Telebatons for heads of staff

- Heads of staff spawn with them to encourage people to play heads of staff instead of just looting head lockers  for them.
- Helps heads of staff during rev to not get rekt.
- They're effectively a 100% disarm push, and can be robust in certain situations
- The stun is not really even long enough to cuff someone
- Has a cooldown to prevent spam and chainstunning
- Have been extensively tested and balanced by myself on NT

Code might be kinda shoddy so I could use some feedback on that from the maintainers on how to improve it (the classic baton code is kinda shit too).
Sprite credit to b12.
Sound credit for the extend sound to dannos at NT.
This uses the nullrod inhand sprite which had missing east and west inhand directions, so I fixed that as well.
Preferably update_both_hands since that's faster.
Op 4-okt.-2014 07:24 schreef "Iamgoofball" <notifications@github.com>:

> In code/game/objects/items/weapons/melee/misc.dm:
>
> > +		w_class = 4 //doesnt fit in backpack when its on for balance
> > +		force = 10 //seclite damage
> > +		attack_verb = list("smacked", "struck", "cracked", "beaten")
> > +	else
> > +		user.visible_message("<span class ='notice'>[user] collapses their telescopic baton.</span>",\
> > +		"<span class ='notice'>You collapse the baton.</span>",\
> > +		"You hear a click.")
> > +		icon_state = "telebaton_0"
> > +		item_state = "telebaton_0" //no sprite in other words
> > +		slot_flags = SLOT_BELT
> > +		w_class = 2
> > +		force = 3 //not so robust now
> > +		attack_verb = list("hit", "poked")
> > +
> > +	playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
> > +	add_fingerprint(user)
>
> yeah, you need to call update_icons() or something, that should refresh
> your inhands.
>
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