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>
30 lines
839 B
GDScript
30 lines
839 B
GDScript
extends CharacterBody3D
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@export var speed := 5.0
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@export var input: PlayerInput
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
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func _ready():
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position = Vector3(0, 4, 0)
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if input == null:
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input = $Input
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func _rollback_tick(delta, _tick, _is_fresh):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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var input_dir = input.movement
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.z)).normalized()
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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# move_and_slide assumes physics delta
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# multiplying velocity by NetworkTime.physics_factor compensates for it
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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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