diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm
index c0e81a7949..5265f555da 100644
--- a/code/game/objects/items/stunbaton.dm
+++ b/code/game/objects/items/stunbaton.dm
@@ -1,3 +1,5 @@
+#define STUNBATON_CHARGE_LENIENCY 0.3
+
/obj/item/melee/baton
name = "stunbaton"
desc = "A stun baton for incapacitating people with."
@@ -13,7 +15,7 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/stunforce = 140
- var/status = 0
+ var/status = FALSE
var/obj/item/stock_parts/cell/cell
var/hitcost = 1000
var/throw_hit_chance = 35
@@ -44,17 +46,31 @@
/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)
- if(cell)
- //Note this value returned is significant, as it will determine
- //if a stun is applied or not
- . = cell.use(chrgdeductamt)
- if(status && cell.charge < hitcost)
- //we're below minimum, turn off
- status = 0
- update_icon()
- playsound(loc, "sparks", 75, 1, -1)
+/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE)
+ if(!cell)
+ switch_status(FALSE, TRUE)
+ return FALSE
+ //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)))
+ //we're below minimum, turn off
+ switch_status(FALSE)
+/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
+ if(status == new_status)
+ return
+ status = new_status
+ update_icon()
+ if(!silent)
+ playsound(loc, "sparks", 75, 1, -1)
+ if(status)
+ START_PROCESSING(SSobj, src)
+ else
+ STOP_PROCESSING(SSobj, src)
+
+/obj/item/melee/baton/process()
+ deductcharge(hitcost * 0.004, FALSE)
/obj/item/melee/baton/update_icon()
if(status)
@@ -92,31 +108,25 @@
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "You remove the cell from [src].")
- status = 0
- update_icon()
+ switch_status(FALSE, TRUE)
else
return ..()
/obj/item/melee/baton/attack_self(mob/user)
- if(cell && cell.charge > hitcost)
- status = !status
+ if(cell && cell.charge > hitcost * STUNBATON_CHARGE_LENIENCY)
+ switch_status(!status)
to_chat(user, "[src] is now [status ? "on" : "off"].")
- playsound(loc, "sparks", 75, 1, -1)
else
- status = 0
+ switch_status(FALSE, TRUE)
if(!cell)
to_chat(user, "[src] does not have a power source!")
else
to_chat(user, "[src] is out of charge.")
- update_icon()
add_fingerprint(user)
/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
if(status && user.has_trait(TRAIT_CLUMSY) && prob(50))
- user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
- "You accidentally hit yourself with [src]!")
- user.Knockdown(stunforce*3)
- deductcharge(hitcost)
+ clowning_around(user)
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes it impossible to baton in stamina softcrit
@@ -153,17 +163,21 @@
var/mob/living/carbon/human/H = L
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
- return 0
+ return FALSE
+ var/stunpwr = stunforce
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
- if(!R || !R.cell || !R.cell.use(hitcost))
- return 0
+ if(!istype(R) || !R.cell || !R.cell.use(hitcost))
+ return FALSE
else
- if(!deductcharge(hitcost))
- return 0
+ var/stuncharge = cell.charge
+ if(!deductcharge(hitcost, FALSE))
+ stunpwr *= round(stuncharge/hitcost)
+ if(stunpwr < stunforce * STUNBATON_CHARGE_LENIENCY)
+ return FALSE
- L.Knockdown(stunforce)
- 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.
+ 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.
L.apply_effect(EFFECT_STUTTER, stunforce)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
if(user)
@@ -180,11 +194,18 @@
H.forcesay(GLOB.hit_appends)
- return 1
+ return TRUE
+
+/obj/item/melee/baton/proc/clowning_around(mob/living/user)
+ user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
+ "You accidentally hit yourself with [src]!")
+ user.Knockdown(stunforce*3)
+ deductcharge(hitcost)
/obj/item/melee/baton/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
+ switch_status(FALSE)
deductcharge(1000 / severity)
//Makeshift stun baton. Replacement for stun gloves.
@@ -211,3 +232,5 @@
/obj/item/melee/baton/cattleprod/baton_stun()
if(sparkler.activate())
..()
+
+#undef STUNBATON_CHARGE_LENIENCY
diff --git a/code/game/objects/items/teleprod.dm b/code/game/objects/items/teleprod.dm
index fd9972f427..c514e5e926 100644
--- a/code/game/objects/items/teleprod.dm
+++ b/code/game/objects/items/teleprod.dm
@@ -6,27 +6,23 @@
item_state = "teleprod"
slot_flags = null
-/obj/item/melee/baton/cattleprod/teleprod/attack(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
- ..()
- if(status && user.has_trait(TRAIT_CLUMSY) && prob(50))
- user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
- "You accidentally hit yourself with [src]!")
- if(do_teleport(user, get_turf(user), 50))//honk honk
- SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
- user.Knockdown(stunforce*3)
- deductcharge(hitcost)
- else
- SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
- user.Knockdown(stunforce*3)
- deductcharge(hitcost/4)
+/obj/item/melee/baton/cattleprod/teleprod/baton_stun(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
+ . = ..()
+ if(!. || !istype(M) || M.anchored)
return
else
- if(status)
- if(!istype(M) && M.anchored)
- return .
- else
- SEND_SIGNAL(M, COMSIG_LIVING_MINOR_SHOCK)
- do_teleport(M, get_turf(M), 15)
+ SEND_SIGNAL(M, COMSIG_LIVING_MINOR_SHOCK)
+ do_teleport(M, get_turf(M), 15)
+
+/obj/item/melee/baton/cattleprod/teleprod/clowning_around(mob/living/user)
+ user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
+ "You accidentally hit yourself with [src]!")
+ SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
+ user.Knockdown(stunforce*3)
+ if(do_teleport(user, get_turf(user), 50))
+ deductcharge(hitcost)
+ else
+ deductcharge(hitcost * 0.25)
/obj/item/melee/baton/cattleprod/attackby(obj/item/I, mob/user, params)//handles sticking a crystal onto a stunprod to make a teleprod
if(istype(I, /obj/item/stack/ore/bluespace_crystal))