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@@ -12,6 +12,7 @@
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origin_tech = "combat=2"
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attack_verb = list("beaten")
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 80, ACID = 80)
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new_attack_chain = TRUE
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/// How many seconds does the knockdown last for?
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var/knockdown_duration = 10 SECONDS
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/// how much stamina damage does this baton do?
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@@ -51,10 +52,12 @@
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if(unlink)
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cell = null
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return
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if(isrobot(loc?.loc)) // First loc is the module
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var/mob/living/silicon/robot/R = loc.loc
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cell = R.cell
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return
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if(!cell)
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var/powercell = /obj/item/stock_parts/cell/high
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cell = new powercell(src)
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@@ -110,37 +113,46 @@
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/obj/item/melee/baton/proc/deductcharge(amount)
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if(!cell)
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return
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cell.use(amount)
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if(cell.rigged)
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cell = null
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turned_on = FALSE
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update_icon(UPDATE_ICON_STATE)
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return
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if(cell.charge < (hitcost)) // If after the deduction the baton doesn't have enough charge for a stun hit it turns off.
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turned_on = FALSE
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update_icon()
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playsound(src, "sparks", 75, TRUE, -1)
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/obj/item/melee/baton/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = I
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/obj/item/melee/baton/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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. = ..()
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if(istype(used, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = used
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if(cell)
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to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
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return
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return ITEM_INTERACT_COMPLETE
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if(C.maxcharge < hitcost)
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to_chat(user, "<span class='warning'>[src] requires a higher capacity cell!</span>")
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return
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if(!user.unequip(I))
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return
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I.forceMove(src)
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cell = I
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to_chat(user, "<span class='notice'>You install [I] into [src].</span>")
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return ITEM_INTERACT_COMPLETE
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if(!user.unequip(used))
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to_chat(user, "<span class='warning'>[used] is stuck to your hand!</span>")
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return ITEM_INTERACT_COMPLETE
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used.forceMove(src)
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cell = used
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to_chat(user, "<span class='notice'>You install [used] into [src].</span>")
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update_icon(UPDATE_ICON_STATE)
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return ITEM_INTERACT_COMPLETE
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/obj/item/melee/baton/screwdriver_act(mob/living/user, obj/item/I)
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if(!cell)
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to_chat(user, "<span class='warning'>There's no cell installed!</span>")
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return
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if(!I.use_tool(src, user, volume = I.tool_volume))
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return
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@@ -151,7 +163,15 @@
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turned_on = FALSE
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update_icon(UPDATE_ICON_STATE)
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/obj/item/melee/baton/attack_self__legacy__attackchain(mob/user)
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/obj/item/melee/baton/activate_self(mob/user)
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if(..())
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return FINISH_ATTACK
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// Sometimes the borg baton spawns without linking to the cyborg's cell for reasons beyond my ken. That is VERY bad. This will fix it on the spot.
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// They have to turn it on to use it, after all.
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if(isrobot(loc) && !cell)
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link_new_cell()
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if(cell?.charge >= hitcost)
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turned_on = !turned_on
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to_chat(user, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
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@@ -171,43 +191,67 @@
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if(!. && turned_on && istype(hit_mob))
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thrown_baton_stun(hit_mob)
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/obj/item/melee/baton/attack__legacy__attackchain(mob/M, mob/living/user)
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/obj/item/melee/baton/pre_attack(atom/A, mob/living/user, params)
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if(..())
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return FINISH_ATTACK
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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if(baton_stun(user, user, skip_cooldown = TRUE)) // for those super edge cases where you clumsy baton yourself in quick succession
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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return
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// For those super edge cases where you clumsy baton yourself in quick succession.
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if(baton_stun(user, user, skip_cooldown = TRUE))
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user.visible_message(
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"<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>"
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)
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return FINISH_ATTACK
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if(user.mind?.martial_art?.no_baton && user.mind?.martial_art?.can_use(user))
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to_chat(user, user.mind.martial_art.no_baton_reason)
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return
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if(issilicon(M)) // Can't stunbaton borgs and AIs
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return ..()
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return FINISH_ATTACK
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if(!isliving(M))
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if(!ismob(A))
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return
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var/mob/living/L = M
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user.changeNext_move(CLICK_CD_MELEE)
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var/mob/living/target = A
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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(!isnull(.)) // Attack returns null when successful
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return
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if(turned_on)
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baton_stun(L, user, ignore_shield_check = TRUE)
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// Harmbaton!
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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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L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was off.</span>",
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"<span class='danger'>[L == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.</span>")
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return
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user.do_attack_animation(target)
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target.visible_message(
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"<span class='warning'>[user] has prodded [target] with [src]. Luckily it was off.</span>",
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"<span class='danger'>[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.</span>"
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)
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
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return FINISH_ATTACK
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if(baton_stun(L, user))
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user.do_attack_animation(L)
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// Only human mobs can be stunned.
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if(!ishuman(target))
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user.do_attack_animation(target)
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target.visible_message(
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"<span class='warning'>[user] has prodded [target] with [src]. It doesn't seem to have an effect.</span>",
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"<span class='danger'>[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. It doesn't seem to have an effect.</span>"
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)
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
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return FINISH_ATTACK
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if(baton_stun(target, user))
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user.do_attack_animation(target)
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return FINISH_ATTACK
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/obj/item/melee/baton/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(ishuman(target) && turned_on)
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var/mob/living/carbon/human/H = target
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baton_stun(H, user, ignore_shield_check = TRUE)
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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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var/user_UID = user.UID()
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if(HAS_TRAIT_FROM(L, TRAIT_WAS_BATONNED, user_UID)) // prevents double baton cheese.
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return FALSE
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@@ -222,6 +266,7 @@
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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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H.Jitter(10 SECONDS)
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H.apply_damage(stam_damage, STAMINA)
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@@ -236,8 +281,10 @@
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>",
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"<span class='userdanger'>[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!</span>")
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L.visible_message(
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"<span class='danger'>[user] has stunned [L] with [src]!</span>",
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"<span class='userdanger'>[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!</span>"
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)
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add_attack_logs(user, L, "stunned")
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play_hit_sound()
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deductcharge(hitcost)
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@@ -292,8 +339,10 @@
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if(turned_on && cell?.charge)
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flick("baton_active", source)
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baton_stun(user, user, skip_cooldown = TRUE)
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user.visible_message("<span class='warning'>[user] shocks [user.p_themselves()] while attempting to wash the active [src]!</span>",
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"<span class='userdanger'>You unwisely attempt to wash [src] while it's still on.</span>")
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user.visible_message(
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"<span class='warning'>[user] shocks [user.p_themselves()] while attempting to wash the active [src]!</span>",
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"<span class='userdanger'>You unwisely attempt to wash [src] while it's still on.</span>"
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)
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return TRUE
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..()
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@@ -359,20 +408,15 @@
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/obj/item/melee/baton/flayerprod/Initialize(mapload) // We are not making a flayerprod without a cell
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link_new_cell()
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RegisterSignal(src, COMSIG_ACTIVATE_SELF, TYPE_PROC_REF(/datum, signal_cancel_activate_self))
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return ..()
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/obj/item/melee/baton/flayerprod/update_icon_state()
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return
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/obj/item/melee/baton/flayerprod/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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return
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/obj/item/melee/baton/flayerprod/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/melee/baton/flayerprod/attack_self__legacy__attackchain(mob/user)
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return
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/obj/item/melee/baton/flayerprod/play_hit_sound()
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playsound(src, 'sound/weapons/egloves.ogg', 25, TRUE, -1, ignore_walls = FALSE)
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