/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 = 3 origin_tech = "combat=2" attack_verb = list("beaten") var/stunforce = 7 var/status = 0 var/obj/item/weapon/stock_parts/cell/high/bcell = null var/hitcost = 1000 /obj/item/weapon/melee/baton/suicide_act(mob/user) user.visible_message("[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.") return (FIRELOSS) /obj/item/weapon/melee/baton/New() ..() update_icon() return /obj/item/weapon/melee/baton/loaded/New() //this one starts with a cell pre-installed. ..() bcell = new(src) update_icon() /obj/item/weapon/melee/baton/proc/deductcharge(chrgdeductamt) if(bcell) . = bcell.use(chrgdeductamt) if(bcell.charge >= hitcost) // If after the deduction the baton doesn't have enough charge for a stun hit it turns off. return if(status) status = 0 update_icon() playsound(loc, "sparks", 75, 1, -1) return 0 /obj/item/weapon/melee/baton/update_icon() if(status) icon_state = "[initial(name)]_active" else if(!bcell) icon_state = "[initial(name)]_nocell" else icon_state = "[initial(name)]" /obj/item/weapon/melee/baton/examine(mob/user) ..() if(bcell) user <<"The baton is [round(bcell.percent())]% charged." else 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(bcell) user << "[src] already has a cell." else if(C.maxcharge < hitcost) user << "[src] requires a higher capacity cell." return if(!user.unEquip(W)) return W.loc = src bcell = W user << "You install a cell in [src]." update_icon() else if(istype(W, /obj/item/weapon/screwdriver)) if(bcell) bcell.updateicon() bcell.loc = get_turf(src.loc) bcell = null user << "You remove the cell from [src]." status = 0 update_icon() else return ..() /obj/item/weapon/melee/baton/attack_self(mob/user) if(bcell && bcell.charge > hitcost) status = !status user << "[src] is now [status ? "on" : "off"]." playsound(loc, "sparks", 75, 1, -1) else status = 0 if(!bcell) user << "[src] does not have a power source!" else 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.Weaken(stunforce*3) deductcharge(hitcost) return if(isrobot(M)) ..() return if(!isliving(M)) return var/mob/living/L = M if(user.a_intent != "harm") if(status) if(baton_stun(L, user)) user.do_attack_animation(L) return else L.visible_message("[user] has prodded [L] with [src]. Luckily it was off.", \ "[user] has prodded you with [src]. Luckily it was off") else if(status) baton_stun(L, 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(0, "[user]'s [name]", src, MELEE_ATTACK)) //No message; check_shields() handles that playsound(L, 'sound/weapons/Genhit.ogg', 50, 1) return 0 if(isrobot(loc)) var/mob/living/silicon/robot/R = loc if(!R || !R.cell || !R.cell.use(hitcost)) return 0 else if(!deductcharge(hitcost)) return 0 user.lastattacked = L L.lastattacker = user L.Stun(stunforce) L.Weaken(stunforce) L.apply_effect(STUTTER, stunforce) L.visible_message("[user] has stunned [L] with [src]!", \ "[user] has stunned you with [src]!") playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) if(ishuman(L)) var/mob/living/carbon/human/H = L H.forcesay(hit_appends) add_logs(user, L, "stunned") 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" force = 3 throwforce = 5 stunforce = 5 hitcost = 2500 slot_flags = null var/obj/item/device/assembly/igniter/sparkler = 0 /obj/item/weapon/melee/baton/cattleprod/New() ..() sparkler = new (src) /obj/item/weapon/melee/baton/cattleprod/baton_stun() if(sparkler.activate()) ..()