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Makes stun batons respect shields upon hit
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@@ -123,8 +123,9 @@
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if(baton_stun(L, user))
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if(baton_stun(L, user))
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user.do_attack_animation(L)
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user.do_attack_animation(L)
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return
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return
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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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else
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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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='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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else
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else
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if(status)
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if(status)
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baton_stun(L, user)
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baton_stun(L, user)
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@@ -132,6 +133,11 @@
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/obj/item/weapon/melee/baton/proc/baton_stun(mob/living/L, mob/user)
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/obj/item/weapon/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(0, "[user]'s [name]", src, MELEE_ATTACK)) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/Genhit.ogg', 50, 1)
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return 0
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if(isrobot(loc))
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if(isrobot(loc))
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var/mob/living/silicon/robot/R = loc
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var/mob/living/silicon/robot/R = loc
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if(!R || !R.cell || !R.cell.use(hitcost))
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if(!R || !R.cell || !R.cell.use(hitcost))
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