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kiwistation/code/game/objects/items/weapons/stunbaton.dm
T
2014-03-09 16:46:55 -07:00

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/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
suicide_act(mob/user)
viewers(user) << "<span class='suicide'>[user] is putting the live [name] in \his mouth! It looks like \he's trying to commit suicide.</span>"
return (FIRELOSS)
/obj/item/weapon/melee/baton/New()
..()
update_icon()
return
/obj/item/weapon/melee/baton/CheckParts()
bcell = locate(/obj/item/weapon/stock_parts/cell) in contents
update_icon()
/obj/item/weapon/melee/baton/loaded/New() //this one starts with a cell pre-installed.
..()
bcell = new(src)
update_icon()
return
/obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt)
if(bcell)
if(bcell.use(chrgdeductamt))
return 1
else
status = 0
update_icon()
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()
set src in view(1)
..()
if(bcell)
usr <<"<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>"
if(!bcell)
usr <<"<span class='warning'>The baton does not have a power source installed.</span>"
/obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!bcell)
user.drop_item()
W.loc = src
bcell = W
user << "<span class='notice'>You install a cell in [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already has a cell.</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(bcell)
bcell.updateicon()
bcell.loc = get_turf(src.loc)
bcell = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
status = 0
update_icon()
return
..()
return
/obj/item/weapon/melee/baton/attack_self(mob/user)
if(bcell && bcell.charge > hitcost)
status = !status
user << "<span class='notice'>[src] is now [status ? "on" : "off"].</span>"
playsound(loc, "sparks", 75, 1, -1)
update_icon()
else
status = 0
if(!bcell)
user << "<span class='warning'>[src] does not have a power source!</span>"
else
user << "<span class='warning'>[src] is out of charge.</span>"
add_fingerprint(user)
/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
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)
L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>")
return
if(status)
user.lastattacked = L
L.lastattacker = user
L.Stun(stunforce)
L.Weaken(stunforce)
L.apply_effect(STUTTER, stunforce)
L.visible_message("<span class='danger'>[L] has been stunned with [src] by [user]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
if(R && R.cell)
R.cell.use(hitcost)
else
deductcharge(hitcost)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(hit_appends)
add_logs(user, L, "stunned")
/obj/item/weapon/melee/baton/emp_act(severity)
if(bcell)
deductcharge(1000 / severity)
if(bcell.reliability != 100 && prob(50/severity))
bcell.reliability -= 10 / 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