@@ -71,7 +71,7 @@ static const itype_id itype_gloves_wraps_fur( "gloves_wraps_fur" );
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static const itype_id itype_hk_mp5 ( " hk_mp5" );
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static const itype_id itype_holo_sight ( " holo_sight" );
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static const itype_id itype_m14ebr ( " m14ebr" );
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- static const itype_id itype_mask_guy_fawkes ( " mask_guy_fawkes " );
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+ static const itype_id itype_mask_skull ( " mask_skull " );
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static const itype_id itype_mossberg_590 ( " mossberg_590" );
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static const itype_id itype_mossberg_930 ( " mossberg_930" );
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static const itype_id itype_mp40semi ( " mp40semi" );
@@ -294,7 +294,7 @@ TEST_CASE( "unskilled_shooter_accuracy", "[ranged] [balance] [slow]" )
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standard_npc shooter ( " Shooter" , shooter_pos, {}, 0 , 8 , 8 , 8 , 7 );
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shooter.set_body ();
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shooter.worn .wear_item ( shooter, item ( itype_backpack ), false , false );
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- equip_shooter ( shooter, { itype_bastsandals, itype_armguard_hard, itype_armguard_soft, itype_test_armor_chitin, itype_beekeeping_gloves, itype_mask_guy_fawkes , itype_cowboy_hat } );
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+ equip_shooter ( shooter, { itype_bastsandals, itype_armguard_hard, itype_armguard_soft, itype_test_armor_chitin, itype_beekeeping_gloves, itype_mask_skull , itype_cowboy_hat } );
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assert_encumbrance ( shooter, 10 );
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SECTION ( " an unskilled shooter with a common pistol" ) {
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