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Apparently harm intent is "hurt", not "harm" Conflicts: code/game/objects/items/weapons/stunbaton.dm
255 lines
7.6 KiB
Plaintext
255 lines
7.6 KiB
Plaintext
/obj/item/weapon/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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item_state = "baton"
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_BELT
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force = 10
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throwforce = 7
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w_class = 3
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origin_tech = "combat=2"
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attack_verb = list("beaten")
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var/stunforce = 0
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var/agonyforce = 60
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var/status = 0 //whether the thing is on or not
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var/obj/item/weapon/cell/high/bcell = null
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var/mob/foundmob = "" //Used in throwing proc.
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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.
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/obj/item/weapon/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</span>")
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return (FIRELOSS)
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/obj/item/weapon/melee/baton/loaded/New() //this one starts with a cell pre-installed.
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..()
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bcell = new/obj/item/weapon/cell/high(src)
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update_icon()
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return
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/obj/item/weapon/melee/baton/CheckParts()
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bcell = locate(/obj/item/weapon/cell) in contents
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update_icon()
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/obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt)
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if(bcell)
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if(bcell.rigged)
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bcell.explode()//exploding baton of justice
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update_icon()
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return
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else
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bcell.charge -= max(chrgdeductamt,0)
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if(bcell.charge < hitcost)
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status = 0
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update_icon()
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/obj/item/weapon/melee/baton/examine()
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set src in view(1)
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..()
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if(bcell)
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usr <<"<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>"
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if(!bcell)
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usr <<"<span class='warning'>The baton does not have a power source installed.</span>"
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/obj/item/weapon/melee/baton/update_icon()
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if(status)
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icon_state = "[initial(icon_state)]_active"
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else if(!bcell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cell))
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if(!bcell)
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user.drop_item()
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W.loc = src
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bcell = W
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user << "<span class='notice'>You install a cell in [src].</span>"
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update_icon()
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else
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user << "<span class='notice'>[src] already has a cell.</span>"
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(bcell)
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bcell.updateicon()
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bcell.loc = get_turf(src.loc)
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bcell = null
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user << "<span class='notice'>You remove the cell from the [src].</span>"
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status = 0
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update_icon()
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return
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..()
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return
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/obj/item/weapon/melee/baton/attack_self(mob/user)
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red You grab the [src] on the wrong side."
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user.Weaken(stunforce*3)
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deductcharge(hitcost)
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return
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if(bcell && bcell.charge)
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if(bcell.charge < hitcost)
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status = 0
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user << "<span class='warning'>[src] is out of charge.</span>"
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else
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status = !status
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user << "<span class='notice'>[src] is now [status ? "on" : "off"].</span>"
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playsound(loc, "sparks", 75, 1, -1)
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update_icon()
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else
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status = 0
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if(!bcell)
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user << "<span class='warning'>[src] does not have a power source!</span>"
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else
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user << "<span class='warning'>[src] is out of charge.</span>"
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add_fingerprint(user)
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/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "span class='danger'>You accidentally hit yourself with the [src]!</span>"
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user.Weaken(30)
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deductcharge(hitcost)
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return
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if(isrobot(M))
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..()
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return
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var/agony = agonyforce
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var/stun = stunforce
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var/mob/living/L = M
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var/target_zone = check_zone(user.zone_sel.selecting)
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if(user.a_intent == "hurt")
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if (!..()) //item/attack() does it's own messaging and logs
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return 0 // item/attack() will return 1 if they hit, 0 if they missed.
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agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
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stun *= 0.5
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//we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to.
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else
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//copied from human_defense.dm - human defence code should really be refactored some time.
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if (ishuman(L))
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user.lastattacked = L //are these used at all, if we have logs?
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L.lastattacker = user
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if (user != L) // Attacking yourself can't miss
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target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, L)
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if(!target_zone)
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L.visible_message("\red <B>[user] misses [L] with \the [src]!")
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return 0
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var/mob/living/carbon/human/H = L
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var/datum/organ/external/affecting = H.get_organ(target_zone)
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if (affecting)
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if(!status)
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L.visible_message("<span class='warning'>[L] has been prodded in the [affecting.display_name] with [src] by [user]. Luckily it was off.</span>")
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return 1
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else
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H.visible_message("<span class='danger'>[L] has been prodded in the [affecting.display_name] with [src] by [user]!</span>")
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else
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if(!status)
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L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
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return 1
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else
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L.visible_message("<span class='danger'>[L] has been prodded with [src] by [user]!</span>")
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//stun effects
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L.stun_effect_act(stun, agony, target_zone, src)
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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msg_admin_attack("[key_name(user)] stunned [key_name(L)] with the [src].")
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deductcharge(hitcost)
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return 1
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/obj/item/weapon/melee/baton/throw_impact(atom/hit_atom)
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. = ..()
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if (prob(50))
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if(istype(hit_atom, /mob/living))
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var/mob/living/carbon/human/H = hit_atom
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if(status)
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//stun effects
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if (stunforce)
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H.Stun(stunforce)
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H.Weaken(stunforce)
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H.apply_effect(STUTTER, stunforce)
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if (agonyforce)
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//Siemens coefficient?
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//TODO: Merge this with taser effects
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H.apply_effect(agonyforce,AGONY,0)
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H.apply_effect(STUTTER, agonyforce/10)
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H.apply_effect(EYE_BLUR, agonyforce/10)
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H.flash_pain()
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deductcharge(hitcost)
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if(bcell.charge < hitcost)
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status = 0
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update_icon()
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for(var/mob/M in player_list) if(M.key == src.fingerprintslast)
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foundmob = M
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break
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H.visible_message("<span class='danger'>[src], thrown by [foundmob.name], strikes [H] and stuns them!</span>")
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H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by thrown [src.name] last touched by ([src.fingerprintslast])</font>"
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log_attack("Flying [src.name], last touched by ([src.fingerprintslast]) stunned [H.name] ([H.ckey])" )
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if(!iscarbon(foundmob))
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H.LAssailant = null
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else
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H.LAssailant = foundmob
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/obj/item/weapon/melee/baton/emp_act(severity)
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if(bcell)
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bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please.
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..()
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//secborg stun baton module
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/obj/item/weapon/melee/baton/robot/attack_self(mob/user)
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//try to find our power cell
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var/mob/living/silicon/robot/R = loc
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if (istype(R))
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bcell = R.cell
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return ..()
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/obj/item/weapon/melee/baton/robot/attackby(obj/item/weapon/W, mob/user)
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return
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/obj/item/weapon/melee/baton/loaded/ntcane
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name = "fancy cane"
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desc = "A cane with special engraving on it. It has a strange button on the handle..."
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icon_state = "cane_nt"
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item_state = "cane_nt"
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/weapon/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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item_state = "prod"
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force = 3
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throwforce = 5
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stunforce = 0
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agonyforce = 60 //same force as a stunbaton, but uses way more charge.
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hitcost = 2500
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attack_verb = list("poked")
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slot_flags = null
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/obj/item/weapon/melee/baton/cattleprod/update_icon()
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if(status)
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icon_state = "stunprod_active"
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else if(!bcell)
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icon_state = "stunprod_nocell"
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else
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icon_state = "stunprod"
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