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203105788c
* fixes * fuck my stupid chungus life * Minion limit, heal fix, dead sac fix * cooldown, no sacrificing star gazer or ascended alive heretics * blade debuff * oopsy * Update tgui.bundle.js * map diff bot what ya doing * fuck that chat spam * lets heretic armour hold a haunted longsword * why not it makes sense * do_after * god I hate this bullshit * other lewc stuff * push * heretic id card fix * she tg on my ui till I css * yes * spent * fix / ipc buff (real)™️ * moderate again * revert * no reserve * bringing up to master * update map files to master * didnt replace centcomm * beginning some rebalancing * aggressive spread tweaks * lots of tweaks and fixes * trying to un-key the maps * maybe this time * this time???? * oops * sql fix * basicmob conversion * paintings! and a critical influence fix * rust + tweaks * monster tweak * small change * removing this * more tweaks. no more dusting * added some examine_more * flower seeds * various tweaks. more to come * no more conduit spacing * fixed some dumb stuff * silly stuff * its always prettier * bugfixes and linters * linters, wow * oops * bah * linter * fuck you * temp check * hidden influence drain * influence visible message * tweak fix * void cloak bugfix * small fixes * fixes * do_after_once broken * fixes and tweaks * heretic blade potential fix + sacrifice changes * batch of fixes * tiny tweak * rebuilt TGUI * no greentext + rerolls * logging + bugfix * unused var * small fix * various fixes * comment * projectile change * tgui rebuild * tgui bundle redo * rune issue solved * influence visible now * fix ui reloading * new moon ascension + fixes + icons * tweaks, species sprites * tgui rebuild * small tweak + linter * harvester icon tweak * spans * fixes and tweaks * caretaker nerf + tweaks * potential fix for knowledge * roller fix * mad mask * Update tgui.bundle.js * void phase tweak * Update tgui.bundle.js * misc tweaks * fix heretic not retargeting correctly with cryo * simplify logic * this is better * lots of fixes and tweaks * Update tgui.bundle.js * linter * linter * fireshark and greyscale insanity * fish * Update tgui.bundle.js * linter * linter * tgui * no window shopping * fish fix * tgui rebundle * moon smile runtime fix * various fixes * sacrifice fixes * insanity is easier now, madness mask changes. * bugfixing + teleport change * linters + tweaks * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Paul <pmerkamp@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
445 lines
15 KiB
Plaintext
445 lines
15 KiB
Plaintext
/obj/item/melee/baton
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name = "stunbaton"
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desc = "A stun baton for incapacitating people with."
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icon = 'icons/obj/weapons/baton.dmi'
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icon_state = "stunbaton"
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belt_icon = "stunbaton"
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slot_flags = ITEM_SLOT_BELT
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force = 10
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throwforce = 7
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origin_tech = "combat=2"
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attack_verb = list("beaten")
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 80, ACID = 80)
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new_attack_chain = TRUE
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var/base_icon = "stunbaton"
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/// How many seconds does the knockdown last for?
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var/knockdown_duration = 10 SECONDS
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/// how much stamina damage does this baton do?
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var/stam_damage = 60 // 2 hits or 1 hit + 2 disabler shots
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/// Is the baton currently turned on
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var/turned_on = FALSE
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/// How much power does it cost to stun someone
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var/hitcost = 1000
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var/obj/item/stock_parts/cell/cell = null // Adminbus tip: make this something that isn't a cell :)
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/// the initial cooldown tracks the time between swings. tracks the world.time when the baton is usable again.
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var/cooldown = 3.5 SECONDS
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/// the time it takes before the target falls over
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var/knockdown_delay = 2.5 SECONDS
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COOLDOWN_DECLARE(stun_cooldown)
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/melee/baton/loaded/Initialize(mapload) //this one starts with a cell pre-installed.
