mirror of
https://github.com/Bubberstation/Bubberstation.git
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Reverts to TG weapons
Add: Changes some of the effects of the stunbaton back to TG
This commit is contained in:
@@ -385,21 +385,18 @@
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/obj/item/melee/baton/security
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/obj/item/melee/baton/security
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name = "stun baton"
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name = "stun baton"
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desc = "A stun baton for incapacitating people with."
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desc = "A stun baton for incapacitating people with. Left click to stun, right click to harm."
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desc_controls = "Left click to stun, right click to harm."
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icon_state = "stunbaton"
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icon_state = "stunbaton"
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inhand_icon_state = "baton"
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inhand_icon_state = "baton"
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worn_icon_state = "baton"
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worn_icon_state = "baton"
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force = 10
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force = 10
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wound_bonus = 0
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attack_verb_continuous = list("beats")
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attack_verb_continuous = list("beats")
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attack_verb_simple = list("beat")
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attack_verb_simple = list("beat")
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armor_type = /datum/armor/baton_security
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throwforce = 7
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throwforce = 7
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stamina_damage = 35 // SKYRAT EDIT - 4 baton crit now (Original: 45)
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stamina_damage = 60
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knockdown_time = 5 SECONDS
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knockdown_time = 5 SECONDS
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clumsy_knockdown_time = 15 SECONDS
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clumsy_knockdown_time = 15 SECONDS
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cooldown = 2.5 SECONDS
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cooldown = 2.5 SECONDS
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@@ -416,11 +413,6 @@
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var/can_remove_cell = TRUE
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var/can_remove_cell = TRUE
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var/convertible = TRUE //if it can be converted with a conversion kit
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var/convertible = TRUE //if it can be converted with a conversion kit
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/datum/armor/baton_security
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bomb = 50
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fire = 80
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acid = 80
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/obj/item/melee/baton/security/Initialize(mapload)
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/obj/item/melee/baton/security/Initialize(mapload)
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. = ..()
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. = ..()
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if(preload_cell_type)
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if(preload_cell_type)
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@@ -428,20 +420,20 @@
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log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
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log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
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else
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else
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cell = new preload_cell_type(src)
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cell = new preload_cell_type(src)
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RegisterSignal(src, COMSIG_PARENT_ATTACKBY, PROC_REF(convert))
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RegisterSignal(src, COMSIG_PARENT_ATTACKBY, .proc/convert)
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update_appearance()
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update_appearance()
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/obj/item/melee/baton/security/get_cell()
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/obj/item/melee/baton/security/get_cell()
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return cell
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return cell
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/obj/item/melee/baton/security/suicide_act(mob/living/user)
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/obj/item/melee/baton/security/suicide_act(mob/user)
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if(cell?.charge && active)
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if(cell?.charge && active)
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user.visible_message(span_suicide("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.visible_message(span_suicide("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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. = (FIRELOSS)
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attack(user, user)
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attack(user, user)
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return FIRELOSS
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else
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else
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user.visible_message(span_suicide("[user] is shoving the [name] down their throat! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.visible_message(span_suicide("[user] is shoving the [name] down their throat! It looks like [user.p_theyre()] trying to commit suicide!"))
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return OXYLOSS
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. = (OXYLOSS)
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/obj/item/melee/baton/security/Destroy()
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/obj/item/melee/baton/security/Destroy()
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if(cell)
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if(cell)
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@@ -577,12 +569,12 @@
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* After a period of time, we then check to see what stun duration we give.
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* After a period of time, we then check to see what stun duration we give.
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*/
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*/
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/obj/item/melee/baton/security/additional_effects_non_cyborg(mob/living/target, mob/living/user)
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/obj/item/melee/baton/security/additional_effects_non_cyborg(mob/living/target, mob/living/user)
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target.set_jitter_if_lower(40 SECONDS)
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target.set_timed_status_effect(40 SECONDS, /datum/status_effect/jitter, only_if_higher = TRUE)
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// target.set_confusion_if_lower(10 SECONDS) // SKYRAT EDIT REMOVAL
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target.set_timed_status_effect(10 SECONDS, /datum/status_effect/confusion, only_if_higher = TRUE)
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target.set_stutter_if_lower(16 SECONDS)
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target.set_timed_status_effect(16 SECONDS, /datum/status_effect/speech/stutter, only_if_higher = TRUE)
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SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
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SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
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addtimer(CALLBACK(src, PROC_REF(apply_stun_effect_end), target), 2 SECONDS)
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addtimer(CALLBACK(src, .proc/apply_stun_effect_end, target), 2 SECONDS)
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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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/// After the initial stun period, we check to see if the target needs to have the stun applied.
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/obj/item/melee/baton/security/proc/apply_stun_effect_end(mob/living/target)
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/obj/item/melee/baton/security/proc/apply_stun_effect_end(mob/living/target)
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@@ -590,8 +582,7 @@
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if(!target.IsKnockdown())
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if(!target.IsKnockdown())
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to_chat(target, span_warning("Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]"))
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to_chat(target, span_warning("Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]"))
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if(!trait_check)
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target.Knockdown(knockdown_time * (trait_check ? 0.1 : 1))
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target.Knockdown(knockdown_time)
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/obj/item/melee/baton/security/get_wait_description()
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/obj/item/melee/baton/security/get_wait_description()
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return span_danger("The baton is still charging!")
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return span_danger("The baton is still charging!")
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@@ -624,7 +615,7 @@
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scramble_mode()
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scramble_mode()
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for(var/loops in 1 to rand(6, 12))
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for(var/loops in 1 to rand(6, 12))
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scramble_time = rand(5, 15) / (1 SECONDS)
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scramble_time = rand(5, 15) / (1 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(scramble_mode)), scramble_time*loops * (1 SECONDS))
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addtimer(CALLBACK(src, .proc/scramble_mode), scramble_time*loops * (1 SECONDS))
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/obj/item/melee/baton/security/proc/scramble_mode()
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/obj/item/melee/baton/security/proc/scramble_mode()
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if (!cell || cell.charge < cell_hit_cost)
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if (!cell || cell.charge < cell_hit_cost)
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@@ -30,7 +30,7 @@
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desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
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desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
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icon_state = "disabler"
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icon_state = "disabler"
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inhand_icon_state = null
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inhand_icon_state = null
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/skyrat) // SKYRAT EDIT: ammo_type = list(/obj/item/ammo_casing/energy/disabler)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler)
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ammo_x_offset = 2
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ammo_x_offset = 2
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cell_type = /obj/item/stock_parts/cell/super // SKYRAT EDIT ADDITION
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cell_type = /obj/item/stock_parts/cell/super // SKYRAT EDIT ADDITION
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