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>
50 lines
989 B
GDScript
50 lines
989 B
GDScript
@tool
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extends ArrayMesh
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class_name AuraSphereMesh
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@export var segments: int = 64:
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set(v):
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segments = v
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regenerate()
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@export var rings: int = 32:
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set(v):
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rings = v
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regenerate()
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@export var radius: float = 1.0:
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set(v):
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radius = v
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regenerate()
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@export var material: Material:
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set(v):
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material = v
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surface_set_material(0, material)
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func _init():
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regenerate()
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func regenerate():
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clear_surfaces()
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var sphere = SphereMesh.new()
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sphere.radial_segments = segments
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sphere.rings = rings
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sphere.radius = radius
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sphere.height = 2 * radius
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sphere.is_hemisphere = false
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var arrays = sphere.get_mesh_arrays()
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var positions: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
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var uvs: PackedVector2Array = arrays[Mesh.ARRAY_TEX_UV]
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for i in range(uvs.size()):
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var uv = positions[i]
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uv = Vector2(uv.x, uv.y) / radius
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uv = (Vector2.ONE + uv) / 2.0
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uvs.set(i, uv)
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add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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surface_set_material(0, material)
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