Files
necromanceranne 2275e1958e Adds deep lore to some pistols, and partially rewrites the baton lore. Repaths some items. (#96056)
## About The Pull Request

Moves the deep lore proc to the parent for guns. 

Adds deep lore to some of the pistols.

Rewrites the deep lore for the stun baton and contractor baton.

Repaths the Liberator pistol to a more sensible path name.

Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.

## Why It's Good For The Game

I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.

If I post enough, one day he'll PR flashforge mines like he promised me.
2026-06-01 20:33:27 -05:00

1044 lines
41 KiB
Plaintext

/obj/item/melee/baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
desc_controls = "Left click to stun, right click to harm."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "classic_baton"
inhand_icon_state = "classic_baton"
worn_icon_state = "classic_baton"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
wound_bonus = 15
sound_vary = TRUE
/// Whether this baton is active or not
var/active = TRUE
/// Used interally, you don't want to modify
var/cooldown_check = 0
/// Default wait time until can stun again.
var/cooldown = (4 SECONDS)
/// The length of the knockdown applied to a struck living, non-cyborg mob.
var/knockdown_time = (1.5 SECONDS)
/// If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.
var/stun_time_cyborg = (5 SECONDS)
/// The length of the knockdown applied to the user on clumsy_check()
var/clumsy_knockdown_time = 18 SECONDS
/// How much stamina damage we deal on a successful hit against a living, non-cyborg mob.
var/stamina_damage = 55
/// How much armor does our baton ignore? This operates as armour penetration, but only applies to the stun attack.
var/stun_armour_penetration = 15 // pens very light / cosmetic armor
/// What armor does our stun attack check before delivering the attack?
var/armour_type_against_stun = MELEE
/// Chance of causing force_say() when stunning a human mob
var/force_say_chance = 33
/// Can we stun cyborgs?
var/affect_cyborg = FALSE
/// The path of the default sound to play when we stun something.
var/on_stun_sound = 'sound/effects/woodhit.ogg'
/// The volume of the above.
var/on_stun_volume = 75
/// Whether the stun attack is logged. Only relevant for abductor batons, which have different modes.
var/log_stun_attack = TRUE
/// Boolean on whether people with chunky fingers can use this baton.
var/chunky_finger_usable = FALSE
/// Boolean, if TRUE when we harmbaton someone we will also try to stun if the baton is active / not on cooldown.
var/stun_on_harmbaton = FALSE
/// Text shown when trying to stun someone while the baton is on cooldown.
var/wait_desc = ""
/// What term do we use to describe our baton being 'ready', or the phrase to use when var/active is TRUE.
var/activated_word = "ready"
/// The context to show when the baton is active and targeting a living thing
var/context_living_target_active = "Stun"
/// The context to show when the baton is active and targeting a living thing in combat mode
var/context_living_target_active_combat_mode = "Stun"
/// The context to show when the baton is inactive and targeting a living thing
var/context_living_target_inactive = "Prod"
/// The context to show when the baton is inactive and targeting a living thing in combat mode
var/context_living_target_inactive_combat_mode = "Attack"
/// The RMB context to show when the baton is active and targeting a living thing
var/context_living_rmb_active = "Attack"
/// The RMB context to show when the baton is inactive and targeting a living thing
var/context_living_rmb_inactive = "Attack"
/obj/item/melee/baton/Initialize(mapload)
. = ..()
register_item_context()
add_deep_lore()
/obj/item/melee/baton/add_weapon_description()
AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_baton_notes))
/obj/item/melee/baton/proc/add_baton_notes()
var/list/readout = list()
if(affect_cyborg)
readout += "It can stun cyborgs for [round((stun_time_cyborg/10), 1)] seconds."
readout += "\n[active ? "It is currently [span_warning("[activated_word]")], and capable of stunning." : "It is [span_warning("not [activated_word]")], and not capable of stunning."]"
if(stamina_damage <= 0) // The advanced baton actually does have 0 stamina damage so...yeah.
readout += "Either it is [span_warning("completely unable to perform a stunning strike")], or it [span_warning("attacks via some unusual method")]."
return readout.Join("\n")
readout += "It takes [span_warning("[HITS_TO_CRIT(stamina_damage)] strike\s")] to stun an enemy."
readout += "\nThe effects of each strike can be mitigated by utilizing [span_warning("[armour_type_against_stun]")] armor."
readout += "\nIt has a stun armor-piercing capability of [span_warning("[stun_armour_penetration]%")]."
return readout.Join("\n")
/obj/item/melee/baton/proc/add_deep_lore()
return
#define STUN_ATTACK "stun attack"
/**
* Checks if we can stun targets with the baton.
*
* Impure (has chat feedback and mutates state in some subtypes).
* In other words don't call this unless a stun is being attempted.
*
* * target - The mob being hit with the baton
* * user - The mob using the baton
* * harmbatonning - Whether or not this is being called from a harmbaton attack
*
* Returns TRUE if we can stun the target, FALSE if we cannot.
