Files
tactical-shooter/examples/forest-brawl/scripts/powerup.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

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