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CHOMPStation2/code/game/objects/items/weapons/stunbaton.dm
CHOMPStation2StaffMirrorBot 55215f896f [MIRROR] Properly paths sound files and folders (#10899)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-05-17 18:41:03 +02:00

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