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>
230 lines
6.8 KiB
GDScript
230 lines
6.8 KiB
GDScript
extends Control
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class_name BuyMenu
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var economy_manager: EconomyManager
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var team_manager: TeamManager
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var round_manager: RoundManager
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var _panel: PanelContainer
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var _vbox: VBoxContainer
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var _is_open := false
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func _ready():
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var scene_root := get_tree().current_scene
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economy_manager = scene_root.get_node_or_null("Network/EconomyManager")
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team_manager = scene_root.get_node_or_null("Network/TeamManager")
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round_manager = scene_root.get_node_or_null("Network/RoundManager")
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mouse_filter = MOUSE_FILTER_IGNORE
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_build_panel()
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hide()
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func _build_panel():
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_panel = PanelContainer.new()
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_panel.name = "BuyPanel"
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.05, 0.08, 0.12, 0.92)
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style.border_color = Color(0.4, 0.4, 0.4, 0.6)
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style.set_border_width_all(1)
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style.set_content_margin_all(16)
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_panel.add_theme_stylebox_override("panel", style)
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_vbox = VBoxContainer.new()
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_vbox.name = "BuyVBox"
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_panel.add_child(_vbox)
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add_child(_panel)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("buy_menu"):
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if _is_open:
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_close()
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elif _can_buy():
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_open()
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if _is_open and event.is_action_pressed("escape"):
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_close()
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# Number keys for quick buy
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if _is_open and event is InputEventKey and event.pressed:
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_handle_buy_key(event)
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func _process(_delta: float):
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if not _is_open:
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return
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# Close if no longer in freeze time
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if not _can_buy():
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_close()
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return
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# Position panel
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var vp := get_viewport_rect().size
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_panel.size = Vector2(340, 400)
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_panel.position = Vector2(vp.x / 2.0 - 170, vp.y / 2.0 - 200)
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func _can_buy() -> bool:
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if round_manager == null:
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return false
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# Tick-based check only — deterministic, no state-transition race
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if round_manager.freeze_end_tick < 0:
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return false
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if NetworkTime.tick >= round_manager.freeze_end_tick:
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return false
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# Must be alive (spectators/dead can't buy)
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var local_id := multiplayer.get_unique_id()
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if not round_manager.is_player_alive(local_id):
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return false
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return true
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func _open():
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_is_open = true
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_rebuild_menu()
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show()
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func _close():
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_is_open = false
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hide()
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func _rebuild_menu():
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for child in _vbox.get_children():
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child.queue_free()
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var local_id := multiplayer.get_unique_id()
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var money := economy_manager.get_money(local_id) if economy_manager else 0
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var team := team_manager.get_team(local_id) if team_manager else TeamManager.Team.T
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# Title
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var title := Label.new()
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title.text = "BUY MENU - $%d" % money
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title.add_theme_font_size_override("font_size", 18)
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title.add_theme_color_override("font_color", Color("#FFDD44"))
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_vbox.add_child(title)
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var sep := HSeparator.new()
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_vbox.add_child(sep)
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# Pistols
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_add_section("PISTOLS")
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if team == TeamManager.Team.T:
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_add_weapon_row("1", WeaponRegistry.GLOCK, money)
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else:
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_add_weapon_row("1", WeaponRegistry.USP, money)
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# Rifles
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_add_section("RIFLES")
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if team == TeamManager.Team.T:
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_add_weapon_row("2", WeaponRegistry.AK47, money)
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else:
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_add_weapon_row("2", WeaponRegistry.M4A1, money)
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_add_weapon_row("3", WeaponRegistry.AWP, money)
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# Grenades
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_add_section("GRENADES")
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_add_equipment_row("4", "Flashbang", EconomyManager.FLASH_PRICE, money)
