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>
66 lines
1.7 KiB
GDScript
66 lines
1.7 KiB
GDScript
extends Area3D
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@export var clouds: Array[PackedScene] = []
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@export var count: int = 16
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@export var float_direction: Vector3 = Vector3.RIGHT
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@export var float_speed_min: float = 4.0
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@export var float_speed_max: float = 8.0
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var _clouds: Array[Node3D] = []
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var _speeds: Array[float] = []
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var _aabb: AABB
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func _ready():
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_aabb = _find_aabb()
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if not _aabb.has_volume():
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push_error("CloudArea required a box shape!")
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queue_free()
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return
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for i in range(count):
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var cloud = _spawn_cloud()
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cloud.position = _aabb.position + _aabb.size * Vector3(randf(), randf(), randf())
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_clouds.push_back(cloud)
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_speeds.push_back(randf_range(float_speed_min, float_speed_max))
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func _process(delta):
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for i in range(count):
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var cloud = _clouds[i]
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var speed = _speeds[i]
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cloud.position += float_direction * speed * delta
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if not _aabb.has_point(cloud.position):
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cloud.queue_free()
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cloud = _spawn_cloud()
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cloud.position = _aabb.position + _aabb.size * \
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Vector3(randf(), randf(), randf()) * \
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(Vector3.ONE * 0.5 - float_direction * 0.5)
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_clouds[i] = cloud
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_speeds[i] = randf_range(float_speed_min, float_speed_max)
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func _spawn_cloud() -> Node3D:
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var cloud_template = clouds.pick_random() as PackedScene
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var cloud = cloud_template.instantiate() as Node3D
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add_child(cloud)
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cloud.owner = self
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return cloud
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func _find_aabb() -> AABB:
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var shape_owners = get_shape_owners()
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for shape_owner in shape_owners:
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for i in range(shape_owner_get_shape_count(shape_owner)):
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var shape = shape_owner_get_shape(shape_owner, i)
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if shape is BoxShape3D:
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var pos = shape_owner_get_transform(shape_owner).origin
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var size = shape.size
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return AABB(pos - size / 2, size)
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return AABB(Vector3.ZERO, Vector3.ZERO)
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