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link_new_cell()
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return ..()
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/obj/item/melee/baton/Destroy()
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if(cell?.loc == src)
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QDEL_NULL(cell)
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return ..()
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/**
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* Updates the linked power cell on the baton.
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*
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* If the baton is held by a cyborg, link it to their internal cell.
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* Else, spawn a new cell and use that instead.
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* Arguments:
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* * unlink - If TRUE, sets the `cell` variable to `null` rather than linking it to a new one.
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*/
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/obj/item/melee/baton/proc/link_new_cell(unlink = FALSE)
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if(unlink)
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cell = null
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return
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if(isrobot(loc?.loc)) // First loc is the module
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var/mob/living/silicon/robot/R = loc.loc
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cell = R.cell
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return
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if(!cell)
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var/powercell = /obj/item/stock_parts/cell/high
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cell = new powercell(src)
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else
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cell = new cell(src)
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/obj/item/melee/baton/suicide_act(mob/user)
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user.visible_message(SPAN_SUICIDE("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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/obj/item/melee/baton/update_icon_state()
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if(turned_on)
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icon_state = "[base_icon]_active"
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else if(!cell)
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icon_state = "[base_icon]_nocell"
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else
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icon_state = "[base_icon]"
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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if(isrobot(user))
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. += SPAN_NOTICE("This baton is drawing power directly from your own internal charge.")
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if(cell)
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. += SPAN_NOTICE("The baton is [round(cell.percent())]% charged.")
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else
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. += SPAN_WARNING("The baton does not have a power source installed.")
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. += SPAN_NOTICE("When turned on this item will knockdown anyone it hits after a short delay. While on harm intent, this item will also do some brute damage, even if turned on.")
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. += SPAN_NOTICE("This item can be recharged in a recharger. Using a screwdriver on this item will allow you to access its power cell, which can be replaced.")
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/obj/item/melee/baton/get_cell()
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return cell
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/obj/item/melee/baton/mob_can_equip(mob/user, slot, disable_warning = TRUE) // disable the warning
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if(turned_on && (slot == ITEM_SLOT_BELT || slot == ITEM_SLOT_SUIT_STORE))
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to_chat(user, SPAN_WARNING("You can't equip [src] while it's active!"))
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return FALSE
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return ..()
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/obj/item/melee/baton/can_enter_storage(obj/item/storage/S, mob/user)
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if(turned_on)
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to_chat(user, SPAN_WARNING("[S] can't hold [src] while it's active!"))
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return FALSE
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return TRUE
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/**
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* Removes the specified amount of charge from the batons power cell.
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*
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* If `src` is a cyborg baton, this removes the charge from the borg's internal power cell instead.
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* Arguments:
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* * amount - The amount of battery charge to be used.
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*/
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/obj/item/melee/baton/proc/deductcharge(amount)
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if(!cell)
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return
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cell.use(amount)
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if(cell.rigged)
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cell = null
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turned_on = FALSE
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update_icon(UPDATE_ICON_STATE)
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return
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if(cell.charge < (hitcost)) // If after the deduction the baton doesn't have enough charge for a stun hit it turns off.
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turned_on = FALSE
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update_icon()
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playsound(src, "sparks", 75, TRUE, -1)
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/obj/item/melee/baton/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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. = ..()
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if(istype(used, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = used
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if(cell)
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to_chat(user, SPAN_WARNING("[src] already has a cell!"))
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return ITEM_INTERACT_COMPLETE
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if(C.maxcharge < hitcost)
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to_chat(user, SPAN_WARNING("[src] requires a higher capacity cell!"))
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return ITEM_INTERACT_COMPLETE
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if(!user.unequip(used))
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to_chat(user, SPAN_WARNING("[used] is stuck to your hand!"))
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return ITEM_INTERACT_COMPLETE
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used.forceMove(src)
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cell = used
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to_chat(user, SPAN_NOTICE("You install [used] into [src]."))
