3 void test_weapons_hurt() {
5 EXPECT_NE(100, this.health);
14 Client a = it = NEW(Client, "A");
15 WITH(float, autocvar_g_spawnshieldtime, 0, Client_Add(it, NUM_TEAM_1));
16 it.origin = '-100 0 0';
19 Client b = it = NEW(Client, "B");
20 WITH(float, autocvar_g_spawnshieldtime, 0, Client_Add(it, NUM_TEAM_2));
21 it.origin = '100 0 0';
22 it.angles = '0 180 0';
25 PHYS_INPUT_BUTTON_ATCK(it) = true;
26 it.items |= IT_UNLIMITED_AMMO;
27 Weapon wep = WEP_VORTEX;
28 W_GiveWeapon(it, wep.m_id);
29 W_SwitchWeapon_Force(it, wep);
32 PHYS_INPUT_BUTTON_JUMP(it) = true;
35 defer(it, wep.switchdelay_raise + 0.1, test_weapons_hurt);