*/
/obj/item/melee/baton/proc/try_stun(mob/living/target, mob/living/user, harmbatonning)
PROTECTED_PROC(TRUE)
if(!active)
return FALSE
if(!chunky_finger_usable && ishuman(user))
var/mob/living/carbon/human/human_user = user
if(human_user.check_chunky_fingers() && user.is_holding(src) && !HAS_MIND_TRAIT(user, TRAIT_CHUNKYFINGERS_IGNORE_BATON))
if(!harmbatonning)
balloon_alert(human_user, "fingers are too big!")
return FALSE
if(!COOLDOWN_FINISHED(src, cooldown_check))
if(wait_desc && !harmbatonning)
balloon_alert(user, wait_desc)
return FALSE
if(HAS_TRAIT_FROM(target, TRAIT_IWASBATONED, REF(user)) ) //no doublebaton abuse anon!
if(!harmbatonning)
target.balloon_alert(user, "can't stun yet!")
return FALSE
return TRUE
// Stun attack
/obj/item/melee/baton/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
. = ..()
if(.)
return TRUE
if(!isliving(target))
return FALSE // bashing objects
var/harmbatonning = LAZYACCESS(modifiers, RIGHT_CLICK)
if(harmbatonning && !stun_on_harmbaton)
return FALSE // harmbatonning, no stun
// see if this attack will result in a stun, or if we need to cancel it
if(!try_stun(target, user, harmbatonning))
if(harmbatonning)
return FALSE // if harmbatonning, ALwAYS attack
if(active)
return TRUE // if active, but can't stun? no attack
if(!user.combat_mode)
return TRUE // if not in combat mode? no attack
return FALSE // otherwise, attack normally
// clumsy people redirect this attack - yes, this bypasses IWASBATONED and such
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
user.visible_message(
span_danger("[user] accidentally hits [user.p_them()]self over the head with [src]! What a doofus!"),
span_userdanger("You accidentally hit yourself over the head with [src]!"),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
finalize_baton_attack(user, user, clumsy = TRUE)
user.apply_damage(2 * force, BRUTE, BODY_ZONE_HEAD, attacking_item = src)
log_combat(user, user, "accidentally stun attacked [user.p_them()]self due to their clumsiness", src)
user.do_attack_animation(user)
user.changeNext_move(attack_speed)
return TRUE // you hit yourself, nerd
// if not harm batonning, we override the default attack properties do do nothing
if(!harmbatonning)
SET_ATTACK_FORCE(attack_modifiers, 0)
MUTE_ATTACK_HITSOUND(attack_modifiers)
HIDE_ATTACK_MESSAGES(attack_modifiers)
// then denote the attack as "will stun" for afterattack
LAZYSET(attack_modifiers, STUN_ATTACK, TRUE)
return FALSE // attack and stun
// This is where stun gets applied
/obj/item/melee/baton/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(QDELETED(target) || !LAZYACCESS(attack_modifiers, STUN_ATTACK))
return
finalize_baton_attack(target, user)
var/list/desc
if(iscyborg(target))
desc = get_cyborg_stun_description(target, user)
if(!affect_cyborg)
playsound(src, 'sound/effects/bang.ogg', 10, TRUE) //bonk
else
desc = get_stun_description(target, user)
if(desc)
target.visible_message(desc["visible"], desc["local"], visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE)
/obj/item/melee/baton/apply_fantasy_bonuses(bonus)
. = ..()
stamina_damage = modify_fantasy_variable("stamina_damage", stamina_damage, bonus * 4)
/obj/item/melee/baton/remove_fantasy_bonuses(bonus)
stamina_damage = reset_fantasy_variable("stamina_damage", stamina_damage)
return ..()
/obj/item/melee/baton/add_item_context(datum/source, list/context, atom/target, mob/living/user)
if (isturf(target))
return NONE
if (isobj(target))
context[SCREENTIP_CONTEXT_LMB] = "Attack"
else
if (active)
context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_active
if (user.combat_mode)
context[SCREENTIP_CONTEXT_LMB] = context_living_target_active_combat_mode
else
context[SCREENTIP_CONTEXT_LMB] = context_living_target_active
else
context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_inactive
if (user.combat_mode)
context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive_combat_mode
else
context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive
return CONTEXTUAL_SCREENTIP_SET
/// Wrapper for calling "stun()" and doing relevant vfx/sfx
/obj/item/melee/baton/proc/finalize_baton_attack(mob/living/target, mob/living/user, clumsy = FALSE)
COOLDOWN_START(src, cooldown_check, cooldown)
if(on_stun_sound)
playsound(src, on_stun_sound, on_stun_volume, TRUE, -1)
if(baton_effect(target, user, null, clumsy) && user)
set_batoned(target, user, cooldown)
log_combat(user, target, "stunned", src.name)
/// The actual "stun()" of the stun baton
/obj/item/melee/baton/proc/baton_effect(mob/living/target, mob/living/user, stun_override, clumsy)
PROTECTED_PROC(TRUE)
var/trait_check = HAS_TRAIT(target, TRAIT_BATON_RESISTANCE)
if(iscyborg(target))
if(!affect_cyborg)
return FALSE
target.flash_act(affect_silicon = TRUE)
target.Paralyze((isnull(stun_override) ? stun_time_cyborg : stun_override) * (trait_check ? 0.1 : 1))
additional_effects_cyborg(target, user)
else
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
if(prob(force_say_chance))
human_target.force_say()
var/armour_block = target.run_armor_check(BODY_ZONE_CHEST, armour_type_against_stun, null, null, stun_armour_penetration)
target.apply_damage(stamina_damage, STAMINA, blocked = armour_block)
if(!trait_check)
target.Knockdown((isnull(stun_override) ? knockdown_time : stun_override))
additional_effects_non_cyborg(target, user)
SEND_SIGNAL(target, COMSIG_MOB_BATONED, user, src)
return TRUE
/// Default message for stunning a living, non-cyborg mob.
