diff --git a/code/modules/awaymissions/corpse.dm b/code/modules/awaymissions/corpse.dm index 57cce8a656..e59c17cafc 100644 --- a/code/modules/awaymissions/corpse.dm +++ b/code/modules/awaymissions/corpse.dm @@ -106,6 +106,7 @@ var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID. var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize() var/disable_pda = TRUE + var/disable_sensors = TRUE //All of these only affect the ID that the outfit has placed in the ID slot var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access. @@ -181,6 +182,12 @@ var/obj/item/device/pda/PDA = locate(/obj/item/device/pda) in H if(PDA) PDA.toff = TRUE + if(disable_sensors) + // Using crew monitors to find corpses while creative makes finding certain ruins too easy. + var/obj/item/clothing/under/C = H.wear_suit + if(C) + C.sensor_mode = NO_SENSORS + var/obj/item/card/id/W = H.wear_id if(W) if(id_access)