/datum/wound/loss name = "Dismembered" desc = "oof ouch!!" sound_effect = 'sound/effects/dismember.ogg' severity = WOUND_SEVERITY_LOSS threshold_minimum = 180 status_effect_type = null scar_keyword = "dismember" wound_flags = null /// Our special proc for our special dismembering, the wounding type only matters for what text we have /datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH) if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember()) qdel(src) return already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here switch(wounding_type) if(WOUND_BLUNT) occur_text = "is shattered through the last bone holding it together, severing it completely!" if(WOUND_SLASH) occur_text = "is slashed through the last tissue holding it together, severing it completely!" if(WOUND_PIERCE) occur_text = "is pierced through the last tissue holding it together, severing it completely!" if(WOUND_BURN) occur_text = "is completely incinerated, falling to dust!" victim = dismembered_part.owner var/msg = "[victim]'s [dismembered_part.name] [occur_text]!" victim.visible_message(msg, "Your [dismembered_part.name] [occur_text]!") limb = dismembered_part severity = WOUND_SEVERITY_LOSS second_wind() log_wound(victim, src) dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE) qdel(src)