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_add_equipment_row("5", "Smoke", EconomyManager.SMOKE_PRICE, money)
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# Equipment
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_add_section("EQUIPMENT")
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_add_equipment_row("6", "Kevlar", EconomyManager.KEVLAR_PRICE, money)
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if team == TeamManager.Team.CT:
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_add_equipment_row("7", "Defuse Kit", EconomyManager.DEFUSE_KIT_PRICE, money)
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func _add_section(text: String):
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var spacer := Control.new()
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spacer.custom_minimum_size.y = 8
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_vbox.add_child(spacer)
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var lbl := Label.new()
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lbl.text = text
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lbl.add_theme_font_size_override("font_size", 12)
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lbl.add_theme_color_override("font_color", Color("#AAAAAA"))
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_vbox.add_child(lbl)
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func _add_weapon_row(key: String, weapon_id: int, money: int):
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var weapon := WeaponRegistry.get_weapon(weapon_id)
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if weapon == null:
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return
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var hbox := HBoxContainer.new()
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var can_afford := money >= weapon.price
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var key_lbl := Label.new()
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key_lbl.text = "[%s]" % key
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key_lbl.add_theme_font_size_override("font_size", 14)
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key_lbl.add_theme_color_override("font_color", Color.YELLOW if can_afford else Color.DARK_GRAY)
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key_lbl.custom_minimum_size.x = 40
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hbox.add_child(key_lbl)
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var name_lbl := Label.new()
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name_lbl.text = weapon.weapon_name
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name_lbl.add_theme_font_size_override("font_size", 14)
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name_lbl.add_theme_color_override("font_color", Color.WHITE if can_afford else Color.DARK_GRAY)
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name_lbl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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hbox.add_child(name_lbl)
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var price_lbl := Label.new()
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price_lbl.text = "$%d" % weapon.price
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price_lbl.add_theme_font_size_override("font_size", 14)
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price_lbl.add_theme_color_override("font_color", Color("#00FF00") if can_afford else Color.DARK_RED)
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price_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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hbox.add_child(price_lbl)
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_vbox.add_child(hbox)
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func _add_equipment_row(key: String, item_name: String, price: int, money: int):
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var hbox := HBoxContainer.new()
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var can_afford := money >= price
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var key_lbl := Label.new()
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key_lbl.text = "[%s]" % key
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key_lbl.add_theme_font_size_override("font_size", 14)
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key_lbl.add_theme_color_override("font_color", Color.YELLOW if can_afford else Color.DARK_GRAY)
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key_lbl.custom_minimum_size.x = 40
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hbox.add_child(key_lbl)
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var name_lbl := Label.new()
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name_lbl.text = item_name
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name_lbl.add_theme_font_size_override("font_size", 14)
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name_lbl.add_theme_color_override("font_color", Color.WHITE if can_afford else Color.DARK_GRAY)
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name_lbl.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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hbox.add_child(name_lbl)
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var price_lbl := Label.new()
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price_lbl.text = "$%d" % price
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price_lbl.add_theme_font_size_override("font_size", 14)
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price_lbl.add_theme_color_override("font_color", Color("#00FF00") if can_afford else Color.DARK_RED)
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price_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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hbox.add_child(price_lbl)
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_vbox.add_child(hbox)
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func _handle_buy_key(event: InputEventKey):
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if economy_manager == null:
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return
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var local_id := multiplayer.get_unique_id()
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var team := team_manager.get_team(local_id) if team_manager else TeamManager.Team.T
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match event.physical_keycode:
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KEY_1:
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var pistol_id := WeaponRegistry.GLOCK if team == TeamManager.Team.T else WeaponRegistry.USP
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economy_manager.request_buy_weapon(pistol_id)
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KEY_2:
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var rifle_id := WeaponRegistry.AK47 if team == TeamManager.Team.T else WeaponRegistry.M4A1
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economy_manager.request_buy_weapon(rifle_id)
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KEY_3:
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economy_manager.request_buy_weapon(WeaponRegistry.AWP)
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KEY_4:
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economy_manager.request_buy_grenade(0) # Flash
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KEY_5:
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economy_manager.request_buy_grenade(1) # Smoke
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KEY_6:
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economy_manager.request_buy_kevlar()
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KEY_7:
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if team == TeamManager.Team.CT:
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economy_manager.request_buy_defuse_kit()
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# Rebuild to update money display
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call_deferred("_rebuild_menu")
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