/obj/item/melee/baton/proc/get_stun_description(mob/living/target, mob/living/user)
PROTECTED_PROC(TRUE)
. = list()
.["visible"] = span_danger("[user] knocks [target] down with [src]!")
.["local"] = span_userdanger("[user] knocks you down with [src]!")
/// Default message for stunning a cyborg.
/obj/item/melee/baton/proc/get_cyborg_stun_description(mob/living/target, mob/living/user)
PROTECTED_PROC(TRUE)
. = list()
if(affect_cyborg)
.["visible"] = span_danger("[user] pulses [target]'s sensors with the baton!")
.["local"] = span_danger("You pulse [target]'s sensors with the baton!")
else
.["visible"] = span_danger("[user] tries to knock down [target] with [src], and predictably fails!") //look at this duuuuuude
.["local"] = span_userdanger("[user] tries to... knock you down with [src]?") //look at the top of his head!
/// Contains any special effects that we apply to living, non-cyborg mobs we stun. Does not include applying a knockdown, dealing stamina damage, etc.
/obj/item/melee/baton/proc/additional_effects_non_cyborg(mob/living/target, mob/living/user)
PROTECTED_PROC(TRUE)
return
/// Contains any special effects that we apply to cyborgs we stun. Does not include flashing the cyborg's screen, hardstunning them, etc.
/obj/item/melee/baton/proc/additional_effects_cyborg(mob/living/target, mob/living/user)
PROTECTED_PROC(TRUE)
return
/// Used in marking a target as being hit by a baton
/obj/item/melee/baton/proc/set_batoned(mob/living/target, mob/living/user, cooldown)
PRIVATE_PROC(TRUE)
if(!cooldown)
return
var/user_ref = REF(user) // avoids harddels.
ADD_TRAIT(target, TRAIT_IWASBATONED, user_ref)
addtimer(TRAIT_CALLBACK_REMOVE(target, TRAIT_IWASBATONED, user_ref), cooldown)
#undef STUN_ATTACK
/obj/item/conversion_kit
name = "conversion kit"
desc = "A strange box containing wood working tools and an instruction paper to turn stun batons into something else."
icon = 'icons/obj/storage/box.dmi'
icon_state = "uk"
custom_price = PAYCHECK_COMMAND * 4.5
/obj/item/melee/baton/telescopic
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "telebaton"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
inhand_icon_state = null
attack_verb_continuous = list("hits", "pokes")
attack_verb_simple = list("hit", "poke")
worn_icon_state = "tele_baton"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
exposed_wound_bonus = 5
clumsy_knockdown_time = 15 SECONDS
active = FALSE
activated_word = "extended"
var/folded_drop_sound = 'sound/items/baton/telescopic_baton_folded_drop.ogg'
var/folded_pickup_sound = 'sound/items/baton/telescopic_baton_folded_pickup.ogg'
var/unfolded_drop_sound = 'sound/items/baton/telescopic_baton_unfolded_drop.ogg'
var/unfolded_pickup_sound = 'sound/items/baton/telescopic_baton_unfolded_pickup.ogg'
pickup_sound = 'sound/items/baton/telescopic_baton_folded_pickup.ogg'
drop_sound = 'sound/items/baton/telescopic_baton_folded_drop.ogg'
sound_vary = TRUE
/// The sound effecte played when our baton is extended.
var/on_sound = 'sound/items/weapons/batonextend.ogg'
/// The inhand iconstate used when our baton is extended.
var/on_inhand_icon_state = "nullrod"
/// The force on extension.
var/active_force = 10
/obj/item/melee/baton/telescopic/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
force_on = active_force, \
hitsound_on = hitsound, \
w_class_on = WEIGHT_CLASS_NORMAL, \
clumsy_check = FALSE, \
attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
attack_verb_simple_on = list("smack", "strike", "crack", "beat"), \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/obj/item/melee/baton/telescopic/additional_effects_non_cyborg(mob/living/target, mob/living/user)
target.apply_status_effect(/datum/status_effect/dazed)
/obj/item/melee/baton/telescopic/suicide_act(mob/living/user)
var/mob/living/carbon/human/human_user = user
var/obj/item/organ/brain/our_brain = human_user.get_organ_by_type(/obj/item/organ/brain)
user.visible_message(span_suicide("[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear [user.p_their()] mind."))
if(active)
playsound(src, on_sound, 50, TRUE)
add_fingerprint(user)
else
attack_self(user)
sleep(0.3 SECONDS)
if (QDELETED(human_user))
return
if(!QDELETED(our_brain))
human_user.organs -= our_brain
qdel(our_brain)
new /obj/effect/gibspawner/generic(human_user.drop_location(), human_user)
return BRUTELOSS
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Gives feedback to the user and makes it show up inhand.
