/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 origin_tech = "combat=2" attack_verb = list("beaten") var/stunforce = 0 var/agonyforce = 60 var/status = 0 //whether the thing is on or not var/obj/item/weapon/cell/high/bcell = null var/mob/foundmob = "" //Used in throwing proc. 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. var/allowharm = 0 // Allow or disallow harming with the stunbaton /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/loaded/New() //this one starts with a cell pre-installed. ..() bcell = new/obj/item/weapon/cell/high(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/agony = agonyforce var/stun = stunforce var/mob/living/L = M var/target_zone = check_zone(user.zone_sel.selecting) if(user.a_intent == "harm" && allowharm == 1) if (!..()) //item/attack() does it's own messaging and logs return 0 // item/attack() will return 1 if they hit, 0 if they missed. agony *= 0.5 //whacking someone causes a much poorer contact than prodding them. stun *= 0.5 //we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to. else //copied from human_defense.dm - human defence code should really be refactored some time. if (ishuman(L)) user.lastattacked = L //are these used at all, if we have logs? L.lastattacker = user if (user != L) // Attacking yourself can't miss target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, L) if(!target_zone) L.visible_message("\red [user] misses [L] with \the [src]!") return 0 var/mob/living/carbon/human/H = L var/datum/organ/external/affecting = H.get_organ(target_zone) if (affecting) if(!status) L.visible_message("[L] has been prodded in the [affecting.display_name] with [src] by [user]. Luckily it was off.") return 1 else H.visible_message("[L] has been prodded in the [affecting.display_name] with [src] by [user]!") else if(!status) L.visible_message("[L] has been prodded with [src] by [user]. Luckily it was off.") return 1 else L.visible_message("[L] has been prodded with [src] by [user]!") //stun effects L.stun_effect_act(stun, agony, target_zone, src) playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) msg_admin_attack("[key_name(user)] stunned [key_name(L)] with the [src].") deductcharge(hitcost) return 1 /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) //stun effects if (stunforce) H.Stun(stunforce) H.Weaken(stunforce) H.apply_effect(STUTTER, stunforce) if (agonyforce) //Siemens coefficient? //TODO: Merge this with taser effects H.apply_effect(agonyforce,AGONY,0) H.apply_effect(STUTTER, agonyforce/10) H.apply_effect(EYE_BLUR, agonyforce/10) H.flash_pain() 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) bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please. ..() //secborg stun baton module /obj/item/weapon/melee/baton/robot/attack_self(mob/user) //try to find our power cell var/mob/living/silicon/robot/R = loc if (istype(R)) bcell = R.cell return ..() /obj/item/weapon/melee/baton/robot/attackby(obj/item/weapon/W, mob/user) return /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 = 0 agonyforce = 60 //same force as a stunbaton, but uses way more charge. hitcost = 2500 attack_verb = list("poked") 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"