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misc.dm
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misc.dm
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/obj/item/melee
item_flags = NEEDS_PERMIT | ISWEAPON
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/obj/item/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
icon_state = "chain"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 10
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
/obj/item/melee/chainofcommand/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems made of synthetic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/changeling_items.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY
force = 20
throwforce = 10
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "ripped", "diced", "cut")
sharpness = IS_SHARP
/obj/item/melee/synthetic_arm_blade/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, 60, 80) //very imprecise
/obj/item/melee/sabre
name = "officer's sabre"
desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
icon_state = "sabre"
item_state = "sabre"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = UNIQUE_RENAME
force = 15
block_level = 1
block_upgrade_walk = 1
block_power = 50
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY
throwforce = 10
w_class = WEIGHT_CLASS_BULKY
armour_penetration = 75
sharpness = IS_SHARP
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = 1000)
/obj/item/melee/sabre/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
/obj/item/melee/sabre/on_exit_storage(datum/component/storage/concrete/S)
var/obj/item/storage/belt/sabre/B = S.real_location()
if(istype(B))
playsound(B, 'sound/items/unsheath.ogg', 25, TRUE)
/obj/item/melee/sabre/on_enter_storage(datum/component/storage/concrete/S)
var/obj/item/storage/belt/sabre/B = S.real_location()
if(istype(B))
playsound(B, 'sound/items/sheath.ogg', 25, TRUE)
/obj/item/melee/sabre/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!</span>")
var/i = 0
ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
if(iscarbon(user))
var/mob/living/carbon/Cuser = user
var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src)
var/list/limbs_to_dismember
var/list/arms = list()
var/list/legs = list()
var/obj/item/bodypart/bodypart
for(bodypart in Cuser.bodyparts)
if(bodypart == holding_bodypart)
continue
if(bodypart.body_part & ARMS)
arms += bodypart
else if (bodypart.body_part & LEGS)
legs += bodypart
limbs_to_dismember = arms + legs
if(holding_bodypart)
limbs_to_dismember += holding_bodypart
var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len)
for(bodypart in limbs_to_dismember)
i++
addtimer(CALLBACK(src, PROC_REF(suicide_dismember), user, bodypart), speedbase * i)
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (5 SECONDS) * i)
return MANUAL_SUICIDE
/obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting)
if(!QDELETED(affecting) && affecting.dismemberable && affecting.owner == user && !QDELETED(user))
playsound(user, hitsound, 25, 1)
affecting.dismember(BRUTE)
user.adjustBruteLoss(20)
/obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped)
if(!QDELETED(user))
user.adjustBruteLoss(200)
user.death(FALSE)
REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
/obj/item/melee/sabre/mime
name = "Bread Blade"
desc = "An elegant weapon, it has an inscription on it that says: \"La Gluten Gutter\"."
force = 18
icon_state = "rapier"
item_state = "rapier"
lefthand_file = null
righthand_file = null
block_power = 60
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
/obj/item/melee/sabre/mime/on_exit_storage(datum/component/storage/concrete/R)
var/obj/item/storage/belt/sabre/mime/M = R.real_location()
if(istype(M))
playsound(M, 'sound/items/unsheath.ogg', 25, TRUE)
/obj/item/melee/sabre/on_enter_storage(datum/component/storage/concrete/R)
var/obj/item/storage/belt/sabre/mime/M = R.real_location()
if(istype(M))
playsound(M, 'sound/items/sheath.ogg', 25, TRUE)
/obj/item/melee/classic_baton
name = "classic baton"
desc = "A wooden truncheon for beating criminal scum."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "baton"
item_state = "classic_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 = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown_check = 0 // Used interally, you don't want to modify
var/cooldown = 20 // Default wait time until can stun again.
var/stun_time_silicon = (5 SECONDS) // If enabled, how long do we stun silicons.
var/stamina_damage = 55 // Do we deal stamina damage.
var/affect_silicon = FALSE // Does it stun silicons.
var/on_sound // "On" sound, played when switching between able to stun or not.
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
var/stun_animation = FALSE // Do we animate the "hit" when stunning.
var/on = TRUE // Are we on or off
var/on_icon_state // What is our sprite when turned on
var/off_icon_state // What is our sprite when turned off
var/on_item_state // What is our in-hand sprite when turned on
var/force_on // Damage when on - not stunning
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
// Description for trying to stun when still on cooldown.
