Adds siemens_coefficient handling to stun batons

Conflicts:
	code/game/objects/items/weapons/stunbaton.dm
This commit is contained in:
mwerezak
2014-08-03 15:54:34 -04:00
committed by ZomgPonies
parent f2f1b53791
commit 64638987dc
2 changed files with 30 additions and 22 deletions
+16 -7
View File
@@ -119,12 +119,14 @@
return
var/agony = agonyforce
var/stun = stunforce
var/mob/living/L = M
var/contact = 1
if(user.a_intent == "harm")
contact = ..()
agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
stun *= 0.5
else
//copied from human_defense.dm
if (ishuman(L))
@@ -151,18 +153,25 @@
L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
else
L.visible_message("<span class='danger'>[L] has been prodded with [src] by [user]!</span>")
msg_admin_attack("[key_name(user)] attempted to stun [key_name(L)] with the [src].")
//stun effects
if (contact)
if (stunforce)
L.Stun(stunforce)
L.Weaken(stunforce)
L.apply_effect(STUTTER, stunforce)
msg_admin_attack("[key_name(user)] attempted to stun [key_name(L)] with the [src].")
if (ishuman(L))
var/mob/living/carbon/human/H = L
var/datum/organ/external/affected = get_organ(def_zone)
var/siemens_coeff = H.get_siemens_coefficient_organ(affected)
stun *= siemens_coeff
agony *= siemens_coeff
if (stun)
L.Stun(stun)
L.Weaken(stun)
L.apply_effect(STUTTER, stun)
if (agony)
//Siemens coefficient?
//TODO: Merge this with taser effects
//perhaps this could be merged with taser effects?
L.apply_effect(agony,AGONY,0)
L.apply_effect(STUTTER, agony/10)
L.apply_effect(EYE_BLUR, agony/10)