diff --git a/code/modules/mob/living/carbon/human/species/station/station_special_vr.dm b/code/modules/mob/living/carbon/human/species/station/station_special_vr.dm index 4e49351b96..19575b357b 100644 --- a/code/modules/mob/living/carbon/human/species/station/station_special_vr.dm +++ b/code/modules/mob/living/carbon/human/species/station/station_special_vr.dm @@ -148,14 +148,14 @@ cause = "jittery" //check to see if they go feral if they weren't before - if(!feral) + if(!feral && !isbelly(H.loc)) // if stress is below 15, no chance of snapping. Also if they weren't feral before, they won't suddenly become feral unless they get MORE stressed if((currentstress > laststress) && prob(clamp(currentstress-15, 0, 100)) ) go_feral(H, currentstress, cause) feral = currentstress //update the local var //they didn't go feral, give 'em a chance of hunger messages - else if(H.nutrition <= 200 && prob(0.5) && !isbelly(H.loc)) + else if(H.nutrition <= 200 && prob(0.5)) switch(H.nutrition) if(150 to 200) to_chat(H,"You feel rather hungry. It might be a good idea to find some some food...") @@ -164,7 +164,8 @@ danger = TRUE //now the check's done, update their brain so it remembers how stressed they were - B.laststress = currentstress + if(B && !isbelly(H.loc)) //another sanity check for brain implant shenanigans, also no you don't get to hide in a belly and get your laststress set to a huge amount to skip rolls + B.laststress = currentstress // Handle being feral if(feral)