diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index bf7c71dddb..54e5bf033a 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -46,14 +46,15 @@ /obj/item/melee/baton/loaded //this one starts with a cell pre-installed. preload_cell_type = /obj/item/stock_parts/cell/high -/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE) - if(!cell) +/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE, obj/item/stock_parts/cell/external_cell) + if(!cell && !external_cell) switch_status(FALSE, TRUE) return FALSE + var/obj/item/stock_parts/cell/copper_top = external_cell ? external_cell : cell //Note this value returned is significant, as it will determine //if a stun is applied or not - . = cell.use(chrgdeductamt) - if(status && (!. || (chargecheck && cell.charge < hitcost * STUNBATON_CHARGE_LENIENCY))) + . = copper_top.use(chrgdeductamt) + if(status && (!. || (chargecheck && copper_top.charge < hitcost * STUNBATON_CHARGE_LENIENCY))) //we're below minimum, turn off switch_status(FALSE) @@ -164,16 +165,15 @@ playsound(L, 'sound/weapons/genhit.ogg', 50, 1) return FALSE var/stunpwr = stunforce + var/stuncharge = cell.charge + var/obj/item/stock_parts/cell/external_cell if(iscyborg(loc)) var/mob/living/silicon/robot/R = loc - if(!istype(R) || !R.cell || !R.cell.use(hitcost)) + external_cell = R.cell + if(!deductcharge(hitcost, FALSE, external_cell)) + stunpwr *= round(stuncharge/hitcost, 0.1) + if(stunpwr < stunforce * STUNBATON_CHARGE_LENIENCY) return FALSE - else - var/stuncharge = cell.charge - if(!deductcharge(hitcost, FALSE)) - stunpwr *= round(stuncharge/hitcost) - if(stunpwr < stunforce * STUNBATON_CHARGE_LENIENCY) - return FALSE L.Knockdown(stunpwr) 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.