/obj/item/melee/classic_baton/proc/get_wait_description()
return
// Description for when turning their baton "on"
/obj/item/melee/classic_baton/proc/get_on_description()
. = list()
.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
return .
// Default message for stunning mob.
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visibletrip"] = "<span class ='danger'>[user] has knocked [target]'s legs out from under them with [src]!</span>"
.["localtrip"] = "<span class ='danger'>[user] has knocked your legs out from under you with [src]!</span>"
.["visibleknockout"] = "<span class ='danger'>[user] has violently knocked out [target] with [src]!</span>"
.["localknockout"] = "<span class ='danger'>[user] has beat you with such force on the head with [src] you fall unconscious...</span>"
.["visibledisarm"] = "<span class ='danger'>[user] has disarmed [target] with [src]!</span>"
.["localdisarm"] = "<span class ='danger'>[user] whacks your arm with [src], causing a coursing pain!</span>"
.["visiblestun"] = "<span class ='danger'>[user] beat [target] with [src]!</span>"
.["localstun"] = "<span class ='danger'>[user] has beat you with [src]!</span>"
.["visibleshead"] = "<span class ='danger'>[user] beat [target] on the head with [src]!</span>"
.["localhead"] = "<span class ='danger'>[user] has beat your head with [src]!</span>"
.["visiblearm"] = "<span class ='danger'>[user] beat [target]'s arm with [src]!</span>"
.["localarm"] = "<span class ='danger'>[user] has beat your arm with [src]!</span>"
.["visibleleg"] = "<span class ='danger'>[user] beat [target]'s leg with [src]!</span>"
.["localleg"] = "<span class ='danger'>[user] has beat you in the leg with [src]!</span>"
return .
// Default message for stunning a silicon.
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
return .
// Are we applying any special effects when we stun to carbon
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
return
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
return
//Police Baton
/obj/item/melee/classic_baton/police
name = "police baton"
stun_animation = TRUE
/obj/item/melee/classic_baton/police/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
var/def_check = target.getarmor(type = MELEE, penetration = armour_penetration)
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You hit yourself over the head.</span>")
user.adjustStaminaLoss(stamina_damage)
additional_effects_carbon(user) // user is the target here
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
// We don't stun if we're on harm.
if (user.a_intent != INTENT_HARM)
if (affect_silicon)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Paralyze(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if (stun_animation)
user.do_attack_animation(target)
else
..()
else
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!iscyborg(target))
return
else
if(cooldown_check <= world.time)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
var/list/desc = get_stun_description(target, user)
if (stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
additional_effects_carbon(target, user)
if((user.is_zone_selected(BODY_ZONE_HEAD)) || (user.is_zone_selected(BODY_ZONE_CHEST)))
target.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST, def_check)
log_combat(user, target, "stunned", src)
target.visible_message(desc["visiblestun"], desc["localstun"])
if((user.is_zone_selected(BODY_ZONE_R_LEG)) || (user.is_zone_selected(BODY_ZONE_L_LEG)))
target.Knockdown(30)
log_combat(user, target, "tripped", src)
target.visible_message(desc["visibletrip"], desc["localtrip"])
var/combat_zone = user.get_combat_bodyzone(target)
if(combat_zone == BODY_ZONE_L_ARM)
target.apply_damage(50, STAMINA, BODY_ZONE_L_ARM, def_check)
log_combat(user, target, "disarmed", src)
target.visible_message(desc["visibledisarm"], desc["localdisarm"])
if(combat_zone == BODY_ZONE_R_ARM)
target.apply_damage(50, STAMINA, BODY_ZONE_R_ARM, def_check)
log_combat(user, target, "disarmed", src)
target.visible_message(desc["visibledisarm"], desc["localdisarm"])
add_fingerprint(user)
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = WEAKREF(user)
cooldown_check = world.time + cooldown
else
var/wait_desc = get_wait_description()
if (wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/police/deputy
name = "deputy baton"
force = 12
cooldown = 10
stamina_damage = 20
stun_animation = TRUE
//Former Wooden Baton
/obj/item/melee/classic_baton/police/tonfa
name = "Police Tonfa"
desc = "Favored by hot headed Security Officers who don't want to get in trouble with CentCom but still want to get that nostalgic feeling of beating some criminal scum upside the head with a chunk of wood."
icon_state = "beater"
item_state = "beater"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 8
throwforce = 7
cooldown = 0
stamina_damage = 25 // 4 hits to stamcrit
stun_animation = TRUE
/// Per-mob sleep cooldowns.