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update_icon(UPDATE_ICON_STATE)
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return ITEM_INTERACT_COMPLETE
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/obj/item/melee/baton/screwdriver_act(mob/living/user, obj/item/I)
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if(!cell)
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to_chat(user, SPAN_WARNING("There's no cell installed!"))
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return
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if(!I.use_tool(src, user, volume = I.tool_volume))
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return
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user.put_in_hands(cell)
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to_chat(user, SPAN_NOTICE("You remove [cell] from [src]."))
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cell.update_icon()
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cell = null
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turned_on = FALSE
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update_icon(UPDATE_ICON_STATE)
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/obj/item/melee/baton/activate_self(mob/user)
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if(..())
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return FINISH_ATTACK
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// Sometimes the borg baton spawns without linking to the cyborg's cell for reasons beyond my ken. That is VERY bad. This will fix it on the spot.
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// They have to turn it on to use it, after all.
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if(isrobot(loc) && !cell)
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link_new_cell()
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if(cell?.charge >= hitcost)
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turned_on = !turned_on
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to_chat(user, SPAN_NOTICE("[src] is now [turned_on ? "on" : "off"]."))
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playsound(src, "sparks", 75, TRUE, -1)
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else
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if(isrobot(loc))
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to_chat(user, SPAN_WARNING("You do not have enough reserve power to charge [src]!"))
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else if(!cell)
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to_chat(user, SPAN_WARNING("[src] does not have a power source!"))
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else
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to_chat(user, SPAN_WARNING("[src] is out of charge."))
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/throw_impact(mob/living/carbon/human/hit_mob)
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. = ..()
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if(!. && turned_on && istype(hit_mob))
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thrown_baton_stun(hit_mob)
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/obj/item/melee/baton/pre_attack(atom/atom_target, mob/living/user, params)
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if(..())
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return FINISH_ATTACK
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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// For those super edge cases where you clumsy baton yourself in quick succession.
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if(baton_stun(user, user, skip_cooldown = TRUE))
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user.visible_message(
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SPAN_DANGER("[user] accidentally hits [user.p_themselves()] with [src]!"),
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SPAN_USERDANGER("You accidentally hit yourself with [src]!")
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)
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return FINISH_ATTACK
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if(user.mind?.martial_art?.no_baton && user.mind?.martial_art?.can_use(user))
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to_chat(user, user.mind.martial_art.no_baton_reason)
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return FINISH_ATTACK
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if(!ismob(atom_target))
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return
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var/mob/living/target = atom_target
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if(user.a_intent == INTENT_HARM)
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return // Harmbaton!
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if(!turned_on)
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user.do_attack_animation(target)
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target.visible_message(
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SPAN_WARNING("[user] has prodded [target] with [src]. Luckily it was off."),
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SPAN_DANGER("[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.")
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)
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
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return FINISH_ATTACK | MELEE_COOLDOWN_PREATTACK
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// Only human mobs can be stunned.
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if(!ishuman(target))
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user.do_attack_animation(target)
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target.visible_message(
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SPAN_WARNING("[user] has prodded [target] with [src]. It doesn't seem to have an effect."),
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SPAN_DANGER("[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. It doesn't seem to have an effect.")
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)
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
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return FINISH_ATTACK | MELEE_COOLDOWN_PREATTACK
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if(baton_stun(target, user))
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user.do_attack_animation(target)
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return FINISH_ATTACK | MELEE_COOLDOWN_PREATTACK
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/obj/item/melee/baton/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(ishuman(target) && turned_on)
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var/mob/living/carbon/human/H = target
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baton_stun(H, user)
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/// returning false results in no baton attack animation, returning true results in an animation.
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE)
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if(!COOLDOWN_FINISHED(src, stun_cooldown) && !skip_cooldown)
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return FALSE
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var/user_UID = user.UID()
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if(HAS_TRAIT_FROM(L, TRAIT_WAS_BATONNED, user_UID)) // prevents double baton cheese.
