#include "tests.qh" void test_weapons_hurt(entity this) { EXPECT_NE(100, this.health); delete(this.enemy); delete(this); } TEST(Weapons, Hurt) { entity it; noref Client a = it = NEW(Client, "A"); WITH(float, autocvar_g_spawnshieldtime, 0, Client_Add(it, NUM_TEAM_1)); it.origin = '-100 0 0'; it.angles = '0 0 0'; noref Client b = it = NEW(Client, "B"); WITH(float, autocvar_g_spawnshieldtime, 0, Client_Add(it, NUM_TEAM_2)); it.origin = '100 0 0'; it.angles = '0 180 0'; it = a; PHYS_INPUT_BUTTON_ATCK(it) = true; it.items |= IT_UNLIMITED_AMMO; Weapon wep = WEP_VORTEX; W_GiveWeapon(it, wep.m_id); W_SwitchWeapon_Force(it, wep, weaponentities[0]); it = b; PHYS_INPUT_BUTTON_JUMP(it) = true; it.enemy = a; defer(it, wep.switchdelay_raise + 0.1, test_weapons_hurt); SUCCEED(); } TEST(Vehicles, Spawn) { entity it; noref Client bot = it = NEW(Client, "Rider"); Client_Add(it, NUM_TEAM_1); it.origin = '0 0 100'; noref entity v = it = new(vehicle); Vehicle veh = VEH_BUMBLEBEE; it.active = ACTIVE_NOT; vehicle_initialize(it, veh, false); it.nextthink = time; SUCCEED(); }