27 #include "../client/cl_team.h"
65 ASSERT_TRUE(
nullptr != od);
67 ASSERT_TRUE(
nullptr != implant);
68 ASSERT_TRUE(
nullptr != implant->
def);
72 ASSERT_TRUE(
nullptr != implant->
def);
88 for (
int e = 0; e <
lengthof(effect); e++) {
89 if (effect[e] ==
nullptr)
96 ASSERT_TRUE(effects >= 1);
static void RunStrengthenImplant(character_t &chr, const implant_t &implant, const objDef_t &od)
this is a fire definition for our weapons/ammo
TEST_F(CharacterTest, testImplants)
const implant_t * CHRSH_ApplyImplant(character_t &chr, const implantDef_t &def)
Add a new implant to a character.
void Com_ParseScripts(bool onlyServer)
fireDef_t fd[MAX_WEAPONS_PER_OBJDEF][MAX_FIREDEFS_PER_WEAPON]
void Com_Printf(const char *const fmt,...)
Defines all attributes of objects used in the inventory.
implantDef_t implants[MAX_IMPLANTS]
void CHRSH_UpdateImplants(character_t &chr)
Updates the characters permanent implants. Called every day.
fireDefIndex_t numFiredefs[MAX_WEAPONS_PER_OBJDEF]
static void RunEffectForImplant(const fireDef_t &fd, character_t &chr, const implant_t &implant, const objDef_t &od, const itemEffect_t &effect)
itemEffect_t * activeEffect
#define MAX_WEAPONS_PER_OBJDEF
itemEffect_t * overdoseEffect
void CL_GenerateCharacter(character_t *chr, const char *teamDefName)
Generates the skills and inventory for a character and for a 2x2 unit.
static void TearDownTestCase()
static void SetUpTestCase()
itemEffect_t * strengthenEffect
static void RunImplant(const implantDef_t &implantDef)
static character_t * GetCharacter(const char *teamDefID="phalanx")
itemEffect_t * deactiveEffect
const struct objDef_s * item
Describes a character with all its attributes.