diff --git a/code/datums/vision_override.dm b/code/datums/vision_override.dm
index a634a77f6fb..140ceb8d5fa 100644
--- a/code/datums/vision_override.dm
+++ b/code/datums/vision_override.dm
@@ -2,7 +2,7 @@
var/name = "vision override"
var/see_in_dark = 0
var/see_invisible = 0
- var/light_sensetive = 0
+ var/light_sensitive = 0
var/sight_flags = 0
/datum/vision_override/nightvision
@@ -13,4 +13,4 @@
sight_flags = SEE_MOBS
/datum/vision_override/nightvision/thermals/ling_augmented_eyesight
- light_sensetive = 1
\ No newline at end of file
+ light_sensitive = 1
diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm
index ad56e541fd4..260160a63c3 100644
--- a/code/game/objects/items/weapons/grenades/flashbang.dm
+++ b/code/game/objects/items/weapons/grenades/flashbang.dm
@@ -36,19 +36,20 @@
ear_safety++
//Flash
- var/mob/living/carbon/human/H = M
- var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
+ var/eye_damage = rand(1,3)
if(M.weakeyes)
M.visible_message("[M] screams and collapses!")
M << "AAAAGH! IT BURNS!"
M.Weaken(15) //hella stunned
M.Stun(15)
- if(E)
- E.damage += 8
+ eye_damage += 8
if(!eye_safety && ishuman(M))
+ var/mob/living/carbon/human/H = M
+ var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
flick("e_flash", M.flash)
- if (E) E.damage += rand(1, 3)
+ if (E)
+ E.damage += eye_damage
M.Stun(max(10/distance, 3))
M.Weaken(max(10/distance, 3))
if (istype(E) && E.damage >= E.min_bruised_damage)
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index c9d441d77e8..8967e1519d6 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -1227,7 +1227,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(vision_type)
see_in_dark = max(see_in_dark, vision_type.see_in_dark, species.darksight)
see_invisible = vision_type.see_invisible
- if(vision_type.light_sensetive)
+ if(vision_type.light_sensitive)
weakeyes = 1
sight |= vision_type.sight_flags