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