/// [mob] = [world.time where the cooldown ends]
var/static/list/sleep_cooldowns = list()
/// Per-mob trip cooldowns.
/// [mob] = [world.time where the cooldown ends]
var/static/list/trip_cooldowns = list()
/obj/item/melee/classic_baton/police/tonfa/attack(mob/living/target, mob/living/user)
var/def_check = target.getarmor(type = MELEE, penetration = armour_penetration)
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You hit yourself over the head.</span>")
user.adjustStaminaLoss(stamina_damage)
additional_effects_carbon(user) // user is the target here
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(!isliving(target))
return
if(iscyborg(target))
if (user.a_intent != INTENT_HARM)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
user.do_attack_animation(target) // The attacker cuddles the Cyborg, awww. No damage here.
return
return ..()
if (user.a_intent == INTENT_HARM)
if(!..())
target.apply_damage(force, STAMINA, blocked = def_check)
return
else if(cooldown_check > world.time)
var/wait_desc = get_wait_description()
if (wait_desc)
to_chat(user, wait_desc)
return
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
var/list/desc = get_stun_description(target, user)
var/obj/item/bodypart/La = target.get_bodypart(BODY_ZONE_L_ARM)
var/obj/item/bodypart/Ra = target.get_bodypart(BODY_ZONE_R_ARM)
var/obj/item/bodypart/Ll = target.get_bodypart(BODY_ZONE_L_LEG)
var/obj/item/bodypart/Rl = target.get_bodypart(BODY_ZONE_R_LEG)
var/mob/living/carbon/human/T = target
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
additional_effects_carbon(target, user)
if(user.is_zone_selected(BODY_ZONE_CHEST) || user.is_zone_selected(BODY_ZONE_PRECISE_GROIN))
target.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST, def_check)
log_combat(user, target, "stunned", src)
target.visible_message(desc["visiblestun"], desc["localstun"])
else if(user.is_zone_selected(BODY_ZONE_HEAD) || user.is_zone_selected(BODY_ZONE_PRECISE_EYES) || user.is_zone_selected(BODY_ZONE_PRECISE_MOUTH))
target.apply_damage(18, STAMINA, BODY_ZONE_HEAD, def_check) // 90 : 5 = 18 , 5 hits to KnockOut
if(target.staminaloss > 89 && !target.has_status_effect(STATUS_EFFECT_SLEEPING) && (!sleep_cooldowns[target] || COOLDOWN_FINISHED(src, sleep_cooldowns[target])))
T.force_say(user)
target.balloon_alert_to_viewers("Knock-Out!")
if(!target.has_status_effect(STATUS_EFFECT_SLEEPING))
target.Sleeping(80)
target.setStaminaLoss(0)
playsound(usr.loc, "sound/machines/bellsound.ogg", 15, 1)
log_combat(user, target, "Knocked-Out", src)
if(CHECK_BITFIELD(target.mobility_flags, MOBILITY_STAND)) //this is here so the "falls" message doesn't appear if the target is already on the floor
target.visible_message("<span class='emote'><b>[T]</b> [pick(list("falls unconscious.","falls limp like a bag of bricks.","falls to the ground, unresponsive.","lays down on the ground for a little nap.","got [T.p_their()] dome rung in."))]</span>")
else
target.visible_message("<span class='emote'><b>[T]</b> [pick(list("falls unconscious.","falls into a deep sleep.","was sent to dreamland.","closes [T.p_their()] and prepares for a little nap."))]</span>")
COOLDOWN_START(src, sleep_cooldowns[target], 16 SECONDS)
else
log_combat(user, target, "stunned", src)
target.visible_message(desc["visiblestun"], desc["localstun"])
else if(user.is_zone_selected(BODY_ZONE_L_LEG))
log_combat(user, target, "stunned", src)
target.visible_message(desc["visibleleg"], desc["localleg"])
if (Rl.get_staminaloss() < 26 && Ra.get_staminaloss() < 26 && La.get_staminaloss() < 26)
target.apply_damage(25, STAMINA, BODY_ZONE_L_LEG, def_check)
else
target.apply_damage(10, STAMINA, BODY_ZONE_L_LEG, def_check)
if (Ll.get_staminaloss() == 50)
target.apply_damage(10, STAMINA, BODY_ZONE_CHEST, def_check)
else
target.apply_damage(5, STAMINA, BODY_ZONE_CHEST, def_check)
if(Ll.get_staminaloss() == 50 && CHECK_BITFIELD(target.mobility_flags, MOBILITY_STAND) && (!trip_cooldowns[target] || COOLDOWN_FINISHED(src, trip_cooldowns[target])))
target.visible_message("<span class='emote'><b>[T]</b> [pick(list("falls down.","falls face first into the floor.","gets viciously tripped.","got clumsy."))]</span>")
target.balloon_alert_to_viewers("Tripped!")
