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Conflicts resolution
In items weapons melee misc
This commit is contained in:
@@ -25,85 +25,15 @@
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icon_state = "baton"
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item_state = "classic_baton"
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slot_flags = SLOT_BELT
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M, mob/living/carbon/human/user)
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add_fingerprint(user)
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if(user.disabilities & CLUMSY && prob(50))
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user << "<span class='warning'>You club yourself over the head!</span>"
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2 * force, BRUTE, "head")
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H.forcesay(hit_appends)
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else
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user.take_organ_damage(2 * force)
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return
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add_logs(user, M, "attacked", object="[src.name]")
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if(isrobot(M)) // Don't stun borgs, fix for issue #2436
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..()
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return
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if(!isliving(M)) // Don't stun nonhuman things
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return
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if(user.a_intent == "harm")
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if(!..()) return
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M.stuttering = 7
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M.Stun(7)
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M.Weaken(7)
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M.visible_message("<span class='danger'>[user] has beaten [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has beaten [M] with [src]!</span>")
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else
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playsound(loc, 'sound/effects/woodhit.ogg', 50, 1, -1)
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M.Stun(7)
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M.Weaken(7)
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M.visible_message("<span class='danger'>[user] has stunned [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has stunned [M] with [src]!</span>")
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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H.forcesay(hit_appends)
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/obj/item/weapon/melee/telebaton
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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item_state = "telebaton_0"
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3
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force = 12 //9 hit crit
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w_class = 3
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var/cooldown = 0
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var/on = 0
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var/on = 1
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/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = 4 //doesnt fit in backpack when its on for balance
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force = 10 //seclite damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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icon_state = "telebaton_0"
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item_state = "telebaton_0" //no sprite in other words
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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/obj/item/weapon/melee/telebaton/attack(mob/target, mob/living/carbon/human/user)
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/obj/item/weapon/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
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if(on)
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add_fingerprint(user)
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if(user.disabilities & CLUMSY && prob(50))
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if((CLUMSY in user.disabilities) && prob(50))
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user << "<span class ='danger'>You club yourself over the head.</span>"
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user.Weaken(3 * force)
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if(ishuman(user))
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@@ -124,7 +54,7 @@
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if(cooldown <= 0)
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playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
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target.Weaken(3)
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add_logs(user, target, "stunned", object="telescopic baton")
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add_logs(user, target, "stunned", object="classic baton")
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src.add_fingerprint(user)
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target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
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"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
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@@ -137,4 +67,38 @@
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cooldown = 0
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return
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else
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return ..()
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return ..()
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/obj/item/weapon/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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item_state = null
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slot_flags = SLOT_BELT
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w_class = 2
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force = 0
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on = 0
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/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user as mob)
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on = !on
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if(on)
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user << "<span class ='warning'>You extend the baton.</span>"
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = 4 //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = 2
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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@@ -121,7 +121,7 @@
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/obj/item/weapon/reagent_containers/food/snacks/donut/normal,
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/obj/item/weapon/reagent_containers/food/snacks/donut/jelly,
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/obj/item/device/flashlight/seclite,
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/obj/item/weapon/melee/telebaton
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/obj/item/weapon/melee/classic_baton/telescopic
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)
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/obj/item/weapon/storage/belt/security/New()
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@@ -266,10 +266,6 @@
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if(I.damtype == BRUTE || I.damtype == BURN)
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user.changeNext_move(CLICK_CD_MELEE)
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hit(I.force)
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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