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>
48 lines
1.2 KiB
GDScript
48 lines
1.2 KiB
GDScript
extends RefCounted
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class_name _ObjectSnapshot
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# Represents snapshot data for a single object, by storing the object's values
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# for specified properties
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var _object: Object
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var _is_auth: bool = false
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var _data: Dictionary = {}
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func _init(p_object: Object) -> void:
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_object = p_object
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func duplicate() -> _ObjectSnapshot:
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var result := _ObjectSnapshot.new(_object)
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result._is_auth = _is_auth
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result._data = _data.duplicate()
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return result
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func get_value(property: NodePath, default: Variant = null) -> Variant:
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return _data.get(property, default)
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func set_value(property: NodePath, value: Variant) -> void:
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_data[property] = value
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func has_value(property: NodePath) -> bool:
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return _data.has(property)
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func record_property(property: NodePath) -> void:
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set_value(property, _object.get_indexed(property))
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func apply() -> void:
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for property in properties():
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var value := get_value(property)
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_object.set_indexed(property, value)
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func is_auth() -> bool:
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return _is_auth
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func set_auth(p_auth: bool) -> void:
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_is_auth = p_auth
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func properties() -> Array:
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return _data.keys()
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func _to_string() -> String:
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return "ObjectSnapshot(%s(%d), %s, %s)" % [_object, (_object as Node).get_multiplayer_authority() if _object is Node else -1, _is_auth, _data]
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