Files
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

73 lines
1.2 KiB
GDScript

extends RefCounted
class_name _Set
var _data: Dictionary = {}
var _iterator_idx: int = -1
static func of(items: Array) -> _Set:
var result := _Set.new()
for item in items:
result.add(item)
return result
func duplicate(deep: bool = false) -> _Set:
var result := _Set.new()
result._data = _data.duplicate(deep)
return result
func add(value):
_data[value] = true
func has(value) -> bool:
return _data.has(value)
func size() -> int:
return _data.size()
func is_empty() -> bool:
return _data.is_empty()
func erase(value):
return _data.erase(value)
func clear():
_data.clear()
func values() -> Array:
return _data.keys()
func min():
return _data.keys().min()
func max():
return _data.keys().max()
func equals(other) -> bool:
if not other or not other is _Set:
return false
return values() == other.values()
func _to_string():
return "Set" + str(values())
func _to_vest():
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func _iter_init(arg) -> bool:
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return _can_iterate()
func _iter_next(arg) -> bool:
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return _can_iterate()
func _iter_get(arg):
return _data.keys()[_iterator_idx]
func _can_iterate() -> bool:
if _data.is_empty() or _iterator_idx >= _data.size():
_iterator_idx = -1
return false
return true