/** * # Police Baton * * Knocks down the hit mob when not on harm intent and when [/obj/item/melee/classic_baton/on] is TRUE * * A non-lethal attack has a cooldown to avoid spamming */ /obj/item/melee/classic_baton name = "police baton" desc = "A wooden truncheon for beating criminal scum." icon_state = "baton" item_state = "classic_baton" slot_flags = SLOT_BELT force = 12 //9 hit crit w_class = WEIGHT_CLASS_NORMAL // Settings /// Whether the baton can stun silicon mobs var/affect_silicon = FALSE /// The stun time (in life cycles) for non-silicons var/stun_time = 6 SECONDS_TO_LIFE_CYCLES /// The stun time (in life cycles) for silicons var/stun_time_silicon = 10 SECONDS_TO_LIFE_CYCLES /// Cooldown in deciseconds between two knockdowns var/cooldown = 4 SECONDS /// Sound to play when knocking someone down var/stun_sound = 'sound/effects/woodhit.ogg' // Variables /// Whether the baton is on cooldown var/on_cooldown = FALSE /// Whether the baton is toggled on (to allow attacking) var/on = TRUE /obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user) if(!on) return ..() add_fingerprint(user) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) user.visible_message("[user] accidentally clubs [user.p_them()]self with [src]!", \ "You accidentally club yourself with [src]!") user.Weaken(force * 3) if(ishuman(user)) var/mob/living/carbon/human/H = user H.apply_damage(force * 2, BRUTE, "head") else user.take_organ_damage(force * 2) return if(user.a_intent == INTENT_HARM) return ..() if(on_cooldown) return if(issilicon(target) && !affect_silicon) return ..() else stun(target, user) /** * Called when a target is about to be hit non-lethally. * * Arguments: * * target - The mob about to be hit * * user - The attacking user */ /obj/item/melee/classic_baton/proc/stun(mob/living/target, mob/living/user) if(issilicon(target)) user.visible_message("[user] pulses [target]'s sensors with [src]!",\ "You pulse [target]'s sensors with [src]!") on_silicon_stun(target, user) else // Check for shield/countering if(ishuman(target)) var/mob/living/carbon/human/H = target if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) return FALSE if(check_martial_counter(H, user)) return FALSE user.visible_message("[user] knocks down [target] with [src]!",\ "You knock down [target] with [src]!") on_non_silicon_stun(target, user) // Visuals and sound user.do_attack_animation(target) playsound(target, stun_sound, 75, TRUE, -1) add_attack_logs(user, target, "Stunned with [src]") // Hit 'em target.LAssailant = iscarbon(user) ? user : null target.Weaken(stun_time) on_cooldown = TRUE addtimer(CALLBACK(src, .proc/cooldown_finished), cooldown) return TRUE /** * Called when a silicon has been stunned. * * Arguments: * * target - The hit mob * * user - The attacking user */ /obj/item/melee/classic_baton/proc/on_silicon_stun(mob/living/silicon/target, mob/living/user) target.flash_eyes(affect_silicon = TRUE) target.Weaken(stun_time_silicon) /** * Called when a non-silicon has been stunned. * * Arguments: * * target - The hit mob * * user - The attacking user */ /obj/item/melee/classic_baton/proc/on_non_silicon_stun(mob/living/target, mob/living/user) return /** * Called some time after a non-lethal attack */ /obj/item/melee/classic_baton/proc/cooldown_finished() on_cooldown = FALSE /** * # Fancy Cane */ /obj/item/melee/classic_baton/ntcane name = "fancy cane" desc = "A cane with special engraving on it. It seems well suited for fending off assailants..." icon_state = "cane_nt" item_state = "cane_nt" needs_permit = FALSE /obj/item/melee/classic_baton/ntcane/is_crutch() return TRUE /** * # Telescopic Baton */ /obj/item/melee/classic_baton/telescopic name = "telescopic baton" desc = "A compact yet robust personal defense weapon. Can be concealed when folded." item_state = null slot_flags = SLOT_BELT w_class = WEIGHT_CLASS_SMALL needs_permit = FALSE on = FALSE /// Force when concealed var/force_off = 0 /// Force when extended var/force_on = 10 /// Item state when extended var/item_state_on = "nullrod" /// Icon state when concealed var/icon_state_off = "telebaton_0" /// Icon state when extended var/icon_state_on = "telebaton_1" /// Sound to play when concealing or extending var/extend_sound = 'sound/weapons/batonextend.ogg' /// Attack verbs when concealed (created on Initialize) var/static/list/attack_verb_off /// Attack verbs when extended (created on Initialize) var/static/list/attack_verb_on /obj/item/melee/classic_baton/telescopic/Initialize(mapload) . = ..() if(!attack_verb_off) attack_verb_off = list("hit", "poked") attack_verb_on = list("smacked", "struck", "cracked", "beaten") icon_state = icon_state_off force = force_off attack_verb = on ? attack_verb_on : attack_verb_off /obj/item/melee/classic_baton/telescopic/attack_self(mob/user) on = !on icon_state = on ? icon_state_on : icon_state_off if(on) to_chat(user, "You extend [src].") item_state = item_state_on w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance force = force_on //stunbaton damage attack_verb = attack_verb_on else to_chat(user, "You collapse [src].") item_state = null //no sprite for concealment even when in hand slot_flags = SLOT_BELT w_class = WEIGHT_CLASS_SMALL force = force_off //not so robust now attack_verb = attack_verb_off // Update mob hand visuals if(ishuman(user)) var/mob/living/carbon/human/H = user H.update_inv_l_hand() H.update_inv_r_hand() playsound(loc, extend_sound, 50, TRUE) add_fingerprint(user)