"""Run the actual fixture method against a narrow native-damage API fake.""" from policy_harness import ROOT, body, run p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_NativeCasualtyLoadProbe.c' method=body(p,'protected bool IncapacitateGroundCasualty(') method=method.replace('protected bool','bool').replace('m_Damage.','m_Damage->').replace('resilience.','resilience->').replace('ERR_Actors.','ERR_Actors::').replace('null','nullptr') run(''' #include #include struct NativeHitZone { float health=100; float GetHealth(){return health;} }; using HitZone=NativeHitZone*; struct Actor { bool alive=true; }; struct Damage { NativeHitZone resilience; bool enabled=true, missing=false, swallow=false; int forces=0; HitZone GetResilienceHitZone(){return missing ? nullptr : &resilience;} bool IsDamageHandlingEnabled(){return enabled;} void EnableDamageHandling(bool value){enabled=value;} void ForceUnconsciousness(){forces++; if(enabled && !swallow)resilience.health=0;} }; struct ERR_Actors {static bool Alive(Actor* actor){return actor && actor->alive;}}; Actor* m_Casualty; Damage* m_Damage; bool Check(bool value,const char*){return value;} template void PrintFormat(const char*,Args...){} '''+method+''' int main(){ Actor actor; m_Casualty=&actor; for(bool original:{false,true}) { Damage damage; m_Damage=&damage; damage.enabled=original; assert(IncapacitateGroundCasualty()); assert(damage.forces==1 && damage.resilience.health==0 && actor.alive); assert(damage.enabled==original); // No second artificial reduction: already-zero initial state must fail. assert(!IncapacitateGroundCasualty()); assert(damage.enabled==original); } Damage blocked; blocked.enabled=false; blocked.swallow=true; m_Damage=&blocked; assert(!IncapacitateGroundCasualty()); assert(blocked.forces==1 && !blocked.enabled && actor.alive); Damage missing; missing.missing=true; m_Damage=&missing; assert(!IncapacitateGroundCasualty() && missing.forces==0); m_Damage=nullptr; assert(!IncapacitateGroundCasualty()); Damage dead; m_Damage=&dead; actor.alive=false; assert(!IncapacitateGroundCasualty() && dead.forces==0); } ''') print('PASS: actual fixture method permits one native resilience operation and restores either prior protection state, including failure paths')