- type: entity
  name: stun baton
  parent: BaseItem
  id: Stunbaton
  description: A stun baton for incapacitating people with. Actively harming with this is considered bad tone.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Melee/stunbaton.rsi
    state: stunbaton_off
  - type: Stunbaton
  - type: MeleeWeapon
    damage:
      types:
        Blunt: 10
    range: 1.5
    arcwidth: 60
    arc: default
  - type: PowerCellSlot
    slotSize: Medium
    cellSlot:
      startingItem: PowerCellMediumHigh
  - type: ItemCooldown
  - type: Clothing
    sprite: Objects/Weapons/Melee/stunbaton.rsi
    HeldPrefix: off
    quickEquip: false
    size: 20
    Slots:
    - Belt

- type: entity
  name: flash
  parent: BaseItem
  id: Flash
  description: An ultrabright flashbulb with a trigger, causes the victum to be dazed and lose their eyesight for a moment. Useless when burnt out.
  components:
    - type: Sprite
      sprite: Objects/Weapons/Melee/flash.rsi
      state: flash
    - type: Flash
    - type: MeleeWeapon
      damage:
        types:
          Blunt: 0 # why is this classed as a melee weapon? Is it needed for some interaction?
      range: 1
      arcWidth: 10
      arc: default
    - type: Item
      size: 2
      sprite: Objects/Weapons/Melee/flash.rsi
    - type: ItemCooldown

- type: entity
  name: portable flasher
  parent: BaseStructure
  id: PortableFlasher
  description: An ultrabright flashbulb with a proximity trigger, useful for making an area security-only.
  components:
    - type: EmitSoundOnTrigger
      sound:
        path: /Audio/Weapons/flash.ogg
    - type: FlashOnTrigger
      repeating: true
      range: 3
    - type: TriggerOnProximity
      enabled: true
      cooldown: 5
      shape:
        !type:PhysShapeCircle
          radius: 2
    - type: Anchorable
    - type: Sprite
      netsync: false
      sprite: Objects/Weapons/pflash.rsi
      layers:
        - state: "off"
          map: ["enum.ProximityTriggerVisualLayers.Base"]
    - type: InteractionOutline
    - type: Physics
    - type: Fixtures
      fixtures:
      - shape:
          !type:PhysShapeAabb
            bounds: "-0.15,-0.3,0.15,0.3"
        mask:
        - Impassable
        - VaultImpassable
        - SmallImpassable
        layer:
        - MobImpassable
        mass: 70
    - type: Appearance
    - type: AnimationPlayer
    - type: PointLight
      energy: 2.0
      radius: 0
      softness: 0
      enabled: true

