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## About The Pull Request This is a big one so please bear with me, wounds are complicated ### Max Potential Wound Rolls We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. ### Wound Escalation Penalties Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` ### Wound Armor Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ### ~~Wound Armor on Clothing~~ Reverted ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ ### The ``bare_wound_bonus`` variable I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. ## Why It's Good For The Game I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. ## Changelog 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
1012 lines
38 KiB
Plaintext
1012 lines
38 KiB
Plaintext
/obj/item/melee/baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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desc_controls = "Left click to stun, right click to harm."
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icon = 'icons/obj/weapons/baton.dmi'
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icon_state = "classic_baton"
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inhand_icon_state = "classic_baton"
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worn_icon_state = "classic_baton"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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slot_flags = ITEM_SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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wound_bonus = 15
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sound_vary = TRUE
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/// Whether this baton is active or not
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var/active = TRUE
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/// Used interally, you don't want to modify
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var/cooldown_check = 0
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/// Default wait time until can stun again.
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var/cooldown = (4 SECONDS)
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/// The length of the knockdown applied to a struck living, non-cyborg mob.
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var/knockdown_time = (1.5 SECONDS)
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/// If affect_cyborg is TRUE, this is how long we stun cyborgs for on a hit.
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var/stun_time_cyborg = (5 SECONDS)
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/// The length of the knockdown applied to the user on clumsy_check()
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var/clumsy_knockdown_time = 18 SECONDS
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/// How much stamina damage we deal on a successful hit against a living, non-cyborg mob.
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var/stamina_damage = 55
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/// How much armor does our baton ignore? This operates as armour penetration, but only applies to the stun attack.
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var/stun_armour_penetration = 15
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/// What armor does our stun attack check before delivering the attack?
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var/armour_type_against_stun = MELEE
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/// Chance of causing force_say() when stunning a human mob
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var/force_say_chance = 33
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/// Can we stun cyborgs?
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var/affect_cyborg = FALSE
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/// The path of the default sound to play when we stun something.
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var/on_stun_sound = 'sound/effects/woodhit.ogg'
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/// The volume of the above.
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var/on_stun_volume = 75
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/// Whether the stun attack is logged. Only relevant for abductor batons, which have different modes.
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var/log_stun_attack = TRUE
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/// Boolean on whether people with chunky fingers can use this baton.
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var/chunky_finger_usable = FALSE
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/// Boolean, if TRUE when we harmbaton someone we will also try to stun if the baton is active / not on cooldown.
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var/stun_on_harmbaton = FALSE
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/// Text shown when trying to stun someone while the baton is on cooldown.
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var/wait_desc = ""
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/// What term do we use to describe our baton being 'ready', or the phrase to use when var/active is TRUE.
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var/activated_word = "ready"
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/// The context to show when the baton is active and targeting a living thing
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var/context_living_target_active = "Stun"
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/// The context to show when the baton is active and targeting a living thing in combat mode
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var/context_living_target_active_combat_mode = "Stun"
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/// The context to show when the baton is inactive and targeting a living thing
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var/context_living_target_inactive = "Prod"
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/// The context to show when the baton is inactive and targeting a living thing in combat mode
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var/context_living_target_inactive_combat_mode = "Attack"
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/// The RMB context to show when the baton is active and targeting a living thing
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var/context_living_rmb_active = "Attack"
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/// The RMB context to show when the baton is inactive and targeting a living thing
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var/context_living_rmb_inactive = "Attack"
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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register_item_context()
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/obj/item/melee/baton/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_baton_notes))
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/obj/item/melee/baton/proc/add_baton_notes()
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var/list/readout = list()
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if(affect_cyborg)
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readout += "It can stun cyborgs for [round((stun_time_cyborg/10), 1)] seconds."
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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."]"
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if(stamina_damage <= 0) // The advanced baton actually does have 0 stamina damage so...yeah.
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readout += "Either it is [span_warning("completely unable to perform a stunning strike")], or it [span_warning("attacks via some unusual method")]."
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return readout.Join("\n")
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readout += "It takes [span_warning("[HITS_TO_CRIT(stamina_damage)] strike\s")] to stun an enemy."
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readout += "\nThe effects of each strike can be mitigated by utilizing [span_warning("[armour_type_against_stun]")] armor."
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readout += "\nIt has a stun armor-piercing capability of [span_warning("[get_stun_penetration_value()]%")]."