*/
/obj/item/melee/baton/telescopic/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
src.active = active
inhand_icon_state = active ? on_inhand_icon_state : null // When inactive, there is no inhand icon_state.
if(user)
balloon_alert(user, active ? "extended" : "collapsed")
if(!active)
drop_sound = folded_drop_sound
pickup_sound = folded_pickup_sound
else
drop_sound = unfolded_drop_sound
pickup_sound = unfolded_pickup_sound
playsound(src, on_sound, 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/melee/baton/telescopic/bronze
name = "bronze-capped telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked BRONZE, and thus has mediocre penetrative power."
icon_state = "telebaton_bronze"
/obj/item/melee/baton/telescopic/silver
name = "silver-capped telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked SILVER, and thus has decent penetrative power."
icon_state = "telebaton_silver"
stun_armour_penetration = 30 // strong enough to pen sec armor
/obj/item/melee/baton/telescopic/gold
name = "gold-capped telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded. This one is ranked GOLD, and thus has exceptional penetrative power."
icon_state = "telebaton_gold"
stun_armour_penetration = 50 // strong enough to pen syndicate modsuits
/obj/item/melee/baton/telescopic/contractor_baton
name = "contractor baton"
desc = "A high tech telescopic stun baton, as developed by Cybersun Industries. Delivers a precise shock to a target's central nervous system to incapacitate them."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "contractor_baton"
worn_icon_state = "contractor_baton"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 5
cooldown = 2.5 SECONDS
force_say_chance = 80 //very high force say chance because it's funny
stamina_damage = 85
stun_armour_penetration = 30 // strong enough to pen sec armor
clumsy_knockdown_time = 24 SECONDS
affect_cyborg = TRUE
wait_desc = "still charging!"
on_stun_sound = 'sound/items/weapons/contractor_baton/contractorbatonhit.ogg'
unfolded_drop_sound = 'sound/items/baton/contractor_baton_unfolded_pickup.ogg'
unfolded_pickup_sound = 'sound/items/baton/contractor_baton_unfolded_pickup.ogg'
on_inhand_icon_state = "contractor_baton_on"
on_sound = 'sound/items/weapons/contractorbatonextend.ogg'
active_force = 16
/obj/item/melee/baton/telescopic/contractor_baton/additional_effects_non_cyborg(mob/living/target, mob/living/user)
. = ..()
target.set_jitter_if_lower(40 SECONDS * (HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) ? 0.5 : 1))
target.set_stutter_if_lower(40 SECONDS * (HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) ? 0.5 : 1))
/obj/item/melee/baton/security
name = "stun baton"
desc = "The Secure Apprehension Device, as developed by Nanotrasen. Delivers a precise shock to a target's central nervous system to incapacitate them."
desc_controls = "Left click to stun, right click to harm."
icon = 'icons/obj/weapons/baton.dmi'
icon_state = "stunbaton"
base_icon_state = "stunbaton"
inhand_icon_state = "stunbaton"
worn_icon_state = "baton"
icon_angle = -45
force = 10
wound_bonus = 0
attack_verb_continuous = list("beats")
attack_verb_simple = list("beat")
armor_type = /datum/armor/baton_security
throwforce = 7
force_say_chance = 50
stamina_damage = 60
armour_type_against_stun = ENERGY
knockdown_time = 5 SECONDS
clumsy_knockdown_time = 15 SECONDS
cooldown = 2.5 SECONDS
on_stun_sound = 'sound/items/weapons/egloves.ogg'
on_stun_volume = 50
active = FALSE
stun_on_harmbaton = TRUE
wait_desc = "still charging!"
activated_word = "activated"
context_living_rmb_active = "Harmful Stun"
light_range = 1.5
light_system = OVERLAY_LIGHT
light_on = FALSE
light_color = LIGHT_COLOR_ORANGE
light_power = 0.5
var/inactive_drop_sound = 'sound/items/baton/stun_baton_inactive_drop.ogg'
var/inactive_pickup_sound = 'sound/items/baton/stun_baton_inactive_pickup.ogg'
var/active_drop_sound = 'sound/items/baton/stun_baton_active_drop.ogg'
var/active_pickup_sound = 'sound/items/baton/stun_baton_active_pickup.ogg'
drop_sound = 'sound/items/baton/stun_baton_inactive_drop.ogg'
pickup_sound = 'sound/items/baton/stun_baton_inactive_pickup.ogg'
sound_vary = TRUE
var/throw_stun_chance = 35
var/obj/item/stock_parts/power_store/cell
var/preload_cell_type //if not empty the baton starts with this type of cell
var/cell_hit_cost = STANDARD_CELL_CHARGE
var/can_remove_cell = TRUE
var/convertible = TRUE //if it can be converted with a conversion kit
///Whether or not our inhand changes when active.