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return FALSE
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if(hitcost > 0 && cell?.charge < hitcost)
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to_chat(user, SPAN_WARNING("[src] fizzles weakly as it makes contact. It needs more power!"))
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return FALSE
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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user.do_attack_animation(H)
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return FALSE
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H.Confused(10 SECONDS)
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H.Jitter(10 SECONDS)
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H.apply_damage(stam_damage, STAMINA)
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H.SetStuttering(10 SECONDS)
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COOLDOWN_START(src, stun_cooldown, cooldown)
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ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
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if(!HAS_TRAIT(L, TRAIT_BATON_RESISTANCE))
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L.apply_status_effect(STATUS_EFFECT_DELAYED, knockdown_delay, CALLBACK(L, TYPE_PROC_REF(/mob/living/, KnockDown), knockdown_duration), COMSIG_LIVING_CLEAR_STUNS)
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addtimer(CALLBACK(src, PROC_REF(baton_delay), L, user_UID), knockdown_delay)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK, 33)
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if(user)
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L.store_last_attacker(user)
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L.visible_message(
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SPAN_DANGER("[user] has stunned [L] with [src]!"),
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SPAN_USERDANGER("[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!")
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)
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add_attack_logs(user, L, "stunned")
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play_hit_sound()
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deductcharge(hitcost)
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return TRUE
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/obj/item/melee/baton/proc/play_hit_sound()
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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/obj/item/melee/baton/proc/thrown_baton_stun(mob/living/carbon/human/L)
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if(!COOLDOWN_FINISHED(src, stun_cooldown))
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return FALSE
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var/user_UID = thrownby
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var/mob/user = locateUID(thrownby)
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if(!istype(user) || (user.mind?.martial_art?.no_baton && user.mind?.martial_art?.can_use(user)))
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return
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if(HAS_TRAIT_FROM(L, TRAIT_WAS_BATONNED, user_UID))
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return FALSE
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COOLDOWN_START(src, stun_cooldown, cooldown)
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L.Confused(4 SECONDS)
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L.Jitter(4 SECONDS)
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L.apply_damage(30, STAMINA)
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L.SetStuttering(4 SECONDS)
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ADD_TRAIT(L, TRAIT_WAS_BATONNED, user_UID) // so one person cannot hit the same person with two separate batons
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addtimer(CALLBACK(src, PROC_REF(baton_delay), L, user_UID), 2 SECONDS)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK, 33)
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L.store_last_attacker(user)
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L.visible_message(SPAN_DANGER("[src] stuns [L]!"))
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add_attack_logs(user, L, "stunned")
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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deductcharge(hitcost)
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return TRUE
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/obj/item/melee/baton/proc/baton_delay(mob/living/target, user_UID)
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REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
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/obj/item/melee/baton/emp_act(severity)
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. = ..()
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if(cell)
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deductcharge(1000 / severity)
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/obj/item/melee/baton/wash(mob/living/user, atom/source)
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if(turned_on && cell?.charge)
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flick("baton_active", source)
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baton_stun(user, user, skip_cooldown = TRUE)
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user.visible_message(
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SPAN_WARNING("[user] shocks [user.p_themselves()] while attempting to wash the active [src]!"),
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SPAN_USERDANGER("You unwisely attempt to wash [src] while it's still on.")
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)
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return TRUE
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..()
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/// baton used for security bots
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/obj/item/melee/baton/infinite_cell
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hitcost = 0
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turned_on = TRUE
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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desc = "An improvised stun baton."
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icon_state = "stunprod_nocell"
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base_icon = "stunprod"
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force = 3
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throwforce = 5
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knockdown_duration = 6 SECONDS
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w_class = WEIGHT_CLASS_BULKY
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hitcost = 2000
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slot_flags = ITEM_SLOT_BACK | ITEM_SLOT_BELT
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flags_2 = ALLOW_BELT_NO_JUMPSUIT_2 //Look, you can strap it to your back. You can strap it to your waist too.
