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[s] Stunbaton no longer triggers shields twice (#26197)
* [s] stunbaton no longer triggers shields twice * renamed
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@@ -182,9 +182,12 @@
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var/mob/living/L = M
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if(user.a_intent == INTENT_HARM)
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. = ..() // Whack them too if in harm intent
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if(.) // True is returned when blocked, false when not. I know.
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return
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if(turned_on)
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baton_stun(L, user)
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return ..() // Whack them too if in harm intent
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baton_stun(L, user, ignore_shield_check = TRUE)
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return
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if(!turned_on)
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user.do_attack_animation(L)
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@@ -195,8 +198,8 @@
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if(baton_stun(L, user))
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user.do_attack_animation(L)
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/// returning false results in no baton attack animation, returning true results in an animation.
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE)
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/// 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.
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE, ignore_shield_check = FALSE)
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if(cooldown > world.time && !skip_cooldown)
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return FALSE
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@@ -207,7 +210,7 @@
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cooldown = world.time + initial(cooldown) // tracks the world.time when hitting will be next available.
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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if(!ignore_shield_check && H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
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return FALSE
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H.Confused(10 SECONDS)
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@@ -310,6 +313,6 @@
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QDEL_NULL(sparkler)
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return ..()
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/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE)
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/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE, ignore_shield_check = FALSE)
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if(sparkler.activate())
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return ..()
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