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* crawling? * knockdown. CONTAINS CHANGES THAT NEED REVERTING * plotting can_moves death * CANMOVE IS DEAD * mappers are insane * removes todos as the are todone * decreases crawling speed * silly-con fixes * surgery fixes * fixes death * pAI fixes * removes var/lying * runtime fix * decreases default crawling speed * correct crawling dir * some more fixes * stunbaton tweak, revert later * rejuv fix * restraint and incapacitated refactor * crawling dir in line with TG * fixes vehicle movement and grabs * alien rest fixes * antistun fixes * fixed fall sounds * forgor to stage this * first review * canmove zombie dispersal * fix * lots of fixes * defines * fixes the trait helper * if you got no legs you can still crawl * sillyconfix * no reverty keepy * jaunt fix * hopefully fixes perma sleepy zzz * admin rejuv temp fix * rest canceling * antistun chems now remove knockdown * buckle offset fix * fixes some stuff * crawling delay = 4 * descuffs bed * sleeping hotfix * fixes simple mob resting * V is the macro for resting * projectiles no dodgy * refines the projectile check * god I hate strings * MORE FIXES * I hate buckling * fixes capulettium plus * winding down * farie review * bugs did stop showing up * SEAN * todo * sean review * ed209 * i HATE cyborgs * steel review * laaaaaast things * reverts stun baton changes * and done
255 lines
7.9 KiB
Plaintext
255 lines
7.9 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_state = "stunbaton"
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var/base_icon = "stunbaton"
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item_state = "baton"
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belt_icon = "stunbaton"
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slot_flags = 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, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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/// How many life ticks does the stun last for
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var/stunforce = 14 SECONDS
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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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/// Chance for the baton to stun when thrown at someone
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var/throw_hit_chance = 35
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var/obj/item/stock_parts/cell/high/cell = null
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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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else 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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else
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cell = new(src)
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/obj/item/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide.</span>")
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return FIRELOSS
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/obj/item/melee/baton/update_icon()
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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 class='notice'>This baton is drawing power directly from your own internal charge.</span>"
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if(cell)
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. += "<span class='notice'>The baton is [round(cell.percent())]% charged.</span>"
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else
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. += "<span class='warning'>The baton does not have a power source installed.</span>"
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/obj/item/melee/baton/detailed_examine()
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return "The baton needs to be turned on to apply the stunning effect. Use it in your hand to toggle it on or off. If your intent is \
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set to 'harm', you will inflict damage when using it, regardless if it is on or not. Each stun reduces the baton's charge, which can be replenished by \
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putting it inside a weapon recharger."
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/obj/item/melee/baton/get_cell()
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return cell
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/obj/item/melee/baton/throw_impact(atom/hit_atom)
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..()
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if(prob(throw_hit_chance) && turned_on && isliving(hit_atom) && !issilicon(hit_atom))
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baton_stun(hit_atom)
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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()
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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/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = I
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if(cell)
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to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
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return
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if(C.maxcharge < hitcost)
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to_chat(user, "<span class='warning'>[src] requires a higher capacity cell!</span>")
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return
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if(!user.unEquip(I))
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return
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I.forceMove(src)
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cell = I
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to_chat(user, "<span class='notice'>You install [I] into [src].</span>")
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update_icon()
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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 class='warning'>There's no cell installed!</span>")
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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 class='notice'>You remove [cell] from [src].</span>")
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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()
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/obj/item/melee/baton/attack_self(mob/user)
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if(cell?.charge >= hitcost)
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turned_on = !turned_on
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to_chat(user, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
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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 class='warning'>You do not have enough reserve power to charge [src]!</span>")
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else if(!cell)
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to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/living/user)
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>",
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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user.Weaken(stunforce * 3)
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deductcharge(hitcost)
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return
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if(issilicon(M)) // Can't stunbaton borgs and AIs
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return ..()
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if(!isliving(M))
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return
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var/mob/living/L = M
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(check_martial_counter(H, user))
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return
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if(user.a_intent == INTENT_HARM)
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if(turned_on)
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baton_stun(L, user)
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return ..() // Whack them too if in harm intent
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if(!turned_on)
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L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was off.</span>",
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"<span class='danger'>[L == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.</span>")
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return
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baton_stun(L, user)
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user.do_attack_animation(L)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user)
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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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playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
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return
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H.forcesay(GLOB.hit_appends)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK, 33)
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L.Weaken(stunforce)
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L.Stuttering(stunforce)
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>",
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"<span class='userdanger'>[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!</span>")
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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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/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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user.Stun(stunforce)
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user.Weaken(stunforce)
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user.SetStuttering(stunforce)
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deductcharge(hitcost)
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user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [src]!</span>",
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"<span class='userdanger'>You unwisely attempt to wash [src] while it's still on.</span>")
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playsound(src, "sparks", 50, TRUE)
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return TRUE
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..()
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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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item_state = "prod"
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force = 3
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throwforce = 5
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stunforce = 10 SECONDS
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hitcost = 2000
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throw_hit_chance = 10
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slot_flags = SLOT_BACK
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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()
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if(sparkler.activate())
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return ..()
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