/obj/item/melee/baton name = "stunbaton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" item_state = "baton" slot_flags = SLOT_BELT force = 11 sharp = 0 edge = FALSE throwforce = 7 w_class = WEIGHT_CLASS_NORMAL drop_sound = 'sound/items/drop/metalweapon.ogg' pickup_sound = 'sound/items/pickup/metalweapon.ogg' origin_tech = list(TECH_COMBAT = 2) attack_verb = list("beaten") var/stunforce = 0 var/agonyforce = 60 /// Whether the thing is on or not var/status = 0 var/obj/item/cell/bcell var/hitcost = 1000 var/baton_color = "#FF6A00" /// Electrocutes only on harm intent var/sheathed = 1 /obj/item/melee/baton/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "The baton needs to be turned on to apply the stunning effect; left-click it in-hand to toggle power." . += "On Harm intent, you will inflict damage when using it, regardless if it is on or not." . += "Each stun reduces the baton's charge, which can be replenished by putting it inside a weapon recharger." /obj/item/melee/baton/feedback_hints(mob/user, distance, is_adjacent) . = list() . = ..() if(!distance <= 1) return if(bcell) . += "The baton is [round(bcell.percent())]% charged." else . += "The baton does not have a power source installed." /obj/item/melee/baton/Initialize() . = ..() update_icon() /** * This one starts with a cell pre-installed. */ /obj/item/melee/baton/loaded/Initialize() bcell = new/obj/item/cell/high(src) . = ..() /obj/item/melee/baton/get_cell() return bcell /obj/item/melee/baton/proc/deductcharge(var/chrgdeductamt) if(bcell) if(bcell.checked_use(chrgdeductamt)) return 1 else status = 0 update_icon() return 0 return null /obj/item/melee/baton/update_icon() if(status) icon_state = "[initial(name)]_active" else if(!bcell) icon_state = "[initial(name)]_nocell" else icon_state = "[initial(name)]" if(icon_state == "[initial(name)]_active") set_light(1.3, 1, "[baton_color]") else set_light(0) /obj/item/melee/baton/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/cell)) if(attacking_item.w_class != WEIGHT_CLASS_NORMAL) to_chat(user, SPAN_WARNING("\The [attacking_item] is too [attacking_item.w_class < WEIGHT_CLASS_NORMAL ? "small" : "large"] to fit here.")) return if(!bcell) user.drop_from_inventory(attacking_item, src) bcell = attacking_item to_chat(user, SPAN_NOTICE("You install a cell in [src].")) update_icon() else to_chat(user, SPAN_NOTICE("[src] already has a cell.")) else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) if(bcell) bcell.update_icon() bcell.forceMove(get_turf(src)) bcell = null to_chat(user, SPAN_NOTICE("You remove the cell from the [src].")) status = 0 update_icon() return ..() return /obj/item/melee/baton/attack_self(mob/user) if(bcell && bcell.charge > hitcost) status = !status to_chat(user, SPAN_NOTICE("[src] is now [status ? "on" : "off"].")) playsound(loc, SFX_SPARKS, 75, 1, -1) update_icon() else status = 0 if(!bcell) to_chat(user, SPAN_WARNING("[src] does not have a power source!")) else to_chat(user, SPAN_WARNING("[src] is out of charge.")) add_fingerprint(user) /obj/item/melee/baton/attack(mob/living/target_mob, mob/living/user, target_zone) if(!target_mob) return if(status && (user.is_clumsy()) && prob(50)) to_chat(user, SPAN_DANGER("You accidentally hit yourself with the [src]!")) user.Weaken(30) deductcharge(hitcost) return if(isrobot(target_mob)) ..() return var/agony = agonyforce var/stun = stunforce if(user.is_pacified()) to_chat(user, SPAN_NOTICE("You don't want to risk hurting [target_mob]!")) return 0 target_zone = check_zone(target_zone) if(user.a_intent == I_HURT) if (!..()) //item/attack() does it's own messaging and logs return 0 // item/attack() will return 1 if they hit, 0 if they missed. stun *= 0.5 if(status) //Checks to see if the stunbaton is on. agony *= 0.5 //whacking someone causes a much poorer contact than prodding them. if(iscarbon(target_mob)) var/mob/living/carbon/C = target_mob if(sheathed) //however breaking the skin results in a more potent electric shock or some bullshit. im a coder, not a doctor C.electrocute_act(force * 2, src, def_zone = target_zone) else C.electrocute_act(force * 2, src, ground_zero = target_zone) else agony = 0 //we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to. else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(target_mob) //copied from human_defense.dm - human defence code should really be refactored some time. if (ishuman(target_mob)) user.lastattacked = target_mob //are these used at all, if we have logs? target_mob.lastattacker = user if (user != target_mob) // Attacking yourself can't miss target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, target_mob) if(!target_zone) target_mob.visible_message(SPAN_WARNING("[user] misses [target_mob] with \the [src]!")) return 0 var/mob/living/carbon/human/H = target_mob var/obj/item/organ/external/affecting = H.get_organ(target_zone) if (affecting) if(!status) target_mob.visible_message(SPAN_WARNING("[target_mob] has been prodded in the [affecting.name] with \the [src] by [user]. Luckily it was off.")) return 1 else H.visible_message(SPAN_DANGER("[target_mob] has been prodded in the [affecting.name] with \the [src] by [user]!")) var/intent = "(INTENT: [user? uppertext(user.a_intent) : "N/A"])" admin_attack_log(user, target_mob, "was stunned by this mob with [src] [intent]", "stunned this mob with [src] [intent]", "stunned with [src]") if(!sheathed) H.electrocute_act(force * 2, src, ground_zero = target_zone) if(isslime(target_mob)) var/mob/living/carbon/slime/S = target_mob if(!status) target_mob.visible_message(SPAN_WARNING("[S] has been prodded with \the [src] by [user]. Too bad it was off.")) return TRUE else target_mob.visible_message(SPAN_DANGER("[S] has been prodded with \the [src] by [user]!")) S.discipline++ if(prob(1)) S.discipline = 0 S.rabid = TRUE // heres that "or piss them off part" else if(!status) target_mob.visible_message(SPAN_WARNING("[target_mob] has been prodded with \the [src] by [user]. Luckily it was off.")) return TRUE else target_mob.visible_message(SPAN_DANGER("[target_mob] has been prodded with \the [src] by [user]!")) //stun effects target_mob.stun_effect_act(stun, agony, target_zone, src) playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) if(status) deductcharge(hitcost) return 1 /obj/item/melee/baton/emp_act(severity) . = ..() if(bcell) bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please. //secborg stun baton module /obj/item/melee/baton/robot hitcost = 300 /obj/item/melee/baton/robot/attack_self(mob/user) //try to find our power cell var/mob/living/silicon/robot/R = loc if (istype(R)) bcell = R.cell return ..() /obj/item/melee/baton/robot/attackby(obj/item/attacking_item, mob/user) return /obj/item/melee/baton/robot/arm name = "electrified arm" /obj/item/melee/baton/robot/arm/update_icon() if(status) icon_state = "[initial(icon_state)]_active" else icon_state = "[initial(icon_state)]" if(icon_state == "[initial(icon_state)]_active") set_light(1.3, 1, "[baton_color]") else set_light(0) //Makeshift stun baton. Replacement for stun gloves. /obj/item/melee/baton/cattleprod name = "stunprod" desc = "An improvised stun baton." icon_state = "stunprod_nocell" item_state = "prod" force = 3 throwforce = 5 stunforce = 0 agonyforce = 60 //Marginally more inefficient. hitcost = 2000 attack_verb = list("poked") slot_flags = null baton_color = "#FFDF00" sheathed = 0 /obj/item/melee/baton/cattleprod/Initialize(mapload, var/cable_color) . = ..() var/image/I = image(icon, null, "stunprod_cable") if(!cable_color) cable_color = COLOR_RED I.color = cable_color AddOverlays(I) /obj/item/melee/baton/stunrod name = "stunrod" desc = "A more-than-lethal weapon used to deal with high threat situations." icon = 'icons/obj/stunrod.dmi' icon_state = "stunrod" item_state = "stunrod" force = 16 agonyforce = 80 hitcost = 1000 baton_color = "#75ACFF" origin_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 2) contained_sprite = 1 sheathed = 0 /obj/item/melee/baton/stunrod/Initialize() bcell = new/obj/item/cell/high(src) . = ..() /obj/item/melee/baton/stunrod/update_icon() //this is needed due to how contained sprites work if(status) icon_state = "[initial(name)]_active" item_state = "[initial(name)]_active" else if(!bcell) icon_state = "[initial(name)]_nocell" item_state = "[initial(name)]" else icon_state = "[initial(name)]" item_state = "[initial(name)]" ..() /obj/item/melee/baton/slime // sprites name = "Slime Baton" desc = "A special baton used to help deal with agressive slimes. Works 95% of the time!" icon = 'icons/obj/stunrod.dmi' icon_state = "stunrod" item_state = "stunrod" baton_color = "#75ACFF" force = 3 hitcost = 1000 agonyforce = 50 /obj/item/melee/baton/slime/Initialize() bcell = new/obj/item/cell/high(src) . = ..() /obj/item/melee/baton/slime/update_icon() icon_state = initial(icon_state) item_state = initial(item_state)