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@@ -16,17 +16,21 @@
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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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var/stamforce = 35
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var/stamina_loss_amount = 35
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var/turned_on = FALSE
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var/knockdown = TRUE
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 750
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var/throw_hit_chance = 35
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var/preload_cell_type //if not empty the baton starts with this type of cell
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var/cooldown_duration = 5 SECONDS //How long our baton rightclick goes on cooldown for after applying a knockdown
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var/status_duration = 5 SECONDS //how long our status effects last for otherwise
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COOLDOWN_DECLARE(shove_cooldown)
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Right click attack while in combat mode to disarm instead of stun.</span>"
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. += "<span class='notice'>Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds.</span>"
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. += "<span class='notice'>This knockdown will also put them off balance for [status_duration / 20] seconds, allowing you to shove a weapon out of their hand with a right click in Disarm intent.</span>"
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/obj/item/melee/baton/get_cell()
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. = cell
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@@ -53,8 +57,8 @@
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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//Only mob/living types have stun handling
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if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom))
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baton_stun(hit_atom)
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if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom) && thrownby)
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baton_stun(hit_atom, thrownby, shoving = TRUE)
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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/plus
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@@ -74,6 +78,16 @@
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//we're below minimum, turn off
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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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if(turned_on != new_status)
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turned_on = new_status
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@@ -101,6 +115,7 @@
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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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. += "<span class='notice'>\The [src] is [round(copper_top.percent())]% charged.</span>"
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. += "<span class='notice'>\The [src] currently can penetrate [round(copper_top.maxcharge/1000)]% of enemy armor thanks to it's loaded cell.</span>"
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else
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. += "<span class='warning'>\The [src] does not have a power source installed.</span>"
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@@ -150,10 +165,10 @@
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/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
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if(!user.CheckActionCooldown(CLICK_CD_MELEE))
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return
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. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming.
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. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-shoving.
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//return TRUE to interrupt attack chain.
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/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
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/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, shoving = FALSE)
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if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
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return FALSE
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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@@ -167,21 +182,26 @@
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if(check_martial_counter(L, user))
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return TRUE
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if(turned_on)
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if(baton_stun(M, user, disarming))
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if(baton_stun(M, user, shoving))
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user.do_attack_animation(M)
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else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
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M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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return disarming || (user.a_intent != INTENT_HARM)
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return shoving || (user.a_intent != INTENT_HARM)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, disarming = FALSE)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, shoving = FALSE)
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var/list/return_list = list()
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if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/stunpwr = stamforce
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stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
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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/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_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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var/obj/item/stock_parts/cell/our_cell = get_cell()
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if(!our_cell)
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switch_status(FALSE)
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return FALSE
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@@ -194,25 +214,31 @@
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L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was out of charge.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was out of charge.</span>")
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return FALSE
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stunpwr *= round(stuncharge/hitcost, 0.1)
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final_stamina_loss_amount *= round(stuncharge/hitcost, 0.1)
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if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
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return FALSE
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if(!disarming)
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if(knockdown)
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L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
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L.adjustStaminaLoss(stunpwr)
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else
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L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
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if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
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L.DefaultCombatKnockdown(50, override_stamdmg = 0)
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L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
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L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
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shoved = TRUE
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COOLDOWN_START(src, shove_cooldown, cooldown_duration)
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ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
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addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
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playsound(loc, 'sound/weapons/zapbang.ogg', 50, 1, -1)
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else //If we cannot/don't knock down the target, we apply a stagger, which keeps them from just running off
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L.apply_status_effect(STATUS_EFFECT_STAGGERED, status_duration)
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L.apply_effect(EFFECT_STUTTER, stamforce)
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L.apply_damage (final_stamina_loss_amount, STAMINA, BODY_ZONE_CHEST, zap_block)
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L.apply_effect(EFFECT_STUTTER, stamina_loss_amount)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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L.set_last_attacker(user)
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L.visible_message("<span class='danger'>[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has [disarming? "disarmed" : "stunned"] you with [src]!</span>")
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log_combat(user, L, disarming? "disarmed" : "stunned")
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L.visible_message("<span class='danger'>[user] has [shoved ? "brutally stunned" : "stunned"] [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has [shoved ? "brutally stunnned" : "stunned"] you with [src]!</span>")
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log_combat(user, L, shoved ? "stunned and attempted knockdown" : "stunned")
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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@@ -227,7 +253,7 @@
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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.DefaultCombatKnockdown(stamforce*6)
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user.DefaultCombatKnockdown(stamina_loss_amount*6)
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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deductcharge(hitcost)
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@@ -305,18 +331,20 @@
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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throwforce = 5
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stamforce = 25
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stamina_loss_amount = 25
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hitcost = 1000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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cooldown_duration = 7 SECONDS //It's a little on the weak side
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status_duration = 3 //Slows someone for a tiny bit
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var/obj/item/assembly/igniter/sparkler
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/obj/item/melee/baton/cattleprod/Initialize()
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. = ..()
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sparkler = new (src)
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sparkler.activate_cooldown = 5
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sparkler.activate_cooldown = 7 //Helps visualize the knockdown
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/obj/item/melee/baton/cattleprod/baton_stun()
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/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/living/carbon/user, shoving = FALSE)
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sparkler?.activate()
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. = ..()
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@@ -343,8 +371,8 @@
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/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(turned_on)
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var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
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if(ishuman(hit_atom) && !caught && prob(throw_hit_chance))//if they are a carbon and they didn't catch it
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baton_stun(hit_atom)
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if(ishuman(hit_atom) && !caught && prob(throw_hit_chance) && thrownby)//if they are a carbon and they didn't catch it
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baton_stun(hit_atom, thrownby, shoving = TRUE)
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if(thrownby && !caught)
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sleep(1)
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if(!QDELETED(src))
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