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Removes the Double Baton 'Tech' / Fixes targeting issues related to the stunbaton (#49774)
* double stun is a no! * moved before it deducts charge * fixes an issue with zone selection in batons
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@@ -210,6 +210,9 @@
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/obj/item/melee/baton/proc/baton_effect(mob/living/L, mob/user)
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if(shields_blocked(L, user))
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return FALSE
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if(HAS_TRAIT_FROM(L, TRAIT_IWASBATONED, user)) //no doublebaton abuse anon!
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to_chat(user, "<span class='danger'>[L] manages to avoid the attack!</span>")
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return FALSE
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(!R || !R.cell || !R.cell.use(cell_hit_cost))
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@@ -217,13 +220,12 @@
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else
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if(!deductcharge(cell_hit_cost))
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return FALSE
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/// After a target is hit, we do a chunk of stamina damage, along with other effects.
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/// After a period of time, we then check to see what stun duration we give.
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L.Jitter(20)
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L.confused = max(confusion_amt, L.confused)
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L.stuttering = max(8, L.stuttering)
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L.apply_damage(stamina_loss_amt, STAMINA)
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L.apply_damage(stamina_loss_amt, STAMINA, BODY_ZONE_CHEST)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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addtimer(CALLBACK(src, .proc/apply_stun_effect_end, L), apply_stun_delay)
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@@ -243,6 +245,9 @@
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attack_cooldown_check = world.time + attack_cooldown
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ADD_TRAIT(L, TRAIT_IWASBATONED, user)
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addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, user), attack_cooldown)
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return 1
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/// After the initial stun period, we check to see if the target needs to have the stun applied.
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