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@@ -15,13 +15,18 @@
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attack_verb = list("beaten")
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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 = 70
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var/stamforce = 25
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var/status = 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 = 1000
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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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/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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/obj/item/melee/baton/get_cell()
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. = cell
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if(iscyborg(loc))
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@@ -32,7 +37,7 @@
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (FIRELOSS)
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/obj/item/melee/baton/Initialize()
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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if(preload_cell_type)
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if(!ispath(preload_cell_type,/obj/item/stock_parts/cell))
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@@ -48,7 +53,7 @@
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baton_stun(hit_atom)
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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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preload_cell_type = /obj/item/stock_parts/cell/high/plus
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE, explode = TRUE)
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var/obj/item/stock_parts/cell/copper_top = get_cell()
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@@ -134,44 +139,41 @@
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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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var/interrupt = common_baton_melee(M, user, FALSE)
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if(!interrupt)
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..()
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/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
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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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user.changeNext_move(CLICK_CD_MELEE)
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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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if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
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return FALSE
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if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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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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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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if(iscyborg(M))
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..()
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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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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")
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return TRUE
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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if(check_martial_counter(L, user))
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return
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return TRUE
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if(status)
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if(baton_stun(M, user, disarming))
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(getweight()) //CIT CHANGE - makes stunbatonning others cost stamina
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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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if(user.a_intent != INTENT_HARM)
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if(status)
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if(baton_stun(M, user))
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes stunbatonning others cost stamina
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return
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else
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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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else
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if(status)
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baton_stun(M, user)
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..()
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, disarming = FALSE)
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if(L.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 FALSE
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var/stunpwr = stunforce
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var/stunpwr = stamforce
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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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@@ -187,17 +189,21 @@
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return FALSE
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stunpwr *= round(stuncharge/hitcost, 0.1)
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L.Knockdown(stunpwr, override_stamdmg = 0)
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L.apply_damage(stunpwr*0.5, STAMINA, user.zone_selected)
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L.apply_effect(EFFECT_STUTTER, stunforce)
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if(!disarming)
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if(knockdown)
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L.Knockdown(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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L.apply_effect(EFFECT_STUTTER, stamforce)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has stunned you with [src]!</span>")
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log_combat(user, L, "stunned")
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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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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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@@ -212,7 +218,7 @@
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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.Knockdown(stunforce*3)
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user.Knockdown(stamforce*6)
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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deductcharge(hitcost)
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@@ -274,8 +280,9 @@
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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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stunforce = 60
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hitcost = 2000
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stamforce = 25
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hitcost = 1000
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knockdown = FALSE
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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var/obj/item/assembly/igniter/sparkler
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