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>
53 lines
1.4 KiB
GDScript
53 lines
1.4 KiB
GDScript
extends Object
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class_name SnapshotFixtures
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static func state_snapshot(p_position: Vector3 = Vector3.ONE) -> _PropertySnapshot:
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return _PropertySnapshot.from_dictionary({
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":position": p_position,
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":velocity": Vector3.ZERO,
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":health": 100.
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})
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static func state_properties() -> Array[String]:
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var result: Array[String] = [
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":position",
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":velocity",
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":health"
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]
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return result
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static func state_propery_entries(root_node: Node) -> Array[PropertyEntry]:
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var result: Array[PropertyEntry] = []
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result.assign(state_properties().map(func(path):
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return PropertyEntry.parse(root_node, path)
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))
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return result
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static func state_node() -> StateNode:
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return StateNode.new()
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static func input_snapshot(p_movement: Vector3 = Vector3.ONE) -> _PropertySnapshot:
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return _PropertySnapshot.from_dictionary({
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"Input:movement": p_movement,
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"Input:is_jumping": false
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})
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static func input_property_entries(root_node: Node) -> Array[PropertyEntry]:
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var result: Array[PropertyEntry] = []
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result.append(PropertyEntry.parse(root_node, "Input:movement"))
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result.append(PropertyEntry.parse(root_node, "Input:is_jumping"))
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return result
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static func input_node() -> InputNode:
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var result := InputNode.new()
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result.name = "Input"
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return result
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class InputNode extends Node:
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var movement := Vector3.ZERO
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var is_jumping := false
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class StateNode extends Node3D:
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var health := 100.
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