target.Knockdown(7)
log_combat(user, target, "tripped", src)
target.visible_message(desc["visibletrip"], desc["localtrip"])
playsound(usr.loc, "sound/misc/slip.ogg", 30, 1)
COOLDOWN_START(src, trip_cooldowns[target], 3 SECONDS)
else if(user.is_zone_selected(BODY_ZONE_R_LEG))
log_combat(user, target, "stunned", src)
target.visible_message(desc["visibleleg"], desc["localleg"])
if (Ll.get_staminaloss() < 26 && Ra.get_staminaloss() < 26 && La.get_staminaloss() < 26)
target.apply_damage(25, STAMINA, BODY_ZONE_R_LEG, def_check)
else
target.apply_damage(10, STAMINA, BODY_ZONE_R_LEG, def_check)
if (Rl.get_staminaloss() == 50)
target.apply_damage(10, STAMINA, BODY_ZONE_CHEST, def_check)
else
target.apply_damage(5, STAMINA, BODY_ZONE_CHEST, def_check)
if(Rl.get_staminaloss() == 50 && CHECK_BITFIELD(target.mobility_flags, MOBILITY_STAND) && (!trip_cooldowns[target] || COOLDOWN_FINISHED(src, trip_cooldowns[target])))
target.visible_message("<span class='emote'><b>[T]</b> [pick(list("falls down.","falls face first into the floor.","gets viciously tripped.","got clumsy."))]</span>")
target.balloon_alert_to_viewers("Tripped!")
target.Knockdown(7)
log_combat(user, target, "tripped", src)
playsound(usr.loc, "sound/misc/slip.ogg", 30, 1)
target.visible_message(desc["visibletrip"], desc["localtrip"])
COOLDOWN_START(src, trip_cooldowns[target], 3 SECONDS)
else if(user.is_zone_selected(BODY_ZONE_L_ARM))
if(!La.get_staminaloss() == 50)
log_combat(user, target, "stunned", src)
target.visible_message(desc["visiblearm"], desc["localarm"])
else
log_combat(user, target, "disarmed", src)
target.visible_message(desc["visibledisarm"], desc["localdisarm"])
if (Ra.get_staminaloss() < 26 && Ll.get_staminaloss() < 26 && Rl.get_staminaloss() < 26)
target.apply_damage(20, STAMINA, BODY_ZONE_L_ARM, def_check)
else
target.apply_damage(5, STAMINA, BODY_ZONE_L_ARM, def_check)
if (La.get_staminaloss() == 50)
target.apply_damage(10, STAMINA, BODY_ZONE_CHEST, def_check)
else
target.apply_damage(4, STAMINA, BODY_ZONE_CHEST, def_check)
else if(user.is_zone_selected(BODY_ZONE_R_ARM))
if(!Ra.get_staminaloss() == 50)
log_combat(user, target, "stunned", src)
target.visible_message(desc["visiblearm"], desc["localarm"])
else
log_combat(user, target, "disarmed", src)
target.visible_message(desc["visibledisarm"], desc["localdisarm"])
if (La.get_staminaloss() < 26 && Ll.get_staminaloss() < 26 && Rl.get_staminaloss() < 26)
target.apply_damage(20, STAMINA, BODY_ZONE_R_ARM, def_check)
else
target.apply_damage(5, STAMINA, BODY_ZONE_R_ARM, def_check)
if (Ra.get_staminaloss() == 50)
target.apply_damage(10, STAMINA, BODY_ZONE_CHEST, def_check)
else
target.apply_damage(4, STAMINA, BODY_ZONE_CHEST, def_check)
add_fingerprint(user)
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = WEAKREF(user)
COOLDOWN_START(src, cooldown_check, cooldown)
//Telescopic Baton
/obj/item/melee/classic_baton/police/telescopic
name = "telescopic baton"
desc = "A compact and harmless personal defense weapon. Sturdy enough to knock the feet out from under attackers and robust enough to disarm with a quick strike to the hand"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "telebaton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
stamina_damage = 0
stun_animation = FALSE
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = ISWEAPON
force = 0
on = FALSE
on_sound = 'sound/weapons/batonextend.ogg'
on_icon_state = "telebaton_1"
off_icon_state = "telebaton_0"
on_item_state = "nullrod"
force_on = 0
force_off = 0
weight_class_on = WEIGHT_CLASS_BULKY
/obj/item/melee/classic_baton/telescopic/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(on)
return ..()
return 0
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/living/user)
var/mob/living/carbon/human/H = user
var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain)
user.visible_message("<span class='suicide'>[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear [user.p_their()] mind.</span>")
