diff --git a/code/datums/diseases/_disease.dm b/code/datums/diseases/_disease.dm index e634ddfed1d..72c9b60b298 100644 --- a/code/datums/diseases/_disease.dm +++ b/code/datums/diseases/_disease.dm @@ -178,6 +178,7 @@ GLOBAL_LIST_INIT(diseases, subtypesof(/datum/disease)) /datum/disease/proc/Copy() var/datum/disease/D = new type() + D.spread_flags = spread_flags //In case an admin (or other factor) has made a virus non spreading, you should *not* get a new spreading virus from blood D.strain_data = strain_data.Copy() return D diff --git a/code/modules/awaymissions/mob_spawn.dm b/code/modules/awaymissions/mob_spawn.dm index ce163becb68..5f88042c86d 100644 --- a/code/modules/awaymissions/mob_spawn.dm +++ b/code/modules/awaymissions/mob_spawn.dm @@ -762,7 +762,10 @@ /obj/effect/mob_spawn/human/alive/zombie/non_infectious/equip(mob/living/carbon/human/H) ADD_TRAIT(H, TRAIT_NON_INFECTIOUS_ZOMBIE, ROUNDSTART_TRAIT) - return ..() + . = ..() + for(var/datum/disease/zombie/zomb in H.viruses) + zomb.spread_flags = SPECIAL + /// these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know? /obj/effect/mob_spawn/corpse