diff --git a/code/modules/clothing/spacesuits/alien.dm b/code/modules/clothing/spacesuits/alien.dm
index 45e753c9ac..1d08c8c571 100644
--- a/code/modules/clothing/spacesuits/alien.dm
+++ b/code/modules/clothing/spacesuits/alien.dm
@@ -1,6 +1,20 @@
/obj/item/clothing/head/helmet/space/unathi
var/up = 0 //So Unathi helmets play nicely with the weldervision check.
+ mob_can_equip(M as mob, slot)
+ var/mob/living/carbon/human/U = M
+ if(U.dna.mutantrace != "lizard")
+ U << "This clearly isn't designed for your species!"
+ return 0
+ return ..()
+
+/obj/item/clothing/suit/space/unathi/mob_can_equip(M as mob, slot)
+ var/mob/living/carbon/human/U = M
+ if(U.dna.mutantrace != "lizard")
+ U << "This clearly isn't designed for your species!"
+ return 0
+
+ return ..()
/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
name = "NT breacher helmet"
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 79be30e4c4..3ad4a6adb5 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -22,7 +22,6 @@ emp_act
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
P.agony=P.agony*C.siemens_coefficient
- visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!")
apply_effect(P.agony,AGONY,0)
del P
/* Commenting out new-old taser nerf.
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 7948a457c9..41c84823a6 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -167,16 +167,18 @@
mouthshoot = 0
return
if (load_into_chamber())
- user.visible_message("[user] pulls the trigger. Ow.")
+ user.visible_message("[user] pulls the trigger.")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
in_chamber.on_hit(M)
if (!in_chamber.nodamage)
- user.apply_damage(in_chamber.damage*100, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
+ user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
+ user.death()
else
- user << "You feel dumb for trying this..."
+ user << "Ow..."
+ user.apply_effect(110,AGONY,0)
del(in_chamber)
mouthshoot = 0
return