diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index 1acf1934472..88e24cf6554 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -182,9 +182,12 @@ var/mob/living/L = M if(user.a_intent == INTENT_HARM) + . = ..() // Whack them too if in harm intent + if(.) // True is returned when blocked, false when not. I know. + return if(turned_on) - baton_stun(L, user) - return ..() // Whack them too if in harm intent + baton_stun(L, user, ignore_shield_check = TRUE) + return if(!turned_on) user.do_attack_animation(L) @@ -195,8 +198,8 @@ if(baton_stun(L, user)) user.do_attack_animation(L) -/// returning false results in no baton attack animation, returning true results in an animation. -/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE) +/// returning false results in no baton attack animation, returning true results in an animation. If ignore_shield_check is true, the baton will not run check shields, and will hit if not on cooldown. +/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE, ignore_shield_check = FALSE) if(cooldown > world.time && !skip_cooldown) return FALSE @@ -207,7 +210,7 @@ cooldown = world.time + initial(cooldown) // tracks the world.time when hitting will be next available. if(ishuman(L)) var/mob/living/carbon/human/H = L - if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that + if(!ignore_shield_check && H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE) return FALSE H.Confused(10 SECONDS) @@ -310,6 +313,6 @@ QDEL_NULL(sparkler) return ..() -/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE) +/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE, ignore_shield_check = FALSE) if(sparkler.activate()) return ..()