diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index b7e43745db..f221e29d64 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -727,7 +727,7 @@ About the new airlock wires panel:
update_icon()
return 1
-/obj/machinery/door/airlock/attackby(obj/C as obj, mob/user as mob)
+/obj/machinery/door/airlock/attackby(C as obj, mob/user as mob)
//world << text("airlock attackby src [] obj [] mob []", src, C, user)
if(!istype(usr, /mob/living/silicon))
if(src.isElectrified())
@@ -737,6 +737,9 @@ About the new airlock wires panel:
return
src.add_fingerprint(user)
+ if(istype(C, /mob/living))
+ ..()
+ return
if(!repairing && (istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
var/obj/item/weapon/weldingtool/W = C
if(W.remove_fuel(0,user))
@@ -810,22 +813,24 @@ About the new airlock wires panel:
spawn(0) close(1)
// Check if we're using a crowbar or armblade, and if the airlock's unpowered for whatever reason (off, broken, etc).
- else if((C.pry == 1) && !arePowerSystemsOn())
- if(locked)
- user << "The airlock's bolts prevent it from being forced."
- else if( !welded && !operating )
- if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
- var/obj/item/weapon/material/twohanded/fireaxe/F = C
- if(!F.wielded)
- user << "You need to be wielding \the [F] to do that."
- return
- // At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
- if(density)
- spawn(0)
- open(1)
- else
- spawn(0)
- close(1)
+ else if(istype(C, /obj/item/weapon))
+ var/obj/item/weapon/W = C
+ if((W.pry == 1) && !arePowerSystemsOn())
+ if(locked)
+ user << "The airlock's bolts prevent it from being forced."
+ else if( !welded && !operating )
+ if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
+ var/obj/item/weapon/material/twohanded/fireaxe/F = C
+ if(!F.wielded)
+ user << "You need to be wielding \the [F] to do that."
+ return
+ // At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
+ if(density)
+ spawn(0)
+ open(1)
+ else
+ spawn(0)
+ close(1)
else
..()
return