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return readout.Join("\n")
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/// Checks if we can actually USE the baton. Impure
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/obj/item/melee/baton/proc/can_baton(mob/living/target, mob/living/user)
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PROTECTED_PROC(TRUE)
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if(clumsy_check(user, target))
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return FALSE
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if(!chunky_finger_usable && ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(human_user.check_chunky_fingers() && user.is_holding(src) && !HAS_MIND_TRAIT(user, TRAIT_CHUNKYFINGERS_IGNORE_BATON))
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balloon_alert(human_user, "fingers are too big!")
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return FALSE
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return TRUE
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// Stun attack
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/obj/item/melee/baton/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(. || !isliving(target))
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return .
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if(!can_baton(target, user))
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return TRUE
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if(!COOLDOWN_FINISHED(src, cooldown_check))
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if(wait_desc)
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balloon_alert(user, wait_desc)
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return TRUE
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if(HAS_TRAIT_FROM(target, TRAIT_IWASBATONED, REF(user))) //no doublebaton abuse anon!
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target.balloon_alert(user, "can't stun yet!")
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return TRUE
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if(active)
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// when we continue to attack, deal 0 (brute) damage (just stun)
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SET_ATTACK_FORCE(attack_modifiers, 0)
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MUTE_ATTACK_HITSOUND(attack_modifiers)
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HIDE_ATTACK_MESSAGES(attack_modifiers)
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return .
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// Harm attack
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/obj/item/melee/baton/pre_attack_secondary(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(. != SECONDARY_ATTACK_CALL_NORMAL || !isliving(target))
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return .
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if(!can_baton(target, user))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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// call attack, NOT pre_attack
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// (so we go directly to harming)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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// This is where stun gets applied
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/obj/item/melee/baton/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
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if(!isliving(target) || !active || !COOLDOWN_FINISHED(src, cooldown_check) || HAS_TRAIT_FROM(target, TRAIT_IWASBATONED, REF(user)))
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return
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// worst check in the chain but - right click = harmbaton
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if(LAZYACCESS(modifiers, RIGHT_CLICK) && !stun_on_harmbaton)
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return
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finalize_baton_attack(target, user, modifiers)
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var/list/desc
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if(iscyborg(target))
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desc = get_cyborg_stun_description(target, user)
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if(!affect_cyborg)
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playsound(src, 'sound/effects/bang.ogg', 10, TRUE) //bonk
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else
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desc = get_stun_description(target, user)
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if(desc)
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target.visible_message(desc["visible"], desc["local"], visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE)
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/obj/item/melee/baton/apply_fantasy_bonuses(bonus)
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. = ..()
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stamina_damage = modify_fantasy_variable("stamina_damage", stamina_damage, bonus * 4)
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/obj/item/melee/baton/remove_fantasy_bonuses(bonus)
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stamina_damage = reset_fantasy_variable("stamina_damage", stamina_damage)
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return ..()
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/obj/item/melee/baton/add_item_context(datum/source, list/context, atom/target, mob/living/user)
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if (isturf(target))
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return NONE
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if (isobj(target))
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context[SCREENTIP_CONTEXT_LMB] = "Attack"
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else
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if (active)
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context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_active
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if (user.combat_mode)
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_active_combat_mode
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else
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_active
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else
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context[SCREENTIP_CONTEXT_RMB] = context_living_rmb_inactive
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if (user.combat_mode)
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive_combat_mode
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else
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context[SCREENTIP_CONTEXT_LMB] = context_living_target_inactive
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return CONTEXTUAL_SCREENTIP_SET
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/// Wrapper for calling "stun()" and doing relevant vfx/sfx
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/obj/item/melee/baton/proc/finalize_baton_attack(mob/living/target, mob/living/user, list/modifiers)
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PROTECTED_PROC(TRUE)
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COOLDOWN_START(src, cooldown_check, cooldown)
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if(on_stun_sound)
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playsound(src, on_stun_sound, on_stun_volume, TRUE, -1)
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if(baton_effect(target, user, modifiers) && user)
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set_batoned(target, user, cooldown)
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log_combat(user, target, "stunned", src.name)
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/// The actual "stun()" of the stun baton
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/obj/item/melee/baton/proc/baton_effect(mob/living/target, mob/living/user, list/modifiers, stun_override)
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PROTECTED_PROC(TRUE)
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var/trait_check = HAS_TRAIT(target, TRAIT_BATON_RESISTANCE)
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if(iscyborg(target))
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if(!affect_cyborg)
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return FALSE
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target.flash_act(affect_silicon = TRUE)
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target.Paralyze((isnull(stun_override) ? stun_time_cyborg : stun_override) * (trait_check ? 0.1 : 1))
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additional_effects_cyborg(target, user)
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else
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if(ishuman(target))
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var/mob/living/carbon/human/human_target = target
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if(prob(force_say_chance))
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human_target.force_say()
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var/effective_armour_penetration = get_stun_penetration_value()
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var/armour_block = target.run_armor_check(null, armour_type_against_stun, null, null, effective_armour_penetration)
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target.apply_damage(stamina_damage, STAMINA, blocked = armour_block)
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if(!trait_check)
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target.Knockdown((isnull(stun_override) ? knockdown_time : stun_override))
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additional_effects_non_cyborg(target, user)
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SEND_SIGNAL(target, COMSIG_MOB_BATONED, user, src)
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return TRUE
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/// Default message for stunning a living, non-cyborg mob.
