void test_weapons_hurt(entity this)
{
EXPECT_NE(100, this.health);
- remove(this.enemy);
- remove(this);
+ delete(this.enemy);
+ delete(this);
}
TEST(Weapons, Hurt)
it.items |= IT_UNLIMITED_AMMO;
Weapon wep = WEP_VORTEX;
W_GiveWeapon(it, wep.m_id);
- W_SwitchWeapon_Force(it, wep);
+ W_SwitchWeapon_Force(it, wep, weaponentities[0]);
it = b;
PHYS_INPUT_BUTTON_JUMP(it) = true;