diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm index 9f7fe3b6880..61dd70811ea 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm @@ -245,7 +245,7 @@ Difficulty: Hard to_chat(L, "[src] rends you!") playsound(T, attack_sound, 100, TRUE, -1) var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration)) + L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration), wound_bonus = CANT_WOUND) SLEEP_CHECK_DEATH(3) /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness) @@ -470,7 +470,7 @@ Difficulty: Hard var/mob/living/L = A L.visible_message("[src] slams into [L]!", "[src] tramples you into the ground!") src.forceMove(get_turf(L)) - L.apply_damage(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination) ? 15 : 30, BRUTE) + L.apply_damage(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination) ? 15 : 30, BRUTE, wound_bonus = CANT_WOUND) playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE) shake_camera(L, 4, 3) shake_camera(src, 2, 3) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm index ea180d631f2..ec79ae65667 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm @@ -136,7 +136,7 @@ . = ..() if(istype(hit_atom)) playsound(src, attack_sound, 100, TRUE) - hit_atom.apply_damage(22 * size / 2) //It gets pretty hard to dodge the skulls when there are a lot of them. Scales down with size + hit_atom.apply_damage(22 * size / 2, wound_bonus = CANT_WOUND) //It gets pretty hard to dodge the skulls when there are a lot of them. Scales down with size hit_atom.safe_throw_at(get_step(src, get_dir(src, hit_atom)), 2) //Some knockback. Prevent the legion from melee directly after the throw. //TURRETS