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Paradise/code/game/objects/items/weapons/stunbaton.dm
2013-09-13 13:30:04 -04:00

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/obj/item/weapon/melee/baton
name = "stun baton"
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
var/charges = 10
var/status = 0
var/mob/foundmob = "" //Used in throwing proc.
origin_tech = "combat=2"
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is putting the live [src.name] in \his mouth! It looks like \he's trying to commit suicide.</b>"
return (FIRELOSS)
/obj/item/weapon/melee/baton/update_icon()
if(status)
icon_state = "stunbaton_active"
item_state = "baton_on"
else
icon_state = "stunbaton"
item_state = "baton"
/obj/item/weapon/melee/baton/attack_self(mob/user as mob)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "\red You grab the [src] on the wrong side."
user.Weaken(30)
charges--
if(charges < 1)
status = 0
update_icon()
return
if(charges > 0)
status = !status
user << "<span class='notice'>\The [src] is now [status ? "on" : "off"].</span>"
playsound(src.loc, "sparks", 75, 1, -1)
update_icon()
else
status = 0
user << "<span class='warning'>\The [src] is out of charge.</span>"
add_fingerprint(user)
/obj/item/weapon/melee/baton/attack(mob/M as mob, mob/user as mob)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>You accidentally hit yourself with the [src]!</span>"
user.Weaken(30)
charges--
if(charges < 1)
status = 0
update_icon()
return
var/mob/living/carbon/human/H = M
if(isrobot(M))
..()
return
if(user.a_intent == "hurt")
if(!..()) return
//H.apply_effect(5, WEAKEN, 0)
H.visible_message("<span class='danger'>[M] has been beaten with the [src] by [user]!</span>")
user.attack_log += "\[[time_stamp()]\]<font color='red'> Beat [H.name] ([H.ckey]) with [src.name]</font>"
H.attack_log += "\[[time_stamp()]\]<font color='orange'> Beaten by [user.name] ([user.ckey]) with [src.name]</font>"
msg_admin_attack("[user.name] ([user.ckey]) beat [H.name] ([H.ckey]) with [src.name] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
playsound(src.loc, "swing_hit", 50, 1, -1)
else if(!status)
H.visible_message("<span class='warning'>[M] has been prodded with the [src] by [user]. Luckily it was off.</span>")
return
if(status)
H.apply_effect(10, STUN, 0)
H.apply_effect(10, WEAKEN, 0)
H.apply_effect(10, STUTTER, 0)
user.lastattacked = M
H.lastattacker = user
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
R.cell.use(50)
else
charges--
H.visible_message("<span class='danger'>[M] has been stunned with the [src] by [user]!</span>")
user.attack_log += "\[[time_stamp()]\]<font color='red'> Stunned [H.name] ([H.ckey]) with [src.name]</font>"
H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by [user.name] ([user.ckey]) with [src.name]</font>"
log_attack("[user.name] ([user.ckey]) stunned [H.name] ([H.ckey]) with [src.name]")
playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(charges < 1)
status = 0
update_icon()
add_fingerprint(user)
/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)
H.apply_effect(10, STUN, 0)
H.apply_effect(10, WEAKEN, 0)
H.apply_effect(10, STUTTER, 0)
charges--
for(var/mob/M in player_list) if(M.key == src.fingerprintslast)
foundmob = M
break
H.visible_message("<span class='danger'>[src], thrown by [foundmob.name], strikes [H] and stuns them!</span>")
H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by thrown [src.name] last touched by ([src.fingerprintslast])</font>"
log_attack("Flying [src.name], last touched by ([src.fingerprintslast]) stunned [H.name] ([H.ckey])" )
/obj/item/weapon/melee/baton/emp_act(severity)
switch(severity)
if(1)
charges = 0
if(2)
charges = max(0, charges - 5)
if(charges < 1)
status = 0
update_icon()
/obj/item/weapon/melee/baton/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"
/obj/item/weapon/melee/baton/ntcane/update_icon()
if(status)
icon_state = "cane_nt_active"
item_state = "cane_nt_active"
else
icon_state = "cane_nt"
item_state = "cane_nt"