Files
tactical-shooter/examples/forest-brawl/scripts/bomb-projectile.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

60 lines
1.4 KiB
GDScript

extends ShapeCast3D
class_name BombProjectile
@export var speed: float = 12.0
@export var strength: float = 2.0
@export var effect: PackedScene
@export var distance: float = 128.0
var distance_left: float
var fired_by: Node
var is_first_tick: bool = true
func _ready():
NetworkTime.on_tick.connect(_tick)
distance_left = distance
func _tick(delta, _t):
var dst = speed * delta
var motion = transform.basis.z * dst
target_position = Vector3.FORWARD * dst
distance_left -= dst
if distance_left < 0:
queue_free()
# Check if we've hit anyone
force_shapecast_update()
# Find the closest point of contact
var space := get_world_3d().direct_space_state
var query := PhysicsShapeQueryParameters3D.new()
query.motion = motion
query.shape = shape
query.transform = global_transform
var hit_interval := space.cast_motion(query)
if hit_interval[0] != 1.0 or hit_interval[1] != 1.0 and not is_first_tick:
# Move to collision
position += motion * hit_interval[1]
_explode()
else:
position += motion
# Skip collisions for a single tick, no more
is_first_tick = false
func _explode():
queue_free()
NetworkTime.on_tick.disconnect(_tick)
if effect:
var spawn = effect.instantiate() as Node3D
get_tree().root.add_child(spawn)
spawn.global_position = global_position
spawn.fired_by = fired_by
spawn.set_multiplayer_authority(get_multiplayer_authority())
if spawn is CPUParticles3D:
(spawn as CPUParticles3D).emitting = true