Files
tactical-shooter/addons/vest/ui/vest-comparison-popup.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

58 lines
1.6 KiB
GDScript

extends RefCounted
class_name VestComparisonPopup
var window: Window
var expected: TextEdit
var got: TextEdit
var ok_button: Button
var reset_button: Button
var _expected: String = ""
var _got: String = ""
# For some reason, when instantiating in Godot 4.0.4, the script doesn't attach, even though it's
# added in the editor.
#
# This means that _ready doesn't run, and set_contents isn't recognized.
#
# The workaround is this weird pattern where the class is instantiated with a reference to the
# scriptless scene ( Window ), and takes over.
# NOTE: This class may be rewritten, as we went from supporting 4.0.4 to 4.1.4
static func of(p_expected: String, p_got: String):
var popup_scene := (load("res://addons/vest/ui/comparison-popup.tscn") as PackedScene).instantiate(PackedScene.GEN_EDIT_STATE_MAIN)
var popup := VestComparisonPopup.new(popup_scene)
popup.set_contents(p_expected, p_got)
return popup
func set_contents(p_expected: String, p_got: String):
_expected = p_expected
_got = p_got
reset()
func reset():
expected.text = _expected
got.text = _got
func close():
window.queue_free()
free()
func _init(p_window: Window):
p_window.title = "vest - Comparison"
p_window.position = (DisplayServer.screen_get_size(-1) - p_window.size) / 2
window = p_window
ok_button = window.get_node("%OK Button")
reset_button = window.get_node("%Reset Button")
expected = window.get_node("%Expected")
got = window.get_node("%Got")
window.close_requested.connect(func(): close())
ok_button.pressed.connect(func(): window.queue_free())
reset_button.pressed.connect(func(): reset())