/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)
var/stunforce = 140
var/status = 0
var/obj/item/stock_parts/cell/cell
var/hitcost = 1000
var/throw_hit_chance = 35
var/preload_cell_type //if not empty the baton starts with this type of cell
/obj/item/melee/baton/get_cell()
return 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()
. = ..()
if(preload_cell_type)
if(!ispath(preload_cell_type,/obj/item/stock_parts/cell))
log_world("### MAP WARNING, [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)
..()
//Only mob/living types have stun handling
if(status && 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
/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/update_icon()
if(status)
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)
..()
if(cell)
to_chat(user, "\The [src] is [round(cell.percent())]% charged.")
else
to_chat(user, "\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)
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].")
status = 0
update_icon()
else
return ..()
/obj/item/melee/baton/attack_self(mob/user)
if(cell && cell.charge > hitcost)
status = !status
to_chat(user, "[src] is now [status ? "on" : "off"].")
playsound(loc, "sparks", 75, 1, -1)
else
status = 0
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)
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "You're too exhausted for that.")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(iscyborg(M))
..()
return
if(ishuman(M))
var/mob/living/carbon/human/L = M
if(check_martial_counter(L, user))
return
if(user.a_intent != INTENT_HARM)
if(status)
if(baton_stun(M, user))
user.do_attack_animation(M)
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes stunbatonning others cost stamina
return
else
M.visible_message("[user] has prodded [M] with [src]. Luckily it was off.", \
"[user] has prodded you with [src]. Luckily it was off")
else
if(status)
baton_stun(M, user)
..()
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user)
if(ishuman(L))
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
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(!R || !R.cell || !R.cell.use(hitcost))
return 0
else
if(!deductcharge(hitcost))
return 0
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.apply_effect(EFFECT_STUTTER, stunforce)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
if(user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
L.visible_message("[user] has stunned [L] with [src]!", \
"[user] has stunned you with [src]!")
log_combat(user, L, "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 1
/obj/item/melee/baton/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
deductcharge(1000 / severity)
//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
stunforce = 100
hitcost = 2000
throw_hit_chance = 10
slot_flags = ITEM_SLOT_BACK
var/obj/item/assembly/igniter/sparkler = 0
/obj/item/melee/baton/cattleprod/Initialize()
. = ..()
sparkler = new (src)
/obj/item/melee/baton/cattleprod/baton_stun()
if(sparkler.activate())
..()