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>
36 lines
994 B
GDScript
36 lines
994 B
GDScript
extends Node
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@export var player_scene: PackedScene
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@export var spawn_root: Node
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@export var spawn_point: Vector3 = Vector3.ZERO
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var spawned_for_host: bool = false
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func _ready():
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multiplayer.peer_connected.connect(_handle_new_peer)
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multiplayer.connected_to_server.connect(_handle_connected)
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func _handle_new_peer(id: int):
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# Spawn an avatar for new player
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_spawn(id)
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if not spawned_for_host and multiplayer.is_server():
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# Spawn own avatar on host machine
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# This is a bit cumbersome, as there's no "server started"
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# event, only "connected to server" on the client side
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_spawn(1)
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spawned_for_host = true
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func _handle_connected():
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# Spawn an avatar for us
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_spawn(multiplayer.get_unique_id())
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func _spawn(id: int):
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var avatar = player_scene.instantiate() as Node3D
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avatar.name += " #%d" % id
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avatar.position = spawn_point
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spawn_root.add_child(avatar)
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avatar.set_multiplayer_authority(id)
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print("Spawned avatar %s at %s" % [avatar.name, multiplayer.get_unique_id()])
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