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
797 B
GDScript
32 lines
797 B
GDScript
@tool
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class_name CrossHair extends Node2D
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## Places a crosshair in the center of the screen
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@export var crosshair_sprite: Texture2D
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@export var crosshair_scale: Vector2 = Vector2(1, 1)
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var sprite2d: Sprite2D = Sprite2D.new()
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func _ready() -> void:
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if Engine.is_editor_hint():
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return
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get_tree().get_root().size_changed.connect(func(): _on_window_resized(DisplayServer.window_get_size()))
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_on_window_resized(DisplayServer.window_get_size())
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func _enter_tree() -> void:
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if has_node("Sprite2D"): return
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sprite2d.name = "Sprite2D"
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sprite2d.set_texture(crosshair_sprite)
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sprite2d.scale = crosshair_scale;
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add_child(sprite2d)
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func _on_window_resized(new_size: Vector2) -> void:
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if Engine.is_editor_hint():
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return
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sprite2d.position = new_size / 2
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sprite2d.scale = crosshair_scale
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