mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-02-06 22:50:21 +00:00
278 lines
8.3 KiB
Plaintext
278 lines
8.3 KiB
Plaintext
//replaces our stun baton code with /tg/station's code
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/obj/item/melee/baton
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name = "stunbaton"
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desc = "A stun baton for incapacitating people with."
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icon_state = "stunbaton"
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item_state = "baton"
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slot_flags = SLOT_BELT
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force = 15
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sharp = FALSE
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edge = FALSE
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throwforce = 7
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flags = NOCONDUCT
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w_class = ITEMSIZE_NORMAL
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drop_sound = 'sound/items/drop/metalweapon.ogg'
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pickup_sound = 'sound/items/pickup/metalweapon.ogg'
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origin_tech = list(TECH_COMBAT = 2)
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attack_verb = list("beaten")
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var/lightcolor = "#FF6A00"
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var/stunforce = 0
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var/agonyforce = 60
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var/status = 0 //whether the thing is on or not
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var/obj/item/cell/bcell = null
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var/hitcost = 240
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var/grip_safety = TRUE
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var/taped_safety = FALSE
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/melee/baton/get_cell()
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return bcell
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/obj/item/melee/baton/MouseDrop(obj/over_object as obj)
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if(!canremove)
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return
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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//makes sure that the thing is equipped, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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if (( usr.restrained() ) || ( usr.stat ))
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return
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if ((src.loc == usr) && !(istype(over_object, /obj/screen)) && !usr.unEquip(src))
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return
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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/obj/item/melee/baton/loaded/Initialize(mapload) //this one starts with a cell pre-installed.
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bcell = new/obj/item/cell/device/weapon(src)
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. = ..()
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/obj/item/melee/baton/proc/deductcharge()
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if(status == 1) //Only deducts charge when it's on
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if(bcell)
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if(bcell.checked_use(hitcost))
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return 1
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else
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return 0
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return null
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/obj/item/melee/baton/proc/powercheck()
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if(bcell)
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if(bcell.charge < hitcost)
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status = 0
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update_icon()
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/obj/item/melee/baton/update_icon()
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if(status)
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icon_state = "[initial(name)]_active"
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else if(!bcell)
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icon_state = "[initial(name)]_nocell"
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else
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icon_state = "[initial(name)]"
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if(icon_state == "[initial(name)]_active")
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set_light(2, 1, lightcolor)
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else
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set_light(0)
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/obj/item/melee/baton/dropped(mob/user)
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..()
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if(status && grip_safety && !taped_safety)
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status = 0
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visible_message(span_warning("\The [src]'s grip safety engages!"))
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update_icon()
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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if(taped_safety)
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. += span_warning("Someone has wrapped tape around the grip!")
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if(bcell)
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. += span_notice("The baton is [round(bcell.percent())]% charged.")
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if(!bcell)
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. += span_warning("The baton does not have a power source installed.")
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/obj/item/melee/baton/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/cell))
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if(istype(W, /obj/item/cell/device))
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if(!bcell)
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user.drop_item()
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W.loc = src
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bcell = W
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to_chat(user, span_notice("You install a cell in [src]."))
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update_icon()
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else
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to_chat(user, span_notice("[src] already has a cell."))
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else
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to_chat(user, span_notice("This cell is not fitted for [src]."))
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if(istype(W, /obj/item/tape_roll) || istype(W, /obj/item/taperoll))
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if(grip_safety && !taped_safety) //no point letting people wrap tape around the grips of batons without a safety
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to_chat(user, span_notice("You firmly wrap tape around the baton's grip, disabling the safety system."))
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playsound(src, 'sound/effects/tape.ogg',25)
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taped_safety = TRUE
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else if(grip_safety && taped_safety)
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to_chat(user, span_notice("The grip safety has already been taped down."))
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if(istype(W, /obj/item/tool/screwdriver))
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if(taped_safety)
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to_chat(user, span_notice("You painstakingly scrape away the tape over the grip safety."))
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taped_safety = FALSE
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/obj/item/melee/baton/attack_hand(mob/user as mob)
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if(user.get_inactive_hand() == src)
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if(bcell)
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bcell.update_icon()
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user.put_in_hands(bcell)
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bcell = null
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to_chat(user, span_notice("You remove the cell from the [src]."))
