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@@ -46,11 +46,14 @@
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/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
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preload_cell_type = /obj/item/stock_parts/cell/high
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE, obj/item/stock_parts/cell/external_cell)
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if(!cell && !external_cell)
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE)
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var/obj/item/stock_parts/cell/copper_top = cell
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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copper_top = R.cell
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if(!copper_top)
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switch_status(FALSE, TRUE)
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return FALSE
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var/obj/item/stock_parts/cell/copper_top = external_cell ? external_cell : cell
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//Note this value returned is significant, as it will determine
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//if a stun is applied or not
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. = copper_top.use(chrgdeductamt)
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@@ -165,15 +168,21 @@
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/stunpwr = stunforce
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var/stuncharge = cell.charge
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var/obj/item/stock_parts/cell/external_cell
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var/obj/item/stock_parts/cell/our_cell = cell
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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external_cell = R.cell
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if(!deductcharge(hitcost, FALSE, external_cell))
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stunpwr *= round(stuncharge/hitcost, 0.1)
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if(stunpwr < stunforce * STUNBATON_CHARGE_LENIENCY)
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our_cell = R.cell
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if(!our_cell)
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return FALSE
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var/stuncharge = our_cell.charge
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deductcharge(hitcost, FALSE)
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if(stuncharge < hitcost)
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if(stuncharge < hitcost * STUNBATON_CHARGE_LENIENCY)
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L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it din't have enough charge left.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it din't have enough charge left.</span>")
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return FALSE
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stunpwr *= round(stuncharge/hitcost, 0.1)
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L.Knockdown(stunpwr)
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L.adjustStaminaLoss(stunpwr*0.1, affected_zone = (istype(user) ? user.zone_selected : BODY_ZONE_CHEST))//CIT CHANGE - makes stunbatons deal extra staminaloss. Todo: make this also deal pain when pain gets implemented.
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