diff --git a/code/modules/mod/modules/modules_medical.dm b/code/modules/mod/modules/modules_medical.dm index 0f445702017..22c30cf5c36 100644 --- a/code/modules/mod/modules/modules_medical.dm +++ b/code/modules/mod/modules/modules_medical.dm @@ -195,7 +195,7 @@ /obj/projectile/organ/on_hit(atom/target, blocked = 0, pierce_hit) . = ..() - if(!ishuman(target)) + if(!isliving(target)) organ.forceMove(drop_location()) organ = null return diff --git a/code/modules/surgery/surgery_step.dm b/code/modules/surgery/surgery_step.dm index 336e76b4d70..8b20184b38a 100644 --- a/code/modules/surgery/surgery_step.dm +++ b/code/modules/surgery/surgery_step.dm @@ -178,7 +178,7 @@ target.clear_mood_event(SURGERY_MOOD_CATEGORY) //incase they gained the trait mid-surgery. has the added side effect that if someone has a bad surgical memory/mood and gets drunk & goes back to surgery, they'll forget they hated it, which is kinda funny imo. return if(target.stat >= UNCONSCIOUS) - var/datum/mood_event/surgery/target_mood_event = target.mob_mood.mood_events[SURGERY_MOOD_CATEGORY] + var/datum/mood_event/surgery/target_mood_event = target.mob_mood?.mood_events[SURGERY_MOOD_CATEGORY] if(!target_mood_event || target_mood_event.surgery_completed) //don't give sleeping mobs trauma. that said, if they fell asleep mid-surgery after already getting the bad mood, lets make sure they wake up to a (hopefully) happy memory. return switch(surgery_state)