if(!on)
src.attack_self(user)
else
playsound(src, on_sound, 50, 1)
add_fingerprint(user)
sleep(3)
if (!QDELETED(H))
if(!QDELETED(B))
H.internal_organs -= B
qdel(B)
new /obj/effect/gibspawner/generic(H.drop_location(), H)
return BRUTELOSS
/obj/item/melee/classic_baton/police/telescopic/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = force_off
attack_verb = list("hit", "poked")
playsound(src.loc, on_sound, 50, 1)
add_fingerprint(user)
//Contractor Baton
/obj/item/melee/classic_baton/retractible_stun
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "contractor_baton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = ISWEAPON
force = 5
on = FALSE
var/knockdown_time_carbon = (1.5 SECONDS) // Knockdown length for carbons.
var/stamina_damage_non_target = 55
var/stamina_damage_target = 85
var/target_confusion = 4 SECONDS
stamina_damage = 85
affect_silicon = TRUE
on_sound = 'sound/weapons/contractorbatonextend.ogg'
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
stun_animation = TRUE
on_icon_state = "contractor_baton_1"
off_icon_state = "contractor_baton_0"
on_item_state = "contractor_baton"
force_on = 10
force_off = 5
weight_class_on = WEIGHT_CLASS_NORMAL
/obj/item/melee/classic_baton/retractible_stun/get_wait_description()
return "<span class='danger'>The baton is still charging!</span>"
/obj/item/melee/classic_baton/retractible_stun/additional_effects_carbon(mob/living/target, mob/living/user)
target.Jitter(2 SECONDS)
target.stuttering += 2 SECONDS
/obj/item/melee/classic_baton/retractible_stun/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = force_off
attack_verb = list("hit", "poked")
playsound(src.loc, on_sound, 50, TRUE)
add_fingerprint(user)
/obj/item/melee/classic_baton/retractible_stun/proc/is_target(mob/living/target, mob/living/user)
return TRUE
/obj/item/melee/classic_baton/retractible_stun/proc/check_disabled(mob/living/target, mob/living/user)
return FALSE
/obj/item/melee/classic_baton/retractible_stun/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
if(check_disabled(target, user))
return ..()
var/is_target = is_target(target, user)
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You hit yourself over the head.</span>")
user.Paralyze(knockdown_time_carbon * force)
user.adjustStaminaLoss(stamina_damage)
additional_effects_carbon(user) // user is the target here
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
// We don't stun if we're on harm.
if (user.a_intent != INTENT_HARM)
if (affect_silicon)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Paralyze(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if (stun_animation)
user.do_attack_animation(target)
else
..()
else
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!iscyborg(target))
return
else
if(cooldown_check <= world.time)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
var/list/desc = get_stun_description(target, user)
if (stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, TRUE, -1)
if(is_target)
target.Knockdown(knockdown_time_carbon)
target.drop_all_held_items()
target.adjustStaminaLoss(stamina_damage)
if(target_confusion > 0 && target.confused < 6 SECONDS)
target.confused = min(target.confused + target_confusion, 6 SECONDS)
else
target.Knockdown(knockdown_time_carbon)
target.adjustStaminaLoss(stamina_damage_non_target)
additional_effects_carbon(target, user)
log_combat(user, target, "stunned", src)
add_fingerprint(user)
target.visible_message(desc["visible"], desc["local"])
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
cooldown_check = world.time + cooldown
else
var/wait_desc = get_wait_description()
if (wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/retractible_stun/contractor_baton
name = "contractor baton"
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electric shocks that can resonate with a specific target's brain frequency causing significant stunning effects."
