayer_authority():
|
|
_spawn_effect.rpc(randi_range(0, effects.size() - 1), body.get_path())
|
|
_take.rpc()
|
|
else:
|
|
scale = scale.lerp(Vector3.ONE * 0.0005, fade_speed * delta)
|
|
if tick == respawn_tick:
|
|
_respawn() # Predict
|
|
if is_multiplayer_authority():
|
|
_respawn.rpc()
|
|
|
|
func _has_powerup(target: Node) -> bool:
|
|
return target.get_children()\
|
|
.filter(func(child): return child is Effect)\
|
|
.any(func(effect: Effect): return effect.is_active())
|
|
|
|
@rpc("authority", "reliable", "call_local")
|
|
func _spawn_effect(effect_idx: int, target_path: NodePath):
|
|
var effect = effects[effect_idx]
|
|
var target = get_tree().get_root().get_node(target_path)
|
|
|
|
var spawn = effect.instantiate()
|
|
target.add_child(spawn)
|
|
|
|
@rpc("authority", "reliable")
|
|
func _take():
|
|
respawn_tick = NetworkTime.tick + NetworkTime.seconds_to_ticks(cooldown)
|
|
is_active = false
|
|
|
|
@rpc("authority", "reliable")
|
|
func _respawn():
|
|
is_active = true
|