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Allows the use of stun weapons to show up in autopsies
Conflicts: code/game/objects/items/weapons/stunbaton.dm code/modules/mob/living/carbon/human/human_defense.dm
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@@ -59,14 +59,13 @@ emp_act
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return -1 // complete projectile permutation
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//BEGIN BOOK'S TASER NERF.
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//Tasers
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if(istype(P, /obj/item/projectile/beam/stun))
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stun_effect_act(0, P.agony, def_zone)
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stun_effect_act(0, P.agony, def_zone, P)
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src <<"\red You have been hit by [P]!"
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del P
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return
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//END TASER NERF
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//Shrapnel
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if (P.damage_type == BRUTE)
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@@ -92,12 +91,12 @@ emp_act
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c_hand = l_hand
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else
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c_hand = r_hand
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if(c_hand)
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//Not only do you need to guess the correct hand, but you also have a 50% (and increases with distance, in the case of tasers) miss chance when targeting the hands
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//Since you can disarm someone by spamming disarm with a 60% success rate, it seems fair to have this be an automatic disarm, even for tasers.
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msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
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u_equip(c_hand)
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var/datum/organ/external/affected = get_organ(def_zone)
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if (affected.status & ORGAN_ROBOT)
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@@ -69,7 +69,7 @@
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return absorb
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//Handles the effects of "stun" weapons
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/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
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/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
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flash_pain()
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if (stun_amount)
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@@ -79,7 +79,7 @@
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apply_effect(EYE_BLUR, stun_amount)
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if (agony_amount)
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apply_effect(agony_amount, AGONY,0)
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apply_damage(agony_amount, HALLOSS, def_zone, 0, used_weapon)
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apply_effect(STUTTER, agony_amount/10)
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apply_effect(EYE_BLUR, agony_amount/10)
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