/obj/item/weapon/melee/baton name = "stunbaton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" item_state = "baton" slot_flags = SLOT_BELT force = 10 throwforce = 7 w_class = WEIGHT_CLASS_NORMAL origin_tech = "combat=2" 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/weapon/stock_parts/cell/high/cell var/hitcost = 1000 var/throw_hit_chance = 35 /obj/item/weapon/melee/baton/get_cell() return cell /obj/item/weapon/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/weapon/melee/baton/Initialize() . = ..() update_icon() /obj/item/weapon/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/weapon/melee/baton/loaded/Initialize() //this one starts with a cell pre-installed. cell = new(src) update_icon() . = ..() /obj/item/weapon/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/weapon/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/weapon/melee/baton/examine(mob/user) ..() if(cell) to_chat(user, "The baton is [round(cell.percent())]% charged.") else to_chat(user, "The baton does not have a power source installed.") /obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/stock_parts/cell)) var/obj/item/weapon/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/weapon/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/weapon/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/weapon/melee/baton/attack(mob/M, mob/living/carbon/human/user) if(status && user.disabilities & CLUMSY && prob(50)) user.visible_message("[user] accidentally hits themself with [src]!", \ "You accidentally hit yourself with [src]!") user.Knockdown(stunforce*3) deductcharge(hitcost) return 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) 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/weapon/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.apply_effect(STUTTER, stunforce) if(user) user.lastattacked = L L.lastattacker = user L.visible_message("[user] has stunned [L] with [src]!", \ "[user] has stunned you with [src]!") add_logs(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/weapon/melee/baton/emp_act(severity) deductcharge(1000 / severity) ..() //Makeshift stun baton. Replacement for stun gloves. /obj/item/weapon/melee/baton/cattleprod name = "stunprod" desc = "An improvised stun baton." icon_state = "stunprod_nocell" item_state = "prod" w_class = WEIGHT_CLASS_BULKY force = 3 throwforce = 5 stunforce = 100 hitcost = 2000 throw_hit_chance = 10 slot_flags = SLOT_BACK var/obj/item/device/assembly/igniter/sparkler = 0 /obj/item/weapon/melee/baton/cattleprod/Initialize() . = ..() sparkler = new (src) /obj/item/weapon/melee/baton/cattleprod/baton_stun() if(sparkler.activate()) ..()