diff --git a/code/game/objects/items/weapons/shards.dm b/code/game/objects/items/weapons/shards.dm index df8c9fc329c..70513198e39 100644 --- a/code/game/objects/items/weapons/shards.dm +++ b/code/game/objects/items/weapons/shards.dm @@ -53,6 +53,8 @@ /obj/item/weapon/shard/Crossed(AM as mob|obj) if(isliving(AM)) var/mob/living/M = AM + if (M.incorporeal_move || M.flying)//you are incorporal or flying..no shard stepping! + return M << "\red You step on \the [src]!" playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds if(ishuman(M)) diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index a5abf9ce4b9..2d7f74dfa62 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -111,7 +111,7 @@ Works together with spawning an observer, noted above. if(!loc) return if(!client) return 0 - + regular_hud_updates() if(client.images.len) for(var/image/hud in client.images) if(copytext(hud.icon_state,1,4) == "hud")