var/active_changes_inhand = TRUE
///When set, inhand_icon_state defaults to this instead of base_icon_state
var/base_inhand_state = null
/datum/armor/baton_security
bomb = 50
fire = 80
acid = 80
/obj/item/melee/baton/security/Initialize(mapload)
. = ..()
if(preload_cell_type)
if(!ispath(preload_cell_type, /obj/item/stock_parts/power_store/cell))
log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
else
cell = new preload_cell_type(src)
RegisterSignal(src, COMSIG_ATOM_ATTACKBY, PROC_REF(convert))
update_appearance()
/obj/item/melee/baton/security/get_cell()
return cell
/obj/item/melee/baton/security/suicide_act(mob/living/user)
if(cell?.charge && active)
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!"))
finalize_baton_attack(user, user)
return FIRELOSS
else
user.visible_message(span_suicide("[user] is shoving \the [src] down their throat! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
/obj/item/melee/baton/security/Destroy()
if(cell)
QDEL_NULL(cell)
UnregisterSignal(src, COMSIG_ATOM_ATTACKBY)
return ..()
/obj/item/melee/baton/security/proc/convert(datum/source, obj/item/item, mob/user)
SIGNAL_HANDLER
if(!istype(item, /obj/item/conversion_kit) || !convertible)
return
var/turf/source_turf = get_turf(src)
var/obj/item/melee/baton/baton = new (source_turf)
baton.alpha = 20
playsound(source_turf, 'sound/items/tools/drill_use.ogg', 80, TRUE, -1)
animate(src, alpha = 0, time = 1 SECONDS)
animate(baton, alpha = 255, time = 1 SECONDS)
qdel(item)
qdel(src)
/obj/item/melee/baton/security/on_saboteur(datum/source, disrupt_duration)
. = ..()
if(!active)
return
turn_off()
update_appearance()
return TRUE
/obj/item/melee/baton/security/Exited(atom/movable/mov_content)
. = ..()
if(mov_content == cell)
cell = null
turn_off()
update_appearance()
/obj/item/melee/baton/security/update_icon_state()
var/base_inhand = base_inhand_state || base_icon_state
if(active)
icon_state = "[base_icon_state]_active"
if(active_changes_inhand)
inhand_icon_state = "[base_inhand]_active"
return ..()
if(!cell)
icon_state = "[base_icon_state]_nocell"
inhand_icon_state = base_inhand
return ..()
icon_state = base_icon_state
inhand_icon_state = base_inhand
return ..()
/obj/item/melee/baton/security/examine(mob/user)
. = ..()
if(cell)
. += span_notice("\The [src] is [round(cell.percent())]% charged.")
else
. += span_warning("\The [src] does not have a power source installed.")
/obj/item/melee/baton/security/screwdriver_act(mob/living/user, obj/item/tool)
if(tryremovecell(user))
tool.play_tool_sound(src)
return TRUE
/obj/item/melee/baton/security/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
if(istype(item, /obj/item/stock_parts/power_store/cell))
var/obj/item/stock_parts/power_store/cell/active_cell = item
if(cell)
to_chat(user, span_warning("[src] already has a cell!"))
else
if(active_cell.maxcharge < cell_hit_cost)
to_chat(user, span_notice("[src] requires a higher capacity cell."))
return
if(!user.transferItemToLoc(item, src))
return
cell = item
to_chat(user, span_notice("You install a cell in [src]."))
update_appearance()
else
return ..()
/obj/item/melee/baton/security/proc/tryremovecell(mob/user)
if(cell && can_remove_cell)
cell.forceMove(drop_location())
to_chat(user, span_notice("You remove the cell from [src]."))
return TRUE
return FALSE
/obj/item/melee/baton/security/attack_self(mob/user)
if(cell?.charge >= cell_hit_cost && !active)
turn_on(user)
balloon_alert(user, "turned on")
else
turn_off()
if(!cell)
balloon_alert(user, "no power source!")
else if(cell?.charge < cell_hit_cost)
balloon_alert(user, "out of charge!")
else
balloon_alert(user, "turned off")
add_fingerprint(user)
/// Toggles the stun baton's light
/obj/item/melee/baton/security/proc/toggle_light()
set_light_on(!light_on)
/obj/item/melee/baton/security/proc/turn_on(mob/user)
active = TRUE
playsound(src, SFX_SPARKS, 75, TRUE, -1)
update_appearance()
toggle_light()
do_sparks(1, TRUE, src)
drop_sound = active_drop_sound
pickup_sound = active_pickup_sound
/obj/item/melee/baton/security/proc/turn_off()
active = FALSE
set_light_on(FALSE)
update_appearance()
playsound(src, SFX_SPARKS, 75, TRUE, -1)
drop_sound = inactive_drop_sound
pickup_sound = inactive_pickup_sound
/obj/item/melee/baton/security/proc/deductcharge(deducted_charge)
if(!cell)
return
//Note this value returned is significant, as it will determine
//if a stun is applied or not
. = cell.use(deducted_charge)
if(active && cell.charge < cell_hit_cost)
//we're below minimum, turn off
turn_off()
/obj/item/melee/baton/security/try_stun(mob/living/target, mob/living/user, harmbatonning)
if(!active && !harmbatonning && !user.combat_mode)
target.visible_message(
span_warning("[user] prods [target] with [src]. Luckily it was off."),
span_warning("[user] prods you with [src]. Luckily it was off."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
return FALSE
return ..()
/obj/item/melee/baton/security/baton_effect(mob/living/target, mob/living/user, stun_override, clumsy)
if(iscyborg(loc))
var/mob/living/silicon/robot/robot = loc
if(!robot || !robot.cell || !robot.cell.use(cell_hit_cost))
return FALSE
else if(!deductcharge(cell_hit_cost))
return FALSE
stun_override = 0 //Avoids knocking people down prematurely.
return ..()
/*
* After a target is hit, we apply some status effects.
