/obj/item/weapon/melee/baton name = "stunbaton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" item_state = "baton" slot_flags = SLOT_BELT force = 10 throwforce = 7 w_class = 3 origin_tech = "combat=2" attack_verb = list("beaten") var/stunforce = 7 var/status = 0 var/obj/item/weapon/stock_parts/cell/high/bcell = null var/hitcost = 1500 /obj/item/weapon/melee/baton/suicide_act(mob/user) user.visible_message("[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/New() ..() update_icon() return /obj/item/weapon/melee/baton/CheckParts() bcell = locate(/obj/item/weapon/stock_parts/cell) in contents update_icon() /obj/item/weapon/melee/baton/loaded/New() //this one starts with a cell pre-installed. ..() bcell = new(src) update_icon() return /obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt) if(bcell) if(bcell.charge < (hitcost+chrgdeductamt)) // If after the deduction the baton doesn't have enough charge for a stun hit it turns off. status = 0 update_icon() playsound(loc, "sparks", 75, 1, -1) if(bcell.use(chrgdeductamt)) return 1 else return 0 /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/examine(mob/user) ..() if(bcell) user <<"The baton is [round(bcell.percent())]% charged." if(!bcell) user <<"The baton does not have a power source installed." /obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/stock_parts/cell)) var/obj/item/weapon/stock_parts/cell/C = W if(bcell) user << "[src] already has a cell." else if(C.maxcharge < hitcost) user << "[src] requires a higher capacity cell." return user.drop_item() W.loc = src bcell = W user << "You install a cell in [src]." update_icon() 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(bcell && bcell.charge > hitcost) status = !status user << "[src] is now [status ? "on" : "off"]." playsound(loc, "sparks", 75, 1, -1) else status = 0 if(!bcell) user << "[src] does not have a power source!" else user << "[src] is out of charge." update_icon() add_fingerprint(user) /obj/item/weapon/melee/baton/attack(mob/M, mob/living/user) if(status && (CLUMSY in user.mutations) && prob(50)) user.visible_message("[user] accidentally hits themself with [src]!", \ "You accidentally hit yourself with [src]!") user.Weaken(stunforce*3) deductcharge(hitcost) return if(isrobot(M)) ..() return if(!isliving(M)) return var/mob/living/L = M if(user.a_intent != "harm") if(status) user.do_attack_animation(L) baton_stun(L, user) else L.visible_message("[user] has prodded [L] with [src]. Luckily it was off.", \ "[user] has prodded you with [src]. Luckily it was off") return else ..() if(status) baton_stun(L, user) /obj/item/weapon/melee/baton/proc/baton_stun(mob/living/L, mob/user) user.lastattacked = L L.lastattacker = user L.Stun(stunforce) L.Weaken(stunforce) L.apply_effect(STUTTER, stunforce) L.visible_message("[user] has stunned [L] with [src]!", \ "[user] has stunned you with [src]!") playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) if(isrobot(loc)) var/mob/living/silicon/robot/R = loc if(R && R.cell) R.cell.use(hitcost) else deductcharge(hitcost) if(ishuman(L)) var/mob/living/carbon/human/H = L H.forcesay(hit_appends) add_logs(L, user, "stunned", object="stunbaton") /obj/item/weapon/melee/baton/emp_act(severity) if(bcell) deductcharge(1000 / severity) if(bcell.reliability != 100 && prob(50/severity)) bcell.reliability -= 10 / severity ..() //secborg stun baton module /obj/item/weapon/melee/baton/loaded/robot hitcost = 1000 /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 = 3750 slot_flags = null w_class = 4 /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"