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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Baton knockdown animation, refactor & doc
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@@ -0,0 +1,127 @@
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/// Delay in deci-seconds between two non-lethal attacks
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#define BATON_STUN_COOLDOWN 4 SECONDS
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/// Force of the telescopic baton when deployed
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#define BATON_TELESCOPIC_FORCE_DEPLOYED 10
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/**
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* # Police Baton
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*
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* Knocks down the hit mob when not on harm intent and when [/obj/item/melee/classic_baton/on] is TRUE
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*
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* A non-lethal attack has a cooldown to avoid spamming
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*/
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/obj/item/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon_state = "baton"
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item_state = "classic_baton"
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slot_flags = SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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/// Whether the baton is on cooldown
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var/on_cooldown = FALSE
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/// Whether the baton is toggled on (to allow attacking)
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var/on = TRUE
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/obj/item/melee/classic_baton/attack(mob/target, mob/living/user)
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if(!on)
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return ..()
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add_fingerprint(user)
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if((CLUMSY in user.mutations) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally clubs [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally club yourself with [src]!</span>")
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user.Weaken(force * 3)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(force * 2, BRUTE, "head")
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else
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user.take_organ_damage(force * 2)
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return
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if(isrobot(target))
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return ..()
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if(!isliving(target))
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return
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if(user.a_intent == INTENT_HARM) // Lethal attack
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if(!..() || !isrobot(target))
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return
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else if(!on_cooldown) // Non-lethal attack - knock them down
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// Check for shield/countering
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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return
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if(check_martial_counter(H, user))
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return
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// Visuals and sound
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user.do_attack_animation(target)
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playsound(target, 'sound/effects/woodhit.ogg', 75, TRUE, -1)
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add_attack_logs(user, target, "Stunned with [src]")
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target.visible_message("<span class='danger'>[user] has knocked down [target] with \the [src]!</span>", \
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"<span class='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
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// Hit 'em
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target.LAssailant = iscarbon(user) ? user : null
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target.Weaken(3)
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on_cooldown = TRUE
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addtimer(CALLBACK(src, .proc/cooldown_finished), BATON_STUN_COOLDOWN)
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/**
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* Called some time after a non-lethal attack
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*/
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/obj/item/melee/classic_baton/proc/cooldown_finished()
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on_cooldown = FALSE
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/**
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* # Fancy Cane
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*/
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/obj/item/melee/classic_baton/ntcane
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name = "fancy cane"
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desc = "A cane with special engraving on it. It seems well suited for fending off assailants..."
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icon_state = "cane_nt"
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item_state = "cane_nt"
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needs_permit = FALSE
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/obj/item/melee/classic_baton/ntcane/is_crutch()
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return TRUE
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/**
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* # Telescopic Baton
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*/
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon_state = "telebaton_0"
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item_state = null
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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needs_permit = FALSE
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force = 0
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on = FALSE
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/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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icon_state = "telebaton_[on]"
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if(on)
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to_chat(user, "<span class='warning'>You extend the baton.</span>")
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = BATON_TELESCOPIC_FORCE_DEPLOYED //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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to_chat(user, "<span class='notice'>You collapse the baton.</span>")
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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// Update mob hand visuals
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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playsound(loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
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add_fingerprint(user)
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#undef BATON_STUN_COOLDOWN
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#undef BATON_TELESCOPIC_FORCE_DEPLOYED
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@@ -1,119 +0,0 @@
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/* Weapons
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* Contains:
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* Banhammer
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* Classic Baton
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*/
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/*
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* Banhammer
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*/
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/obj/item/banhammer/attack(mob/M, mob/user)
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to_chat(M, "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>")
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to_chat(user, "<font color='red'> You have <b>BANNED</b> [M]</font>")
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playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
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/*
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* Classic Baton
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*/
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/obj/item/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon_state = "baton"
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item_state = "classic_baton"
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slot_flags = SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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var/cooldown = 0
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var/on = 1
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/obj/item/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
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if(on)
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add_fingerprint(user)
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if((CLUMSY in user.mutations) && prob(50))
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to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
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user.Weaken(3 * force)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(2*force, BRUTE, "head")
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else
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user.take_organ_damage(2*force)
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return
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if(isrobot(target))
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..()
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return
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if(!isliving(target))
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return
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if(user.a_intent == INTENT_HARM)
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if(!..()) return
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if(!isrobot(target)) return
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else
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if(cooldown <= 0)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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return
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if(check_martial_counter(H, user))
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return
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playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
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target.Weaken(3)
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add_attack_logs(user, target, "Stunned with [src]")
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add_fingerprint(user)
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target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
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"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
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if(!iscarbon(user))
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target.LAssailant = null
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else
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target.LAssailant = user
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cooldown = 1
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spawn(40)
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cooldown = 0
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return
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else
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return ..()
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/obj/item/melee/classic_baton/ntcane
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name = "fancy cane"
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desc = "A cane with special engraving on it. It seems well suited for fending off assailants..."
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icon_state = "cane_nt"
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item_state = "cane_nt"
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needs_permit = 0
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/obj/item/melee/classic_baton/ntcane/is_crutch()
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return 1
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//Telescopic baton
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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icon_state = "telebaton_0"
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item_state = null
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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needs_permit = 0
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force = 0
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on = 0
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/obj/item/melee/classic_baton/telescopic/attack_self(mob/user as mob)
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on = !on
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if(on)
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to_chat(user, "<span class ='warning'>You extend the baton.</span>")
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
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icon_state = "telebaton_0"
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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@@ -1,3 +1,6 @@
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/**
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* # Banhammer
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*/
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/obj/item/banhammer
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desc = "A banhammer"
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name = "banhammer"
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@@ -13,11 +16,15 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
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resistance_flags = FIRE_PROOF
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/obj/item/banhammer/suicide_act(mob/user)
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to_chat(viewers(user), "<span class='suicide'>[user] is hitting [user.p_them()]self with the [src.name]! It looks like [user.p_theyre()] trying to ban [user.p_them()]self from life.</span>")
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return BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS
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/obj/item/banhammer/attack(mob/M, mob/user)
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to_chat(M, "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>")
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to_chat(user, "<font color='red'> You have <b>BANNED</b> [M]</font>")
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playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
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/obj/item/sord
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name = "\improper SORD"
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desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
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