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VOREStation/code/game/objects/items/weapons/swords_axes_etc.dm
T
Will 1a0e3aa3e0 Reduce Clumsy Gene's Obnoxious RNG (#19126)
* clumsy rng

* seperate define for this too

* there are very harmful too

* replace with macros

* fixed handling

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2026-02-09 00:18:07 +01:00

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/* Weapons
* Contains:
* Sword
* Classic Baton
* Telescopic Baton
*/
/*
* Classic Baton
*/
/obj/item/melee
name = "weapon"
desc = "Murder device."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
slot_flags = SLOT_BELT
force = 10
drop_sound = 'sound/items/drop/metalweapon.ogg'
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 10
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
/obj/item/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
if (CLUMSY_FAIL_CHANCE(user))
to_chat(user, span_warning("You club yourself over the head."))
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BP_HEAD)
else
user.take_organ_damage(2*force)
return
return ..()
//Telescopic baton
/obj/item/melee/telebaton
name = "telescopic baton"
desc = "A compact yet rebalanced personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/weapons.dmi'
icon_state = "telebaton0"
item_state = "telebaton0"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
force = 3
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
var/on = 0
/obj/item/melee/telebaton/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
on = !on
if(on)
user.visible_message(span_warning("With a flick of their wrist, [user] extends their telescopic baton."),\
span_warning("You extend the baton."),\
"You hear an ominous click.")
icon_state = "telebaton1"
item_state = icon_state
w_class = ITEMSIZE_NORMAL
force = 15//quite robust
attack_verb = list("smacked", "struck", "slapped")
else
user.visible_message(span_infoplain(span_bold("\The [user]") + " collapses their telescopic baton."),\
span_notice("You collapse the baton."),\
"You hear a click.")
icon_state = "telebaton0"
item_state = icon_state
w_class = ITEMSIZE_SMALL
force = 3//not so robust now
attack_verb = list("hit", "punched")
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
playsound(src, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
if(blood_overlay && forensic_data?.has_blooddna()) //updates blood overlay, if any
cut_overlays()
var/icon/I = new /icon(src.icon, src.icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY)
blood_overlay = I
add_overlay(blood_overlay)
return
/obj/item/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
if(on)
if (CLUMSY_FAIL_CHANCE(user))
to_chat(user, span_warning("You club yourself over the head."))
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BP_HEAD)
else
user.take_organ_damage(2*force)
return
if(..())
//playsound(src, "swing_hit", 50, 1, -1)
return
else
return ..()