var/datum/antagonist/traitor/owner_data = null
/obj/item/melee/classic_baton/retractible_stun/contractor_baton/check_disabled(mob/living/target, mob/living/user)
return !owner_data || owner_data?.owner?.current != user
/obj/item/melee/classic_baton/retractible_stun/contractor_baton/is_target(mob/living/target, mob/living/user)
return owner_data.contractor_hub?.current_contract?.contract?.target == target.mind
/obj/item/melee/classic_baton/retractible_stun/contractor_baton/pickup(mob/user)
..()
if(!owner_data)
var/datum/antagonist/traitor/traitor_data = user.mind.has_antag_datum(/datum/antagonist/traitor)
if(traitor_data)
owner_data = traitor_data
to_chat(user, "<span class='notice'>[src] scans your genetic data as you pick it up, creating an uplink with the syndicate database. Attacking your current target will stun them, however the baton is weak against non-targets.</span>")
/obj/item/melee/classic_baton/retractible_stun/bounty
name = "bounty hunter baton"
desc = "A compact, specialised retractible stun baton assigned to bounty hunters."
knockdown_time_carbon = (2 SECONDS)
stamina_damage_non_target = 60
stamina_damage_target = 60
stamina_damage = 60
target_confusion = 0
// Supermatter Sword
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "supermatter_sword"
item_state = "supermatter_sword"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = null
w_class = WEIGHT_CLASS_BULKY
force = 0.001
armour_penetration = 1000
var/obj/machinery/power/supermatter_crystal/shard
var/balanced = 1
block_level = 1
block_upgrade_walk = 1
block_flags = BLOCKING_ACTIVE | BLOCKING_NASTY | BLOCKING_PROJECTILE
force_string = "INFINITE"
/obj/item/melee/supermatter_sword/on_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text, damage, attack_type)
qdel(hitby)
owner.visible_message("<span class='danger'>[hitby] evaporates in midair!</span>")
return TRUE
/obj/item/melee/supermatter_sword/Initialize(mapload)
. = ..()
shard = new /obj/machinery/power/supermatter_crystal(src)
qdel(shard.countdown)
shard.countdown = null
START_PROCESSING(SSobj, src)
visible_message("<span class='warning'>[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
/obj/item/melee/supermatter_sword/process()
if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
return
if(!isturf(src.loc))
var/atom/target = src.loc
forceMove(target.loc)
consume_everything(target)
else
var/turf/T = get_turf(src)
if(!isspaceturf(T))
consume_turf(T)
/obj/item/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag)
. = ..()
if(user && target == user)
user.dropItemToGround(src)
if(proximity_flag)
consume_everything(target)
/obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if(ismob(hit_atom))
var/mob/M = hit_atom
if(src.loc == M)
M.dropItemToGround(src)
consume_everything(hit_atom)
/obj/item/melee/supermatter_sword/pickup(user)
..()
balanced = 0
/obj/item/melee/supermatter_sword/ex_act(severity, target)
visible_message("<span class='danger'>The blast wave smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/acid_act()
visible_message("<span class='danger'>The acid smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/melee/supermatter_sword/bullet_act(obj/projectile/P)
visible_message("<span class='danger'>[P] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything(P)
return BULLET_ACT_HIT
/obj/item/melee/supermatter_sword/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!</span>")
user.dropItemToGround(src, TRUE)
shard.Bumped(user)
/obj/item/melee/supermatter_sword/proc/consume_everything(target)
if(isnull(target))
shard.Consume()
else if(!isturf(target))
shard.Bumped(target)
else
consume_turf(target)
/obj/item/melee/supermatter_sword/proc/consume_turf(turf/T)
var/oldtype = T.type
var/turf/newT = T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
if(newT.type == oldtype)
return
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
shard.Consume()
CALCULATE_ADJACENT_TURFS(T)
/obj/item/melee/supermatter_sword/add_blood_DNA(list/blood_dna)
return FALSE
