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Re-add harmbatonning. Adds forcesay: if you're typing when you get hit by a stun weapon, you say a garbled version of what you were typing (from /tg/).
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@@ -16,7 +16,7 @@
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var/obj/item/weapon/cell/high/bcell = null
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var/mob/foundmob = "" //Used in throwing proc.
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var/hitcost = 1500 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
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var/allowharm = 0 // Allow or disallow harming with the stunbaton
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var/allowharm = 1 // Allow or disallow harming with the stunbaton
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/obj/item/weapon/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</span>")
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@@ -114,7 +114,6 @@
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deductcharge(hitcost)
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return
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if(isrobot(M))
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..()
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return
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@@ -165,6 +164,10 @@
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msg_admin_attack("[key_name(user)] stunned [key_name(L)] with the [src].")
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deductcharge(hitcost)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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H.forcesay(hit_appends)
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return 1
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