// Check that the player no longer hooked.
Assert.That(grapplingSystem.IsEntityHooked(SPlayer), Is.False, "Player still hooked after dropping the grappling gun.");
Assert.That(HasComp<JointRelayTargetComponent>(Player), Is.False, "Player still has the JointRelayTargetComponent after dropping the grappling gun.");
-
- // Attempt (and fail) to walk past the chasm.
- await Move(DirectionFlag.West, 1f);
-
- // Wait until we get deleted.
- await Pair.RunSeconds(5f);
-
- // Check that the player was deleted
- AssertDeleted(Player);
}
}