/obj/item/melee/curator_whip
name = "curator's whip"
desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
icon_state = "whip"
item_state = "chain"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 0.001 //"Some attack noises shit"
reach = 3
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/whip.ogg'
/obj/item/melee/curator_whip/attack(mob/living/target, mob/living/user)
. = ..()
if(!ishuman(target))
return
switch(user.get_combat_bodyzone(target))
if(BODY_ZONE_L_ARM)
whip_disarm(user, target, "left")
if(BODY_ZONE_R_ARM)
whip_disarm(user, target, "right")
if(BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
whip_trip(user, target)
else
whip_lash(user, target)
/obj/item/melee/curator_whip/proc/whip_disarm(mob/living/carbon/user, mob/living/target, side)
var/obj/item/I = target.get_held_items_for_side(side)
if(I)
if(target.dropItemToGround(I))
target.visible_message("<span class='danger'>[I] is yanked out of [target]'s hands by [src]!</span>","<span class='userdanger'>[user] grabs [I] out of your hands with [src]!</span>")
to_chat(user, "<span class='notice'>You yank [I] towards yourself.</span>")
log_combat(user, target, "disarmed", src)
if(!user.get_inactive_held_item())
user.throw_mode_on(THROW_MODE_TOGGLE)
user.swap_hand()
I.throw_at(user, 10, 2)
/obj/item/melee/curator_whip/proc/whip_trip(mob/living/user, mob/living/target) //this is bad and ugly but not as bad and ugly as the original code
if(get_dist(user, target) < 2)
to_chat(user, "<span class='warning'>[target] is too close to trip with the whip!</span>")
return
target.Knockdown(3 SECONDS)
log_combat(user, target, "tripped", src)
target.visible_message("<span class='danger'>[user] knocks [target] off [target.p_their()] feet!</span>", "<span class='userdanger'>[user] yanks your legs out from under you!</span>")
/obj/item/melee/curator_whip/proc/whip_lash(mob/living/user, mob/living/target)
if(target.getarmor(type = MELEE, penetration = armour_penetration) < 16)
target.emote("scream")
target.visible_message("<span class='danger'>[user] whips [target]!</span>", "<span class='userdanger'>[user] whips you! It stings!</span>")
/obj/item/melee/roastingstick
name = "advanced roasting stick"
desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits."
icon_state = "roastingstick_0"
item_state = "null"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = ISWEAPON
force = 0
attack_verb = list("hit", "poked")
var/obj/item/food/sausage/held_sausage
var/static/list/ovens
var/on = FALSE
var/datum/beam/beam
/obj/item/melee/roastingstick/Initialize(mapload)
. = ..()
if(!ovens)
ovens = typecacheof(list(/obj/anomaly, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire))
/obj/item/melee/roastingstick/attack_self(mob/user)
on = !on
if(on)
extend(user)
else
if (held_sausage)
to_chat(user, "<span class='warning'>You can't retract [src] while [held_sausage] is attached!</span>")
return
retract(user)
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
/obj/item/melee/roastingstick/attackby(atom/target, mob/user)
..()
if (istype(target, /obj/item/food/sausage))
if (!on)
to_chat(user, "<span class='warning'>You must extend [src] to attach anything to it!</span>")
return
if (held_sausage)
to_chat(user, "<span class='warning'>[held_sausage] is already attached to [src]!</span>")
return
if (user.transferItemToLoc(target, src))
held_sausage = target
else
to_chat(user, "<span class='warning'>[target] doesn't seem to want to get on [src]!</span>")
update_icon()
/obj/item/melee/roastingstick/attack_hand(mob/user)
..()
if (held_sausage)
user.put_in_hands(held_sausage)
held_sausage = null
update_icon()
/obj/item/melee/roastingstick/update_overlays()
. = ..()
if (held_sausage)
. += mutable_appearance(icon, "roastingstick_sausage")
/obj/item/melee/roastingstick/proc/extend(user)
to_chat(user, "<span class='warning'>You extend [src].</span>")
icon_state = "roastingstick_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY
/obj/item/melee/roastingstick/proc/retract(user)