/obj/item/weapon/melee/baton
name = "stunbaton"
desc = "A stun baton for incapacitating people with."
icon_state = "stunbaton"
item_state = "baton"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = 3
var/stunforce = 10
var/status = 0
var/mob/foundmob = "" //Used in throwing proc.
var/obj/item/weapon/cell/high/bcell = 0
var/hitcost = 1500
origin_tech = "combat=2"
suicide_act(mob/user)
viewers(user) << "[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide."
return (FIRELOSS)
/obj/item/weapon/melee/baton/loaded/New()
..()
bcell = new(src)
update_icon()
return
/obj/item/weapon/melee/baton/CheckParts()
bcell = locate(/obj/item/weapon/cell) in contents
update_icon()
/obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt)
if(bcell)
if(bcell.rigged)
bcell.explode()//exploding baton of justice
update_icon()
return
else
bcell.charge -= max(chrgdeductamt,0)
if(bcell.charge < hitcost)
status = 0
update_icon()
/obj/item/weapon/melee/baton/examine()
set src in view(1)
..()
if(bcell)
usr <<"The baton is [round(bcell.percent())]% charged."
if(!bcell)
usr <<"The baton does not have a power source installed."
/obj/item/weapon/melee/baton/update_icon()
if(status)
icon_state = "[initial(icon_state)]_active"
else if(!bcell)
icon_state = "[initial(icon_state)]_nocell"
else
icon_state = "[initial(icon_state)]"
/obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/cell))
if(!bcell)
user.drop_item()
W.loc = src
bcell = W
user << "You install a cell in [src]."
update_icon()
else
user << "[src] already has a cell."
else if(istype(W, /obj/item/weapon/screwdriver))
if(bcell)
bcell.updateicon()
bcell.loc = get_turf(src.loc)
bcell = null
user << "You remove the cell from the [src]."
status = 0
update_icon()
return
..()
return
/obj/item/weapon/melee/baton/attack_self(mob/user)
if(status && (M_CLUMSY in user.mutations) && prob(50))
user << "\red You grab the [src] on the wrong side."
user.Weaken(stunforce*3)
deductcharge(hitcost)
return
if(bcell && bcell.charge)
if(bcell.charge < hitcost)
status = 0
user << "[src] is out of charge."
else
status = !status
user << "[src] is now [status ? "on" : "off"]."
playsound(loc, "sparks", 75, 1, -1)
update_icon()
else
status = 0
if(!bcell)
user << "[src] does not have a power source!"
else
user << "[src] is out of charge."
add_fingerprint(user)
/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
if(status && (M_CLUMSY in user.mutations) && prob(50))
user << "span class='danger'>You accidentally hit yourself with the [src]!"
user.Weaken(30)
deductcharge(hitcost)
return
if(isrobot(M))
..()
return
var/mob/living/carbon/human/H = M
if(user.a_intent == "hurt")
if(!..()) return
H.visible_message("[M] has been beaten with the [src] by [user]!")
user.attack_log += "\[[time_stamp()]\] Beat [H.name] ([H.ckey]) with [src.name]"
H.attack_log += "\[[time_stamp()]\] Beaten by [user.name] ([user.ckey]) with [src.name]"
msg_admin_attack("[user.name] ([user.ckey]) beat [H.name] ([H.ckey]) with [src.name] (JMP)")
playsound(src.loc, "swing_hit", 50, 1, -1)
else if(!status)
H.visible_message("[H] has been prodded with [src] by [user]. Luckily it was off.")
return
var/stunroll = (rand(1,100))
if(status)
user.lastattacked = H
H.lastattacker = user
if(user == H) // Attacking yourself can't miss
stunroll = 100
if(stunroll < 40)
H.visible_message("\red [user] misses [H] with \the [src]!")
msg_admin_attack("[key_name(user)] attempted to stun [key_name(H)] with the [src].")
return
H.Stun(stunforce)
H.Weaken(stunforce)
H.apply_effect(STUTTER, stunforce)
H.visible_message("[H] has been stunned with [src] by [user]!")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
msg_admin_attack("[key_name(user)] stunned [key_name(H)] with the [src].")
user.attack_log += "\[[time_stamp()]\] Stunned [H.name] ([H.ckey]) with [src.name]"
H.attack_log += "\[[time_stamp()]\] Stunned by [user.name] ([user.ckey]) with [src.name]"
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
if(R && R.cell)
R.cell.use(hitcost)
else
deductcharge(hitcost)
/obj/item/weapon/melee/baton/throw_impact(atom/hit_atom)
. = ..()
if (prob(50))
if(istype(hit_atom, /mob/living))
var/mob/living/carbon/human/H = hit_atom
if(status)
H.Stun(stunforce)
H.Weaken(stunforce)
H.apply_effect(STUTTER, stunforce)
deductcharge(hitcost)
if(bcell.charge < hitcost)
status = 0
update_icon()
for(var/mob/M in player_list) if(M.key == src.fingerprintslast)
foundmob = M
break
H.visible_message("[src], thrown by [foundmob.name], strikes [H] and stuns them!")
H.attack_log += "\[[time_stamp()]\] Stunned by thrown [src.name] last touched by ([src.fingerprintslast])"
log_attack("Flying [src.name], last touched by ([src.fingerprintslast]) stunned [H.name] ([H.ckey])" )
if(!iscarbon(foundmob))
H.LAssailant = null
else
H.LAssailant = foundmob
/obj/item/weapon/melee/baton/emp_act(severity)
if(bcell)
deductcharge(1000 / severity)
if(bcell.reliability != 100 && prob(50/severity))
bcell.reliability -= 10 / severity
..()
/obj/item/weapon/melee/baton/loaded/ntcane
name = "fancy cane"
desc = "A cane with special engraving on it. It has a strange button on the handle..."
icon_state = "cane_nt"
item_state = "cane_nt"
//Makeshift stun baton. Replacement for stun gloves.
/obj/item/weapon/melee/baton/cattleprod
name = "stunprod"
desc = "An improvised stun baton."
icon_state = "stunprod_nocell"
item_state = "prod"
force = 3
throwforce = 5
stunforce = 5
hitcost = 2500
slot_flags = null
/obj/item/weapon/melee/baton/cattleprod/update_icon()
if(status)
icon_state = "stunprod_active"
else if(!bcell)
icon_state = "stunprod_nocell"
else
icon_state = "stunprod"