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/obj/item/melee/baton/proc/get_stun_description(mob/living/target, mob/living/user)
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PROTECTED_PROC(TRUE)
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. = list()
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.["visible"] = span_danger("[user] knocks [target] down with [src]!")
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.["local"] = span_userdanger("[user] knocks you down with [src]!")
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/// Default message for stunning a cyborg.
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/obj/item/melee/baton/proc/get_cyborg_stun_description(mob/living/target, mob/living/user)
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PROTECTED_PROC(TRUE)
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. = list()
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if(affect_cyborg)
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.["visible"] = span_danger("[user] pulses [target]'s sensors with the baton!")
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.["local"] = span_danger("You pulse [target]'s sensors with the baton!")
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else
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.["visible"] = span_danger("[user] tries to knock down [target] with [src], and predictably fails!") //look at this duuuuuude
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.["local"] = span_userdanger("[user] tries to... knock you down with [src]?") //look at the top of his head!
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/// Contains any special effects that we apply to living, non-cyborg mobs we stun. Does not include applying a knockdown, dealing stamina damage, etc.
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/obj/item/melee/baton/proc/additional_effects_non_cyborg(mob/living/target, mob/living/user)
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PROTECTED_PROC(TRUE)
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return
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/// Contains any special effects that we apply to cyborgs we stun. Does not include flashing the cyborg's screen, hardstunning them, etc.
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/obj/item/melee/baton/proc/additional_effects_cyborg(mob/living/target, mob/living/user)
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PROTECTED_PROC(TRUE)
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return
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/// Used in marking a target as being hit by a baton
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/obj/item/melee/baton/proc/set_batoned(mob/living/target, mob/living/user, cooldown)
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PRIVATE_PROC(TRUE)
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if(!cooldown)
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return
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var/user_ref = REF(user) // avoids harddels.
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ADD_TRAIT(target, TRAIT_IWASBATONED, user_ref)
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addtimer(TRAIT_CALLBACK_REMOVE(target, TRAIT_IWASBATONED, user_ref), cooldown)
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/obj/item/melee/baton/proc/clumsy_check(mob/living/user, mob/living/intented_target)
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if(!active || !HAS_TRAIT(user, TRAIT_CLUMSY) || prob(50))
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return FALSE
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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)
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if(iscyborg(user))
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if(affect_cyborg)
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user.flash_act(affect_silicon = TRUE)
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user.Paralyze(clumsy_knockdown_time)
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additional_effects_cyborg(user, user) // user is the target here
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if(on_stun_sound)
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playsound(src, on_stun_sound, on_stun_volume, TRUE, -1)
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else
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playsound(src, 'sound/effects/bang.ogg', 10, TRUE)
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else
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//straight up always force say for clumsy humans
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if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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human_user.force_say()
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user.Knockdown(clumsy_knockdown_time)
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user.apply_damage(stamina_damage, STAMINA)
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additional_effects_non_cyborg(user, user) // user is the target here
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if(on_stun_sound)
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playsound(src, on_stun_sound, on_stun_volume, TRUE, -1)
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user.apply_damage(2 * force, BRUTE, BODY_ZONE_HEAD, attacking_item = src)
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log_combat(user, user, "accidentally stun attacked [user.p_them()]self due to their clumsiness", src)
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user.do_attack_animation(user)
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/// Handles the penetration value of our baton, called during baton_effect()
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|
/obj/item/melee/baton/proc/get_stun_penetration_value()
|
|
return stun_armour_penetration
|
|
|
|
/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"
|
|
stun_armour_penetration = 20
|
|
|
|
/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 = 40
|
|
|
|
/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 = 60
|
|
|
|
/obj/item/melee/baton/telescopic/contractor_baton
|
|
name = "contractor baton"
|
|
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
|
|
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 = 40
|
|
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)
|
|
target.set_stutter_if_lower(40 SECONDS)
|
|
|
|
/obj/item/melee/baton/security
|
|
name = "stun baton"
|
|
desc = "A stun baton for incapacitating people with."
|
|
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
|
|
// This value is added to our stun armour penetration when called by get_stun_penetration_value(). For giving some batons extra OOMPH.
|
|
var/additional_stun_armour_penetration = 0
|
|
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
|
|
///Whether or not our baton visibly changes the inhand sprite based on inserted cell
|
|
var/tip_changes_color = 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)
|
|
if(tip_changes_color)
|
|
inhand_icon_state = "[base_inhand]_active_[get_baton_tip_color()]"
|
|
else
|
|
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_color(get_baton_tip_color(TRUE))
|
|
set_light_on(!light_on)
|
|
return
|
|
|
|
/// Change our baton's top color based on the contained cell.
|
|
/obj/item/melee/baton/security/proc/get_baton_tip_color(set_light = FALSE)
|
|
var/tip_type_to_set
|
|
var/tip_light_to_set
|
|
|
|
if(cell)
|
|
var/chargepower = cell.maxcharge
|
|
var/zap_value = clamp(chargepower/STANDARD_CELL_CHARGE, 0, 100)
|
|
switch(zap_value)
|
|
if(-INFINITY to 10)
|
|
tip_type_to_set = "orange"
|
|
tip_light_to_set = LIGHT_COLOR_ORANGE
|
|
if(11 to 20)
|
|
tip_type_to_set = "red"
|
|
tip_light_to_set = LIGHT_COLOR_INTENSE_RED
|
|
if(21 to 30)
|
|
tip_type_to_set = "green"
|
|
tip_light_to_set = LIGHT_COLOR_GREEN
|
|
if(31 to INFINITY)
|
|
tip_type_to_set = "blue"
|
|
tip_light_to_set = LIGHT_COLOR_BLUE
|
|
else
|
|
tip_type_to_set = "orange"
|
|
|
|
return set_light ? tip_light_to_set : tip_type_to_set
|
|
|
|
/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/clumsy_check(mob/living/carbon/human/user)
|
|
. = ..()
|
|
if(.)
|
|
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
|
|
deductcharge(cell_hit_cost)
|
|
|
|
/obj/item/melee/baton/security/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
|
|
. = ..()
|
|
if(. || !isliving(target))
|
|
return .
|
|
|
|
if(!active && !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 TRUE
|
|
|
|
return .
|
|
|
|
/obj/item/melee/baton/security/baton_effect(mob/living/target, mob/living/user, modifiers, stun_override)
|
|
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 ..()
|
|
|
|
/obj/item/melee/baton/security/get_stun_penetration_value()
|
|
if(cell)
|
|
var/chargepower = cell.maxcharge
|
|
var/zap_pen = clamp(chargepower/STANDARD_CELL_CHARGE, 0, 100)
|
|
return zap_pen + additional_stun_armour_penetration
|
|
return stun_armour_penetration + additional_stun_armour_penetration
|
|
|
|
/*
|
|
* 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)
|
|
target.set_confusion_if_lower(10 SECONDS)
|
|
target.set_stutter_if_lower(16 SECONDS)
|
|
|
|
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))
|
|
deductcharge(STANDARD_CELL_CHARGE / 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
|
|
|
|
//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
|
|
tip_changes_color = FALSE
|
|
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/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/can_baton(mob/living/target, mob/living/user)
|
|
if(!sparkler.activate())
|
|
return FALSE
|
|
return ..()
|
|
|
|
/obj/item/melee/baton/security/cattleprod/Destroy()
|
|
if(sparkler)
|
|
QDEL_NULL(sparkler)
|
|
return ..()
|
|
|
|
/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
|
|
tip_changes_color = 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/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
|
|
|
|
/obj/item/melee/baton/security/cattleprod/teleprod/clumsy_check(mob/living/carbon/human/user)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
do_teleport(user, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE)
|
|
|
|
/obj/item/melee/baton/security/cattleprod/teleprod/baton_effect(mob/living/target, mob/living/user, modifiers, stun_override)
|
|
. = ..()
|
|
if(!. || target.move_resist >= MOVE_FORCE_OVERPOWERING)
|
|
return
|
|
do_teleport(target, get_turf(target), 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
|
|
|
|
/obj/item/melee/baton/security/cattleprod/telecrystalprod/clumsy_check(mob/living/carbon/human/user)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
do_teleport(src, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE) //Wait, where did it go?
|
|
|
|
/obj/item/melee/baton/security/cattleprod/telecrystalprod/baton_effect(mob/living/target, mob/living/user, modifiers, stun_override)
|
|
. = ..()
|
|
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!"))
|
|
|
|
|
|
/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 = 30 // 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.adjustStaminaLoss(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 ..()
|