Update stunbaton.dm
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@@ -16,8 +16,9 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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attack_speed = CLICK_CD_MELEE
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attack_speed = CLICK_CD_MELEE
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var/stamina_loss_amount = 40
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var/stamina_loss_amount = 35
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var/turned_on = FALSE
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var/turned_on = FALSE
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var/armor_pen = 100
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var/knockdown = TRUE
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var/knockdown = TRUE
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/// block percent needed to prevent knockdown/disarm
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/// block percent needed to prevent knockdown/disarm
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var/block_percent_to_counter = 50
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var/block_percent_to_counter = 50
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@@ -80,16 +81,6 @@
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//we're below minimum, turn off
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//we're below minimum, turn off
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switch_status(FALSE)
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switch_status(FALSE)
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///Check for our cell to determine how much penetration our weapon does.
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/obj/item/melee/baton/proc/get_cell_zap_pen()
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var/obj/item/stock_parts/cell/copper_top = get_cell()
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if(copper_top)
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var/chargepower = copper_top.maxcharge
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var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
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return zap_penetration
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else
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return 0
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/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
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/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
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if(turned_on != new_status)
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if(turned_on != new_status)
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turned_on = new_status
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turned_on = new_status
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@@ -198,7 +189,7 @@
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return FALSE
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return FALSE
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var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
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var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
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var/shoved = FALSE //Did we succeed on knocking our target over?
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var/shoved = FALSE //Did we succeed on knocking our target over?
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var/zap_penetration = get_cell_zap_pen() //Find out what kind of cell we have, and calculating the resultant armor pen we get from it
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var/zap_penetration = armor_pen
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var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
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var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
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final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
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final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
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@@ -333,7 +324,8 @@
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w_class = WEIGHT_CLASS_BULKY
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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force = 3
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throwforce = 5
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throwforce = 5
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stamina_loss_amount = 25
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stamina_loss_amount = 30
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armor_pen = 35
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hitcost = 1000
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hitcost = 1000
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throw_hit_chance = 10
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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slot_flags = ITEM_SLOT_BACK
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