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https://github.com/ParadiseSS13/Paradise.git
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Classic Baton Refactor
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@@ -149,7 +149,7 @@
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"/obj/item/weapon/melee/classic_baton",
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"/obj/item/device/flashlight/seclite",
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"/obj/item/taperoll/police",
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"/obj/item/weapon/melee/telebaton"
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"/obj/item/weapon/melee/classic_baton/telescopic"
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)
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/obj/item/weapon/storage/belt/security/sec/New()
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@@ -161,7 +161,7 @@
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new /obj/item/weapon/kitchenknife/combat(src)
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new /obj/item/weapon/melee/baton/loaded(src)
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new /obj/item/device/flash(src)
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new /obj/item/weapon/melee/telebaton(src)
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new /obj/item/weapon/melee/classic_baton/telescopic(src)
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new /obj/item/weapon/grenade/flashbang(src)
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/obj/item/weapon/storage/belt/soulstone
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@@ -92,9 +92,11 @@
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user.update_inv_l_hand(0)
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else
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user << "<span class='warning'>It's already fabulous!</span>"
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/*
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* Classic Baton
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*/
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/obj/item/weapon/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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@@ -102,102 +104,12 @@
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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 = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You club yourself over the head."
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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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/*this is already called in ..()
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src.add_fingerprint(user)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
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*/
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if (user.a_intent == "harm")
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if(!..()) return
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playsound(get_turf(src), "swing_hit", 50, 1, -1)
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if (M.stuttering < 8 && (!(HULK in M.mutations)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
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M.stuttering = 8
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M.Weaken(3)
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for(var/mob/O in viewers(M))
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if (O.client) O.show_message("\red <B>[M] has been beaten with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
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else
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playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
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M.Stun(3)
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M.Weaken(3)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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log_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])")
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if(!iscarbon(user))
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M.LAssailant = null
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else
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M.LAssailant = user
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src.add_fingerprint(user)
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for(var/mob/O in viewers(M))
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if (O.client) O.show_message("\red <B>[M] has been stunned with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
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//Telescopic baton
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/obj/item/weapon/melee/telebaton
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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 = 'icons/obj/weapons.dmi'
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icon_state = "telebaton_0"
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item_state = "telebaton_0"
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3
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force = 12 //9 hit crit
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w_class = 3
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var/cooldown = 0
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var/on = 0
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var/on = 1
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/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
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on = !on
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if(on)
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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 = 4 //doesnt fit in backpack when its on for balance
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force = 10 //seclite damage
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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user << "<span class ='notice'>You collapse the baton.</span>"
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icon_state = "telebaton_0"
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item_state = "telebaton_0" //no sprite in other words
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slot_flags = SLOT_BELT
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w_class = 2
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force = 3 //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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if (!blood_DNA) return
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
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var/icon/I = new /icon(src.icon, src.icon_state)
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I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD)
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I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY)
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blood_overlay = I
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overlays += blood_overlay
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return
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/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
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/obj/item/weapon/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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@@ -221,9 +133,10 @@
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if(cooldown <= 0)
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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_logs(target, user, "stunned", object="telescopic baton")
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add_logs(target, user, "stunned", object="classic baton")
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src.add_fingerprint(user)
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target.visible_message("<span class ='danger'>[target] has been knocked down with \the [src] by [user]!</span>")
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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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@@ -235,6 +148,39 @@
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else
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return ..()
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//Telescopic baton
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/obj/item/weapon/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 = 'icons/obj/weapons.dmi'
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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 = 2
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force = 0
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on = 0
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/obj/item/weapon/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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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 = 4 //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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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 = 2
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force = 0 //not so robust now
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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add_fingerprint(user)
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/*
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*Energy Blade
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*/
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