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status = 0
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update_icon()
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return
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..()
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else
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return ..()
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/obj/item/melee/baton/attack_self(mob/user)
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if(bcell && bcell.charge >= hitcost)
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status = !status
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to_chat(user, span_notice("[src] is now [status ? "on" : "off"]."))
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playsound(src, "sparks", 75, 1, -1)
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update_icon()
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else
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status = 0
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if(!bcell)
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to_chat(user, span_warning("[src] does not have a power source!"))
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else
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to_chat(user, span_warning("[src] is out of charge."))
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/user)
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if(status && (CLUMSY in user.mutations) && prob(50))
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to_chat(user, span_danger("You accidentally hit yourself with the [src]!"))
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user.Weaken(30)
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deductcharge(hitcost)
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return
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deductcharge(hitcost)
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return ..()
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/obj/item/melee/baton/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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if(isrobot(target))
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return ..()
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var/agony = agonyforce
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var/stun = stunforce
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var/obj/item/organ/external/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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affecting = H.get_organ(hit_zone)
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if(user.a_intent == I_HURT) //CHOMPEdit: No disarm. ONLY HARM.
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. = ..()
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//whacking someone causes a much poorer electrical contact than deliberately prodding them.
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agony *= 0.5
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stun *= 0.5
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else if(!status)
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if(affecting)
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target.visible_message(span_warning("[target] has been prodded in the [affecting.name] with [src] by [user]. Luckily it was off."))
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else
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target.visible_message(span_warning("[target] has been prodded with [src] by [user]. Luckily it was off."))
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else
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if(affecting)
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target.visible_message(span_danger("[target] has been prodded in the [affecting.name] with [src] by [user]!"))
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else
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target.visible_message(span_danger("[target] has been prodded with [src] by [user]!"))
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playsound(src, 'sound/weapons/egloves.ogg', 50, 1, -1)
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//stun effects
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if(status)
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target.stun_effect_act(stun, agony, hit_zone, src)
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msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src].")
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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H.forcesay(GLOB.hit_appends)
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powercheck()
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/obj/item/melee/baton/emp_act(severity)
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if(bcell)
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bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please.
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..()
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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desc = "An improvised stun baton."
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icon_state = "stunprod_nocell"
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item_state = "prod"
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force = 3
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throwforce = 5
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stunforce = 0
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agonyforce = 60 //same force as a stunbaton, but uses way more charge.
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hitcost = 2500 //runs off the same kind of big batteries as APCs, not small cells!
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attack_verb = list("poked")
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slot_flags = null
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grip_safety = FALSE
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/obj/item/melee/baton/cattleprod/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/cell))
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if(!istype(W, /obj/item/cell/device))
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if(!bcell)
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user.drop_item()
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W.loc = src
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bcell = W
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to_chat(user, span_notice("You install a cell in [src]."))
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update_icon()
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else
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to_chat(user, span_notice("[src] already has a cell."))
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else
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to_chat(user, span_notice("This cell is not fitted for [src]."))
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/obj/item/melee/baton/get_description_interaction()
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var/list/results = list()
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if(bcell)
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results += "[desc_panel_image("offhand")]to remove the weapon cell."
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else
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results += "[desc_panel_image("weapon cell")]to add a new weapon cell."
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results += ..()
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return results
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// Rare version of a baton that causes lesser lifeforms to really hate the user and attack them.
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/obj/item/melee/baton/shocker
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name = "shocker"
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desc = "A device that appears to arc electricity into a target to incapacitate or otherwise hurt them, similar to a stun baton. It looks inefficent."
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description_info = "Hitting a lesser lifeform with this while it is on will compel them to attack you above other nearby targets. Otherwise \
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it works like a regular stun baton, just less effectively."
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icon_state = "shocker"
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force = 10
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throwforce = 5
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agonyforce = 25 // Less efficent than a regular baton.
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attack_verb = list("poked")
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/obj/item/melee/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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..(target, user, hit_zone)
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if(status && target.has_AI())
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target.taunt(user)
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