diff --git a/code/game/objects/structures/inflatable.dm b/code/game/objects/structures/inflatable.dm
index 9f276aeb63f..11ec1f3b3f0 100644
--- a/code/game/objects/structures/inflatable.dm
+++ b/code/game/objects/structures/inflatable.dm
@@ -190,24 +190,28 @@
update_nearby_tiles()
/obj/structure/inflatable/door/proc/Open()
- isSwitchingStates = 1
- flick("door_opening",src)
- sleep(10)
- density = 0
- opacity = 0
- state = 1
- update_icon()
- isSwitchingStates = 0
+ spawn()
+ if(isSwitchingStates) return
+ isSwitchingStates = 1
+ flick("door_opening",src)
+ sleep(10)
+ density = 0
+ opacity = 0
+ state = 1
+ update_icon()
+ isSwitchingStates = 0
/obj/structure/inflatable/door/proc/Close()
- isSwitchingStates = 1
- flick("door_closing",src)
- sleep(10)
- density = 1
- opacity = 0
- state = 0
- update_icon()
- isSwitchingStates = 0
+ spawn()
+ if(isSwitchingStates) return
+ isSwitchingStates = 1
+ flick("door_closing",src)
+ sleep(10)
+ density = 1
+ opacity = 0
+ state = 0
+ update_icon()
+ isSwitchingStates = 0
/obj/structure/inflatable/door/update_icon()
if(state)
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index 95002223f49..d1222bd90f8 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -660,9 +660,9 @@
src << "It won't budge!"
return
- var/mob/M = AM
+ var/mob/M = null
if(ismob(AM))
-
+ M = AM
if(!can_pull_mobs || !can_pull_size)
src << "It won't budge!"
return
diff --git a/code/modules/mob/mob_grab.dm b/code/modules/mob/mob_grab.dm
index 391e199acd4..8c9ad05abaa 100644
--- a/code/modules/mob/mob_grab.dm
+++ b/code/modules/mob/mob_grab.dm
@@ -181,6 +181,8 @@
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/weapon/grab/proc/adjust_position()
+ if (!affecting)
+ return
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return
@@ -265,7 +267,7 @@
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
- assailant.visible_message("[assailant] starts to tighten \his grip on [affecting]'s neck!")
+ assailant.visible_message("[assailant] starts to tighten \his grip on [affecting]'s neck!")
hud.icon_state = "kill1"
state = GRAB_KILL
@@ -277,7 +279,7 @@
affecting.setClickCooldown(10)
affecting.losebreath += 1
affecting.set_dir(WEST)
- adjust_position()
+ adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
/obj/item/weapon/grab/proc/confirm()
diff --git a/maps/exodus-1.dmm b/maps/exodus-1.dmm
index c6b9d417735..672e118c777 100644
--- a/maps/exodus-1.dmm
+++ b/maps/exodus-1.dmm
@@ -3262,7 +3262,7 @@
"bkL" = (/obj/machinery/door/airlock{name = "Unit 4"},/turf/simulated/floor/tiled/freezer,/area/crew_quarters/locker/locker_toilet)
"bkM" = (/obj/machinery/alarm{dir = 1; icon_state = "alarm0"; pixel_y = -22},/obj/machinery/atmospherics/unary/vent_pump/on{dir = 1},/turf/simulated/floor/tiled/freezer,/area/crew_quarters/locker/locker_toilet)
"bkN" = (/obj/machinery/button/remote/blast_door{id = "qm_warehouse"; name = "Warehouse Door Control"; pixel_x = -1; pixel_y = -24; req_access = list(31)},/obj/structure/closet/crate,/turf/simulated/floor/tiled,/area/quartermaster/storage)
-"bkO" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/power/apc{dir = 8; name = "west bump"; pixel_x = -24},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/tiled,/area/quartermaster/storage)
+"bkO" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/power/apc{dir = 8; name = "west bump"; pixel_x = -24},/obj/effect/decal/cleanable/dirt,/obj/structure/cable,/turf/simulated/floor/tiled,/area/quartermaster/storage)
"bkP" = (/obj/machinery/atmospherics/unary/vent_pump/on{dir = 1},/obj/structure/table/steel,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/tiled,/area/quartermaster/storage)
"bkQ" = (/obj/effect/large_stock_marker,/turf/simulated/floor/tiled,/area/quartermaster/storage)
"bkR" = (/obj/structure/disposalpipe/sortjunction/untagged{dir = 1},/obj/structure/table/steel,/turf/simulated/floor/tiled,/area/quartermaster/storage)