Merge pull request #8439 from Ghommie/Ghommie-cit18
stunbaton status rework.
This commit is contained in:
@@ -1,3 +1,5 @@
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#define STUNBATON_CHARGE_LENIENCY 0.3
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/obj/item/melee/baton
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name = "stunbaton"
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desc = "A stun baton for incapacitating people with."
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@@ -13,7 +15,7 @@
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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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var/stunforce = 140
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var/status = 0
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var/status = FALSE
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 1000
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var/throw_hit_chance = 35
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@@ -44,17 +46,31 @@
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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)
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if(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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. = cell.use(chrgdeductamt)
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if(status && cell.charge < hitcost)
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//we're below minimum, turn off
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status = 0
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update_icon()
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playsound(loc, "sparks", 75, 1, -1)
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE)
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if(!cell)
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switch_status(FALSE, TRUE)
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return FALSE
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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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. = cell.use(chrgdeductamt)
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if(status && (!. || (chargecheck && cell.charge < hitcost * STUNBATON_CHARGE_LENIENCY)))
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//we're below minimum, turn off
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switch_status(FALSE)
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/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
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if(status == new_status)
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return
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status = new_status
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update_icon()
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if(!silent)
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playsound(loc, "sparks", 75, 1, -1)
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if(status)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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/obj/item/melee/baton/process()
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deductcharge(hitcost * 0.004, FALSE)
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/obj/item/melee/baton/update_icon()
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if(status)
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@@ -92,31 +108,25 @@
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
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status = 0
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update_icon()
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switch_status(FALSE, TRUE)
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else
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return ..()
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/obj/item/melee/baton/attack_self(mob/user)
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if(cell && cell.charge > hitcost)
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status = !status
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if(cell && cell.charge > hitcost * STUNBATON_CHARGE_LENIENCY)
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switch_status(!status)
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to_chat(user, "<span class='notice'>[src] is now [status ? "on" : "off"].</span>")
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playsound(loc, "sparks", 75, 1, -1)
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else
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status = 0
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switch_status(FALSE, TRUE)
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if(!cell)
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to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
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if(status && user.has_trait(TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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user.Knockdown(stunforce*3)
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deductcharge(hitcost)
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clowning_around(user)
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return
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if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes it impossible to baton in stamina softcrit
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@@ -153,17 +163,21 @@
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", 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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return FALSE
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var/stunpwr = stunforce
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if(iscyborg(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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return 0
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if(!istype(R) || !R.cell || !R.cell.use(hitcost))
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return FALSE
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else
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if(!deductcharge(hitcost))
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return 0
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var/stuncharge = cell.charge
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if(!deductcharge(hitcost, FALSE))
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stunpwr *= round(stuncharge/hitcost)
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if(stunpwr < stunforce * STUNBATON_CHARGE_LENIENCY)
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return FALSE
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L.Knockdown(stunforce)
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L.adjustStaminaLoss(stunforce*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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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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L.apply_effect(EFFECT_STUTTER, stunforce)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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@@ -180,11 +194,18 @@
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H.forcesay(GLOB.hit_appends)
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return 1
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return TRUE
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/obj/item/melee/baton/proc/clowning_around(mob/living/user)
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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user.Knockdown(stunforce*3)
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deductcharge(hitcost)
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/obj/item/melee/baton/emp_act(severity)
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. = ..()
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if (!(. & EMP_PROTECT_SELF))
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switch_status(FALSE)
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deductcharge(1000 / severity)
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//Makeshift stun baton. Replacement for stun gloves.
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@@ -211,3 +232,5 @@
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/obj/item/melee/baton/cattleprod/baton_stun()
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if(sparkler.activate())
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..()
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#undef STUNBATON_CHARGE_LENIENCY
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@@ -6,27 +6,23 @@
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item_state = "teleprod"
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slot_flags = null
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/obj/item/melee/baton/cattleprod/teleprod/attack(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
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..()
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if(status && user.has_trait(TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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if(do_teleport(user, get_turf(user), 50))//honk honk
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SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
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user.Knockdown(stunforce*3)
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deductcharge(hitcost)
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else
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SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
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user.Knockdown(stunforce*3)
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deductcharge(hitcost/4)
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/obj/item/melee/baton/cattleprod/teleprod/baton_stun(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
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. = ..()
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if(!. || !istype(M) || M.anchored)
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return
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else
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if(status)
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if(!istype(M) && M.anchored)
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return .
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else
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SEND_SIGNAL(M, COMSIG_LIVING_MINOR_SHOCK)
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do_teleport(M, get_turf(M), 15)
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SEND_SIGNAL(M, COMSIG_LIVING_MINOR_SHOCK)
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do_teleport(M, get_turf(M), 15)
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/obj/item/melee/baton/cattleprod/teleprod/clowning_around(mob/living/user)
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
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user.Knockdown(stunforce*3)
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if(do_teleport(user, get_turf(user), 50))
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deductcharge(hitcost)
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else
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deductcharge(hitcost * 0.25)
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/obj/item/melee/baton/cattleprod/attackby(obj/item/I, mob/user, params)//handles sticking a crystal onto a stunprod to make a teleprod
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if(istype(I, /obj/item/stack/ore/bluespace_crystal))
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