#define STUNBATON_CHARGE_LENIENCY 0.3 #define STUNBATON_DEPLETION_RATE 0.006 /obj/item/melee/baton name = "stunbaton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" item_state = "baton" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' slot_flags = ITEM_SLOT_BELT force = 10 throwforce = 7 w_class = WEIGHT_CLASS_NORMAL attack_verb = list("beaten") armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) attack_speed = CLICK_CD_MELEE var/stamforce = 35 var/turned_on = FALSE var/knockdown = TRUE var/obj/item/stock_parts/cell/cell var/hitcost = 750 var/throw_hit_chance = 35 var/preload_cell_type //if not empty the baton starts with this type of cell /obj/item/melee/baton/examine(mob/user) . = ..() . += "Right click attack while in combat mode to disarm instead of stun." /obj/item/melee/baton/get_cell() . = cell if(iscyborg(loc)) var/mob/living/silicon/robot/R = loc . = R.get_cell() /obj/item/melee/baton/suicide_act(mob/user) user.visible_message("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!") return (FIRELOSS) /obj/item/melee/baton/Initialize(mapload) . = ..() if(preload_cell_type) if(!ispath(preload_cell_type,/obj/item/stock_parts/cell)) log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].") else cell = new preload_cell_type(src) update_icon() /obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) ..() //Only mob/living types have stun handling if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom)) baton_stun(hit_atom) /obj/item/melee/baton/loaded //this one starts with a cell pre-installed. preload_cell_type = /obj/item/stock_parts/cell/high/plus /obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE, explode = TRUE) var/obj/item/stock_parts/cell/copper_top = get_cell() if(!copper_top) switch_status(FALSE, TRUE) return FALSE //Note this value returned is significant, as it will determine //if a stun is applied or not copper_top.use(min(chrgdeductamt, copper_top.charge), explode) if(QDELETED(src)) return FALSE if(turned_on && (!copper_top || !copper_top.charge || (chargecheck && copper_top.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(turned_on != new_status) turned_on = new_status if(!silent) playsound(loc, "sparks", 75, 1, -1) if(turned_on) START_PROCESSING(SSobj, src) else STOP_PROCESSING(SSobj, src) update_icon() /obj/item/melee/baton/process() deductcharge(round(hitcost * STUNBATON_DEPLETION_RATE), FALSE, FALSE) /obj/item/melee/baton/update_icon_state() if(turned_on) icon_state = "[initial(name)]_active" else if(!cell) icon_state = "[initial(name)]_nocell" else icon_state = "[initial(name)]" /obj/item/melee/baton/examine(mob/user) . = ..() var/obj/item/stock_parts/cell/copper_top = get_cell() if(copper_top) . += "\The [src] is [round(copper_top.percent())]% charged." else . += "\The [src] does not have a power source installed." /obj/item/melee/baton/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/stock_parts/cell)) var/obj/item/stock_parts/cell/C = W if(cell) to_chat(user, "[src] already has a cell.") else if(C.maxcharge < (hitcost * STUNBATON_CHARGE_LENIENCY)) to_chat(user, "[src] requires a higher capacity cell.") return if(!user.transferItemToLoc(W, src)) return cell = W to_chat(user, "You install a cell in [src].") update_icon() else if(istype(W, /obj/item/screwdriver)) if(cell) cell.update_icon() cell.forceMove(get_turf(src)) cell = null to_chat(user, "You remove the cell from [src].") switch_status(FALSE, TRUE) else return ..() /obj/item/melee/baton/attack_self(mob/user) var/obj/item/stock_parts/cell/copper_top = get_cell() if(!copper_top || copper_top.charge < (hitcost * STUNBATON_CHARGE_LENIENCY)) switch_status(FALSE, TRUE) if(!copper_top) to_chat(user, "[src] does not have a power source!") else to_chat(user, "[src] is out of charge.") else switch_status(!turned_on) to_chat(user, "[src] is now [turned_on ? "on" : "off"].") add_fingerprint(user) /obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user) var/interrupt = common_baton_melee(M, user, FALSE) if(!interrupt) return ..() /obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params) if(!user.CheckActionCooldown(CLICK_CD_MELEE)) return . = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming. //return TRUE to interrupt attack chain. /obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE) if(iscyborg(M) || !isliving(M)) //can't baton cyborgs return FALSE if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) clowning_around(user) if(IS_STAMCRIT(user)) //CIT CHANGE - makes it impossible to baton in stamina softcrit to_chat(user, "You're too exhausted to use [src] properly.") return TRUE user.DelayNextAction() if(ishuman(M)) var/mob/living/carbon/human/L = M if(check_martial_counter(L, user)) return TRUE if(turned_on) if(baton_stun(M, user, disarming)) user.do_attack_animation(M) else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc. M.visible_message("[user] has prodded [M] with [src]. Luckily it was off.", \ "[user] has prodded you with [src]. Luckily it was off") return disarming || (user.a_intent != INTENT_HARM) /obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, disarming = FALSE) var/list/return_list = list() 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 playsound(L, 'sound/weapons/genhit.ogg', 50, 1) return FALSE var/stunpwr = stamforce stunpwr = block_calculate_resultant_damage(stunpwr, return_list) var/obj/item/stock_parts/cell/our_cell = get_cell() if(!our_cell) switch_status(FALSE) return FALSE var/stuncharge = our_cell.charge deductcharge(hitcost, FALSE) if(QDELETED(src) || QDELETED(our_cell)) //it was rigged return FALSE if(stuncharge < hitcost) if(stuncharge < (hitcost * STUNBATON_CHARGE_LENIENCY)) L.visible_message("[user] has prodded [L] with [src]. Luckily it was out of charge.", \ "[user] has prodded you with [src]. Luckily it was out of charge.") return FALSE stunpwr *= round(stuncharge/hitcost, 0.1) if(!user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE)) return FALSE if(!disarming) if(knockdown) L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown L.adjustStaminaLoss(stunpwr) else L.drop_all_held_items() //no knockdown/stamina damage, instead disarm. L.apply_effect(EFFECT_STUTTER, stamforce) SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK) if(user) L.lastattacker = user.real_name L.lastattackerckey = user.ckey L.visible_message("[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!", \ "[user] has [disarming? "disarmed" : "stunned"] you with [src]!") log_combat(user, L, disarming? "disarmed" : "stunned") playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1) if(ishuman(L)) var/mob/living/carbon/human/H = L H.forcesay(GLOB.hit_appends) 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]!") SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK) user.DefaultCombatKnockdown(stamforce*6) playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1) deductcharge(hitcost) /obj/item/melee/baton/emp_act(severity) . = ..() if (!(. & EMP_PROTECT_SELF)) switch_status(FALSE) if(!iscyborg(loc)) deductcharge(severity*10, TRUE, FALSE) /obj/item/melee/baton/stunsword name = "stunsword" desc = "Not actually sharp, this sword is functionally identical to its baton counterpart." icon_state = "stunsword" item_state = "sword" /obj/item/melee/baton/stunsword/get_belt_overlay() if(istype(loc, /obj/item/storage/belt/sabre)) return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword") return ..() /obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file) return mutable_appearance(icon_file, "-stunsword") /obj/item/melee/baton/stunsword/on_exit_storage(datum/component/storage/S) var/obj/item/storage/belt/sabre/secbelt/B = S.parent if(istype(B)) playsound(B, 'sound/items/unsheath.ogg', 25, 1) ..() /obj/item/melee/baton/stunsword/on_enter_storage(datum/component/storage/S) var/obj/item/storage/belt/sabre/secbelt/B = S.parent if(istype(B)) playsound(B, 'sound/items/sheath.ogg', 25, 1) ..() /obj/item/ssword_kit name = "stunsword kit" desc = "a modkit for making a stunbaton into a stunsword" icon = 'icons/obj/vending_restock.dmi' icon_state = "refill_donksoft" var/product = /obj/item/melee/baton/stunsword //what it makes var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs afterattack(obj/O, mob/user as mob) if(istype(O, product)) to_chat(user,"[O] is already modified!") else if(O.type in fromitem) //makes sure O is the right thing var/obj/item/melee/baton/B = O if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out new product(usr.loc) //spawns the product user.visible_message("[user] modifies [O]!","You modify the [O]!") qdel(O) //Gets rid of the baton qdel(src) //gets rid of the kit else to_chat(user,"Remove the powercell first!") //We make this check because the stunsword starts without a battery. else to_chat(user, " You can't modify [O] with this kit!") //Makeshift stun baton. Replacement for stun gloves. /obj/item/melee/baton/cattleprod name = "stunprod" desc = "An improvised stun baton." icon_state = "stunprod_nocell" item_state = "prod" lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' w_class = WEIGHT_CLASS_BULKY force = 3 throwforce = 5 stamforce = 25 hitcost = 1000 throw_hit_chance = 10 slot_flags = ITEM_SLOT_BACK var/obj/item/assembly/igniter/sparkler /obj/item/melee/baton/cattleprod/Initialize() . = ..() sparkler = new (src) sparkler.activate_cooldown = 5 /obj/item/melee/baton/cattleprod/baton_stun() sparkler?.activate() . = ..() /obj/item/melee/baton/boomerang name = "\improper OZtek Boomerang" desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!" throw_speed = 1 icon_state = "boomerang" item_state = "boomerang" force = 5 throwforce = 5 throw_range = 5 hitcost = 2000 throw_hit_chance = 99 //Have you prayed today? custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000) /obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force) if(turned_on) if(ishuman(thrower)) var/mob/living/carbon/human/H = thrower H.throw_mode_off() //so they can catch it on the return. return ..() /obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(turned_on) var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum) if(ishuman(hit_atom) && !caught && prob(throw_hit_chance))//if they are a carbon and they didn't catch it baton_stun(hit_atom) if(thrownby && !caught) sleep(1) if(!QDELETED(src)) throw_at(thrownby, throw_range+2, throw_speed, null, TRUE) else return ..() /obj/item/melee/baton/boomerang/update_icon() if(turned_on) icon_state = "[initial(icon_state)]_active" else if(!cell) icon_state = "[initial(icon_state)]_nocell" else icon_state = "[initial(icon_state)]" /obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell. preload_cell_type = /obj/item/stock_parts/cell/high #undef STUNBATON_CHARGE_LENIENCY #undef STUNBATON_DEPLETION_RATE