* After a period of time, we then check to see what stun duration we give.
*/
/obj/item/melee/baton/security/additional_effects_non_cyborg(mob/living/target, mob/living/user)
target.set_jitter_if_lower(40 SECONDS * (HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) ? 0.5 : 1))
target.set_confusion_if_lower(10 SECONDS * (HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) ? 0.5 : 1))
target.set_stutter_if_lower(16 SECONDS * (HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) ? 0.5 : 1))
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
addtimer(CALLBACK(src, PROC_REF(apply_stun_effect_end), target), 2 SECONDS)
/// After the initial stun period, we check to see if the target needs to have the stun applied.
/obj/item/melee/baton/security/proc/apply_stun_effect_end(mob/living/target)
var/trait_check = HAS_TRAIT(target, TRAIT_BATON_RESISTANCE) //var since we check it in out to_chat as well as determine stun duration
if(!target.IsKnockdown())
to_chat(target, span_warning("Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]"))
if(!trait_check)
target.Knockdown(knockdown_time)
/obj/item/melee/baton/security/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = span_danger("[user] stuns [target] with [src]!")
.["local"] = span_userdanger("[user] stuns you with [src]!")
/obj/item/melee/baton/security/get_cyborg_stun_description(mob/living/target, mob/living/user)
. = ..()
if(!affect_cyborg)
.["visible"] = span_danger("[user] tries to stun [target] with [src], and predictably fails!")
.["local"] = span_userdanger("[user] tries to... stun you with [src]?")
/obj/item/melee/baton/security/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!. && active && prob(throw_stun_chance) && isliving(hit_atom))
finalize_baton_attack(hit_atom, throwingdatum?.get_thrower())
/obj/item/melee/baton/security/emp_act(severity)
. = ..()
if (!cell)
return
if (!(. & EMP_PROTECT_SELF))
cell.emp_act(severity)
if (cell.charge >= cell_hit_cost)
var/scramble_time
scramble_mode()
for(var/loops in 1 to rand(6, 12))
scramble_time = rand(5, 15) / (1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(scramble_mode)), scramble_time*loops * (1 SECONDS))
/obj/item/melee/baton/security/proc/scramble_mode()
if (!cell || cell.charge < cell_hit_cost)
return
active = !active
toggle_light()
do_sparks(1, TRUE, src)
playsound(src, SFX_SPARKS, 75, TRUE, -1)
update_appearance()
/obj/item/melee/baton/security/loaded //this one starts with a cell pre-installed.
preload_cell_type = /obj/item/stock_parts/power_store/cell/high
/obj/item/melee/baton/security/loaded/hos
preload_cell_type = /obj/item/stock_parts/power_store/cell/super
// Stunsword Skins
/datum/atom_skin/stunsword
abstract_type = /datum/atom_skin/stunsword
change_inhand_icon_state = TRUE
change_base_icon_state = TRUE
change_worn_icon_state = FALSE
/datum/atom_skin/stunsword/default
preview_name = "Default"
new_icon_state = "stunsword"
/datum/atom_skin/stunsword/energy
preview_name = "Energy"
new_icon_state = "stunsword_energy"
///Stun Sword
/obj/item/melee/baton/security/stunsword
name = "\improper NT-20 'Excalibur' Stunsword"
desc = "It's a sword. It stuns. What more could you want?"
icon_state = "stunsword"
inhand_icon_state = "stunsword"
base_icon_state = "stunsword"
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
hitsound = 'sound/items/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
inhand_x_dimension = 64
inhand_y_dimension = 64
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
force = 30
throwforce = 10
wound_bonus = 0
exposed_wound_bonus = 30
stun_armour_penetration = 40
throw_stun_chance = 60
convertible = FALSE
obj_flags = UNIQUE_RENAME
/obj/item/melee/baton/security/stunsword/setup_reskins()
AddComponent(/datum/component/reskinable_item, /datum/atom_skin/stunsword)
/obj/item/melee/baton/security/stunsword/add_deep_lore()
return
/obj/item/melee/baton/security/stunsword/loaded
preload_cell_type = /obj/item/stock_parts/power_store/cell/bluespace // 40% stun_armour_penetration
//Makeshift stun baton. Replacement for stun gloves.
/obj/item/melee/baton/security/cattleprod
name = "stunprod"
desc = "An improvised stun baton."
desc_controls = "Left click to stun, right click to harm."
icon = 'icons/obj/weapons/spear.dmi'
icon_state = "stunprod"
base_icon_state = "stunprod"
inhand_icon_state = "prod"
base_inhand_state = "prod"
worn_icon_state = null
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 3
throwforce = 5
cell_hit_cost = STANDARD_CELL_CHARGE * 2
throw_stun_chance = 10
slot_flags = ITEM_SLOT_BACK
convertible = FALSE
active_changes_inhand = FALSE
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.15, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
var/obj/item/assembly/igniter/sparkler
///Determines whether or not we can improve the cattleprod into a new type. Prevents turning the cattleprod subtypes into different subtypes, or wasting materials on making it....another version of itself.
var/can_upgrade = TRUE
/obj/item/melee/baton/security/cattleprod/Initialize(mapload)
. = ..()
sparkler = new (src)
/obj/item/melee/baton/security/cattleprod/add_deep_lore()
return
/obj/item/melee/baton/security/cattleprod/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)//handles sticking a crystal onto a stunprod to make an improved cattleprod
if(!istype(item, /obj/item/stack))
return ..()
if(!can_upgrade)
user.visible_message(span_warning("This prod is already improved!"))
return ..()
if(cell)
user.visible_message(span_warning("You can't put the crystal onto the stunprod while it has a power cell installed!"))
return ..()
var/our_prod
if(istype(item, /obj/item/stack/ore/bluespace_crystal))
var/obj/item/stack/ore/bluespace_crystal/our_crystal = item
our_crystal.use(1)
our_prod = /obj/item/melee/baton/security/cattleprod/teleprod
else if(istype(item, /obj/item/stack/telecrystal))
var/obj/item/stack/telecrystal/our_crystal = item
our_crystal.use(1)
our_prod = /obj/item/melee/baton/security/cattleprod/telecrystalprod
else
to_chat(user, span_notice("You don't think \the [item] will do anything to improve \the [src]."))
return ..()
to_chat(user, span_notice("You place \the [item] firmly into \the [sparkler]."))
remove_item_from_storage(user)
qdel(src)
var/obj/item/melee/baton/security/cattleprod/brand_new_prod = new our_prod(user.loc)
user.put_in_hands(brand_new_prod)
/obj/item/melee/baton/security/cattleprod/try_stun(mob/living/target, mob/living/user, harmbatonning)
return ..() && sparkler.activate()
/obj/item/melee/baton/security/cattleprod/Destroy()
QDEL_NULL(sparkler)
return ..()
/obj/item/melee/baton/security/cattleprod/loaded
preload_cell_type = /obj/item/stock_parts/power_store/cell/high
/obj/item/melee/baton/security/boomerang
name = "\improper OZtek Boomerang"
desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!"
throw_speed = 1
icon = 'icons/obj/weapons/thrown.dmi'
icon_state = "boomerang"
base_icon_state = "boomerang"
inhand_icon_state = "boomerang"
force = 5
throwforce = 5
throw_range = 5
cell_hit_cost = STANDARD_CELL_CHARGE * 2
throw_stun_chance = 99 //Have you prayed today?
convertible = FALSE
active_changes_inhand = FALSE
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*5, /datum/material/gold = SHEET_MATERIAL_AMOUNT)
/obj/item/melee/baton/security/boomerang/Initialize(mapload)
. = ..()
AddComponent(/datum/component/boomerang, throw_range + 2, TRUE)
/obj/item/melee/baton/security/boomerang/add_deep_lore()
return
/obj/item/melee/baton/security/boomerang/loaded //Same as above, comes with a cell.
preload_cell_type = /obj/item/stock_parts/power_store/cell/high
/obj/item/melee/baton/security/cattleprod/teleprod
name = "teleprod"
desc = "A prod with a bluespace crystal on the end. The crystal doesn't look too fun to touch."
w_class = WEIGHT_CLASS_NORMAL
icon_state = "teleprod"
base_icon_state = "teleprod"
inhand_icon_state = "teleprod"
slot_flags = null
can_upgrade = FALSE
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.15, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
/obj/item/melee/baton/security/cattleprod/teleprod/baton_effect(mob/living/target, mob/living/user, stun_override, clumsy)
. = ..()
if(!. || target.move_resist >= MOVE_FORCE_OVERPOWERING)
return
do_teleport(target, get_turf(target), clumsy ? 50 : 15, channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/item/melee/baton/security/cattleprod/telecrystalprod
name = "snatcherprod"
desc = "A prod with a telecrystal on the end. It sparks with a desire for theft and subversion."
w_class = WEIGHT_CLASS_NORMAL
icon_state = "telecrystalprod"
base_icon_state = "telecrystalprod"
inhand_icon_state = "telecrystalprod"
slot_flags = null
throw_stun_chance = 50 //I think it'd be funny
can_upgrade = FALSE
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.15, /datum/material/telecrystal = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
/obj/item/melee/baton/security/cattleprod/telecrystalprod/baton_effect(mob/living/target, mob/living/user, stun_override, clumsy)
. = ..()
if(!.)
return
var/obj/item/stuff_in_hand = target.get_active_held_item()
if(!user || !stuff_in_hand || !target.temporarilyRemoveItemFromInventory(stuff_in_hand))
return
if(user.put_in_inactive_hand(stuff_in_hand))
stuff_in_hand.loc.visible_message(span_warning("[stuff_in_hand] suddenly appears in [user]'s hand!"))
else
stuff_in_hand.forceMove(user.drop_location())
stuff_in_hand.loc.visible_message(span_warning("[stuff_in_hand] suddenly appears!"))
if(clumsy && user.dropItemToGround(src, force = TRUE, silent = TRUE))
do_teleport(src, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE) //Wait, where did it go?
