3 void test_weapons_hurt(entity this)
5 EXPECT_NE(100, this.health);
14 noref 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 noref 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 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
29 W_GiveWeapon(it, wep.m_id);
30 W_SwitchWeapon_Force(it, wep, weaponentity);
33 PHYS_INPUT_BUTTON_JUMP(it) = true;
36 defer(it, wep.switchdelay_raise + 0.1, test_weapons_hurt);
45 noref Client bot = it = NEW(Client, "Rider");
46 Client_Add(it, NUM_TEAM_1);
47 it.origin = '0 0 100';
49 noref entity v = it = new(vehicle);
50 Vehicle veh = VEH_BUMBLEBEE;
51 it.active = ACTIVE_NOT;
52 vehicle_initialize(it, veh, false);