Files
tactical-shooter/examples/multiplayer-simple/scripts/player-spawner.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

36 lines
994 B
GDScript

extends Node
@export var player_scene: PackedScene
@export var spawn_root: Node
@export var spawn_point: Vector3 = Vector3.ZERO
var spawned_for_host: bool = false
func _ready():
multiplayer.peer_connected.connect(_handle_new_peer)
multiplayer.connected_to_server.connect(_handle_connected)
func _handle_new_peer(id: int):
# Spawn an avatar for new player
_spawn(id)
if not spawned_for_host and multiplayer.is_server():
# Spawn own avatar on host machine
# This is a bit cumbersome, as there's no "server started"
# event, only "connected to server" on the client side
_spawn(1)
spawned_for_host = true
func _handle_connected():
# Spawn an avatar for us
_spawn(multiplayer.get_unique_id())
func _spawn(id: int):
var avatar = player_scene.instantiate() as Node3D
avatar.name += " #%d" % id
avatar.position = spawn_point
spawn_root.add_child(avatar)
avatar.set_multiplayer_authority(id)
print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])