/obj/item/melee/baton/nunchaku
name = "Syndie Fitness Nunchuks"
desc = "The most common fitness equipment in the entire syndicate, titanium rods weigh strictly 13 pounds"
desc_controls = "Left click to stun, right click to harm. Throw mode counterattack any melee/throwable attacks."
icon_state = "nunchaku"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
inhand_icon_state = "nunchaku"
worn_icon_state = "nunchaku"
attack_verb_continuous = list("beats", "whips", "smashes", "punishes")
attack_verb_simple = list("beat", "whip", "smash", "punish")
hitsound = 'sound/items/weapons/chainhit.ogg'
block_sound = 'sound/items/weapons/block_shield.ogg'
slot_flags = ITEM_SLOT_BELT
cooldown = CLICK_CD_MELEE
knockdown_time = 0.25 SECONDS
demolition_mod = 1.5
stamina_damage = 30 // 4 hit stamcrit
stun_armour_penetration = 25 // bronze-silver telescopic
force = 16 // 7 hit crit
exposed_wound_bonus = 5
/obj/item/melee/baton/nunchaku/proc/randomize_state()
icon_state = pick(list("nunchaku", "nunchaku_x", "nunchaku_y"))
update_appearance()
/obj/item/melee/baton/nunchaku/after_throw(datum/callback/callback)
. = ..()
randomize_state()
/obj/item/melee/baton/nunchaku/afterattack(atom/target, mob/user, click_parameters)
. = ..()
randomize_state()
/obj/item/melee/baton/nunchaku/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type, damage_type)
if(attack_type == PROJECTILE_ATTACK || !owner.throw_mode)
return ..()
randomize_state()
// blocks any melee/throwable attacks
owner.adjust_stamina_loss(5)
final_block_chance = 100
// counterattack at melee
if(attack_type in list(MELEE_ATTACK, UNARMED_ATTACK, LEAP_ATTACK))
var/mob/living/attacker = GET_ASSAILANT(hitby)
playsound(src, pick(list('sound/items/weapons/cqchit2.ogg', 'sound/items/weapons/cqchit1.ogg')), 70, FALSE)
melee_attack_chain(owner, attacker, LEFT_CLICK)
return ..()
// Deep Lore //
/obj/item/melee/baton/security/add_deep_lore()
AddElement(/datum/element/examine_lore, \
lore_hint = span_notice("You can [EXAMINE_HINT("look closer")] to learn a little more about [src]."), \
lore = "The Secure Apprehension Device (sometimes referred to as the SAD in the officer training manuals) is \
an unholy union of mace and cattleprod. Designed to stop criminals in their tracks, Nanotrasen security members \
are rarely without their trusty stun baton. Assuming they haven't lost it somewhere.<br>\
<br>\
Trained to 'baton first, interrogate later', Nanotrasen security has long since earned itself a mixed reputation. \
The device is able to rapidly shut down the central nervous system of a criminal with only a few direct applications \
of the conductive striking head.<br>\
<br>\
TerraGov law enforcement has avoided the adoption of stun batons due to various ethical dilemmas posed by \
their utilization. Studies of their usage have shown numerous longterm physical and mental ramifications caused by \
being struck by a human cattleprod. Citizens' rights advocacy groups protest against the proliferation of stun \
batons as a policing tool, arguing that they are 'inhumane' and 'authoritarian'. Nanotrasen, on the other hand, \
has had no such qualms when deploying stun batons as a compliance measure across all of their existing stations \
and facilities against their own unruly members of staff." \
)
// Contractor Baton
/obj/item/melee/baton/telescopic/contractor_baton/add_deep_lore()
AddElement(/datum/element/examine_lore, \
lore_hint = span_notice("You can [EXAMINE_HINT("look closer")] to learn a little more about [src]."), \
lore = "The Contract Acquisition Device (sometimes referred to as the CAD in encrypted correspondence) is \
the most frequently encountered example of Cybersun Industries weaponry. Similar in purpose to Nanotrasen's \
own Secure Apprehension Device, the baton is capable of inducing rapid CNS disruption in a target to render them \
helpless. It also makes for an effective bludgeon, another quality it shares with the stun baton. To maximize \
ease of concealment, the baton is also able to be telescopically collapsed, to then be rapidly deployed at the \
pull of a trigger.<br>\
<br>\
The contractor baton is famously associated with contractors, elite Cybersun field agents sent to kidnap and extract \
high value enemy personnel for interrogation. Anyone with the potential to possess classified or sensitive data about \
Nanotrasen could find themselves a target for Cybersun. The company relentlessly employs contractors to probe Nanotrasen \
for vulnerabilities, starting with their employees." \
)