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>
39 lines
945 B
GDScript
39 lines
945 B
GDScript
extends Node
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class_name NodePool
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## The maximum objects in the pool
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@export var pool_limit: int = 10
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## The node to duplicate
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@export var target_node: Node: set = _set_target_node
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## The flag number to duplicate with
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@export var duplicate_flag: int = 15
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## Where to spawn additional nodes
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@export var spawn_root: Node
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var pool: Array[Node] = []
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func _set_target_node(new_node: Node) -> void:
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target_node = new_node
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clear()
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_add_node_to_tree(target_node)
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pool = [target_node]
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func _add_node_to_tree(node: Node) -> void:
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if !node.is_inside_tree():
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if is_instance_valid(spawn_root):
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spawn_root.add_child.call_deferred(node)
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else:
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add_child(node)
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func next() -> Node:
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var node: Node = pool.pop_front() if pool.size() >= pool_limit else pool[0].duplicate(duplicate_flag)
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pool.append(node)
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_add_node_to_tree(node)
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return node
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func clear():
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for node in pool:
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if node.is_instance_valid():
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node.queue_free()
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pool = []
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