diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 962bc8c1ce..4a404c2ea7 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -240,7 +240,13 @@ wounding_dmg *= (easy_dismember ? 1 : 0.75) if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)) return - // note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday) + // if we're flesh only, all blunt attacks become weakened slashes in terms of wound damage + if(BIO_JUST_FLESH) + if(wounding_type == WOUND_BLUNT) + wounding_type = WOUND_SLASH + wounding_dmg *= (easy_dismember ? 1 : 0.3) + if((mangled_state & BODYPART_MANGLED_FLESH) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)) + return // standard humanoids if(BIO_FLESH_BONE) // if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate