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>
32 lines
789 B
GDScript
32 lines
789 B
GDScript
extends RefCounted
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var _scene_tree: SceneTree
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var _remaining: float
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var _interval: float
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func _init(p_duration: float, p_interval: float, p_scene_tree: SceneTree):
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_remaining = p_duration
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_interval = p_interval
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_scene_tree = p_scene_tree
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func until(condition: Callable) -> Error:
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if not _scene_tree:
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push_warning("Missing reference to SceneTree, will return immediately!")
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return ERR_UNAVAILABLE
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if _remaining <= 0.0:
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# Timeout already spent
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return ERR_TIMEOUT
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var start := Vest.time()
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var deadline := start + _remaining
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while Vest.time() < deadline:
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if condition.call():
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_remaining -= Vest.time() - start
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return OK
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if is_zero_approx(_interval): await _scene_tree.process_frame
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else: await _scene_tree.create_timer(_interval).timeout
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return ERR_TIMEOUT
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