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var/obj/item/assembly/igniter/sparkler = null
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/obj/item/melee/baton/cattleprod/Initialize(mapload)
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. = ..()
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sparkler = new(src)
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/obj/item/melee/baton/cattleprod/Destroy()
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QDEL_NULL(sparkler)
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return ..()
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/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE)
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if(sparkler.activate())
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return ..()
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/obj/item/melee/baton/loaded/borg_stun_arm
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name = "electrically-charged arm"
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desc = "A piece of scrap metal wired directly to your power cell."
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icon = 'icons/mob/robot_items.dmi'
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base_icon = "elecarm"
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icon_state = "elecarm"
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hitcost = 100
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/obj/item/melee/baton/loaded/borg_stun_arm/screwdriver_act(mob/living/user, obj/item/I)
|
|
return FALSE
|
|
|
|
/obj/item/melee/baton/flayerprod
|
|
name = "swarmprod"
|
|
desc = "A mechanical mass which you can use to incapacitate someone with."
|
|
icon_state = "swarmprod"
|
|
base_icon = "swarmprod"
|
|
inhand_icon_state = "swarmprod"
|
|
throwforce = 0 // Just in case
|
|
knockdown_duration = 6 SECONDS
|
|
knockdown_delay = 0 SECONDS
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
flags = ABSTRACT | NODROP
|
|
turned_on = TRUE
|
|
cell = /obj/item/stock_parts/cell/flayerprod
|
|
/// The duration that stunning someone will disable their radio for
|
|
var/radio_disable_time = 8 SECONDS
|
|
|
|
/obj/item/melee/baton/flayerprod/Initialize(mapload) // We are not making a flayerprod without a cell
|
|
link_new_cell()
|
|
RegisterSignal(src, COMSIG_ACTIVATE_SELF, TYPE_PROC_REF(/datum, signal_cancel_activate_self))
|
|
return ..()
|
|
|
|
/obj/item/melee/baton/flayerprod/update_icon_state()
|
|
return
|
|
|
|
/obj/item/melee/baton/flayerprod/screwdriver_act(mob/living/user, obj/item/I)
|
|
return
|
|
|
|
/obj/item/melee/baton/flayerprod/play_hit_sound()
|
|
playsound(src, 'sound/weapons/egloves.ogg', 25, TRUE, -1, ignore_walls = FALSE)
|
|
|
|
/obj/item/melee/baton/flayerprod/baton_stun(mob/living/L, mob/user, skip_cooldown)
|
|
if(..())
|
|
disable_radio(L)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/item/melee/baton/flayerprod/proc/disable_radio(mob/living/L)
|
|
var/list/all_items = L.GetAllContents()
|
|
for(var/obj/item/radio/R in all_items)
|
|
R.radio_enable_timer = addtimer(CALLBACK(src, PROC_REF(enable_radio), R), radio_disable_time, TIMER_UNIQUE | TIMER_OVERRIDE | TIMER_STOPPABLE | TIMER_DELETE_ME)
|
|
R.on = FALSE
|
|
R.listening = FALSE
|
|
R.broadcasting = FALSE
|
|
L.visible_message(SPAN_WARNING("[R] buzzes loudly as it short circuits!"), blind_message = SPAN_NOTICE("You hear a loud, electronic buzzing."))
|
|
|
|
/obj/item/melee/baton/flayerprod/proc/enable_radio(obj/item/radio/R)
|
|
if(QDELETED(R))
|
|
return
|
|
R.on = TRUE
|
|
R.listening = TRUE
|
|
|
|
/obj/item/melee/baton/flayerprod/deductcharge(amount)
|
|
if(cell.charge < hitcost)
|
|
return
|
|
cell.use(amount)
|
|
|
|
/obj/item/melee/baton/flayerprod/examine(mob/user)
|
|
. = ..()
|
|
. += SPAN_NOTICE("This one seems to be able to interfere with radio headsets.")
|