diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index a479a6d990..76507ba086 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -148,6 +148,8 @@ #define TRAIT_NORUNNING "norunning" // You walk! #define TRAIT_NOMARROW "nomarrow" // You don't make blood, with chemicals or nanites. #define TRAIT_NOPULSE "nopulse" // Your heart doesn't beat. +#define TRAIT_NOGUT "nogutting" //Your chest cant be gutted of organs +#define TRAIT_NODECAP "nodecapping" //Your head cant be cut off in combat #define TRAIT_EXEMPT_HEALTH_EVENTS "exempt-health-events" #define TRAIT_NO_MIDROUND_ANTAG "no-midround-antag" //can't be turned into an antag by random events #define TRAIT_PUGILIST "pugilist" //This guy punches people for a living diff --git a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm index 0feb6dfa7e..888db8193b 100644 --- a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm +++ b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm @@ -39,7 +39,7 @@ var/passive_blood_drain = -0.1 //The amount of blood we loose each bloodsucker life() tick // LISTS var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \ - TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE) + TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE, TRAIT_NODECAP, TRAIT_NOGUT) /datum/antagonist/bloodsucker/on_gain() SSticker.mode.bloodsuckers |= owner // Add if not already in here (and you might be, if you were picked at round start) diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm index d9e7012214..f654270df7 100644 --- a/code/modules/surgery/bodyparts/dismemberment.dm +++ b/code/modules/surgery/bodyparts/dismemberment.dm @@ -14,7 +14,6 @@ return FALSE if(HAS_TRAIT(C, TRAIT_NODISMEMBER)) return FALSE - var/obj/item/bodypart/affecting = C.get_bodypart(BODY_ZONE_CHEST) affecting.receive_damage(clamp(brute_dam/2 * affecting.body_damage_coeff, 15, 50), clamp(burn_dam/2 * affecting.body_damage_coeff, 0, 50)) //Damage the chest based on limb's existing damage C.visible_message("[C]'s [src.name] has been violently dismembered!") @@ -44,6 +43,10 @@ throw_at(target_turf, throw_range, throw_speed) return TRUE +/obj/item/bodypart/head/dismember() + if(HAS_TRAIT(owner, TRAIT_NODECAP)) + return FALSE + ..() /obj/item/bodypart/chest/dismember() if(!owner) @@ -53,6 +56,8 @@ return FALSE if(HAS_TRAIT(C, TRAIT_NODISMEMBER)) return FALSE + if(HAS_TRAIT(C, TRAIT_NOGUT)) //Just for not allowing gutting + return FALSE . = list() var/organ_spilled = 0 var/turf/T = get_turf(C)