/* Weapons * Contains: * Sword * Classic Baton * Telescopic Baton */ /* * Classic Baton */ /obj/item/weapon/melee/classic_baton name = "police baton" desc = "A wooden truncheon for beating criminal scum." icon = 'icons/obj/weapons.dmi' icon_state = "baton" item_state = "classic_baton" slot_flags = SLOT_BELT force = 10 /obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob) if ((CLUMSY in user.mutations) && prob(50)) user << "You club yourself over the head." user.Weaken(3 * force) if(ishuman(user)) var/mob/living/carbon/human/H = user H.apply_damage(2*force, BRUTE, BP_HEAD) else user.take_organ_damage(2*force) return return ..() //Telescopic baton /obj/item/weapon/melee/telebaton name = "telescopic baton" desc = "A compact yet rebalanced personal defense weapon. Can be concealed when folded." icon = 'icons/obj/weapons.dmi' icon_state = "telebaton0" slot_flags = SLOT_BELT w_class = ITEMSIZE_SMALL force = 3 var/on = 0 /obj/item/weapon/melee/telebaton/attack_self(mob/user as mob) on = !on if(on) user.visible_message("With a flick of their wrist, [user] extends their telescopic baton.",\ "You extend the baton.",\ "You hear an ominous click.") icon_state = "telebaton1" w_class = ITEMSIZE_NORMAL force = 15//quite robust attack_verb = list("smacked", "struck", "slapped") else user.visible_message("\The [user] collapses their telescopic baton.",\ "You collapse the baton.",\ "You hear a click.") icon_state = "telebaton0" w_class = ITEMSIZE_SMALL force = 3//not so robust now attack_verb = list("hit", "punched") if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user H.update_inv_l_hand() H.update_inv_r_hand() playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1) add_fingerprint(user) if(blood_overlay && blood_DNA && (blood_DNA.len >= 1)) //updates blood overlay, if any overlays.Cut()//this might delete other item overlays as well but eeeeeeeh var/icon/I = new /icon(src.icon, src.icon_state) I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) blood_overlay = I overlays += blood_overlay return /obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob) if(on) if ((CLUMSY in user.mutations) && prob(50)) user << "You club yourself over the head." user.Weaken(3 * force) if(ishuman(user)) var/mob/living/carbon/human/H = user H.apply_damage(2*force, BRUTE, BP_HEAD) else user.take_organ_damage(2*force) return if(..()) //playsound(src.loc, "swing_hit", 50, 1, -1) return else return ..()