diff --git a/code/WorkInProgress/virus2/diseasesplicer.dm b/code/WorkInProgress/virus2/diseasesplicer.dm index 5fae22e7335..5a558546e44 100644 --- a/code/WorkInProgress/virus2/diseasesplicer.dm +++ b/code/WorkInProgress/virus2/diseasesplicer.dm @@ -158,11 +158,12 @@ dish = null else if(href_list["splice"]) - for(var/datum/disease2/effectholder/e in dish.virus2.effects) - if(e.stage == memorybank.stage) - e.effect = memorybank.effect - splicing = 10 - dish.virus2.spreadtype = "Blood" + if(dish) + for(var/datum/disease2/effectholder/e in dish.virus2.effects) + if(e.stage == memorybank.stage) + e.effect = memorybank.effect + splicing = 10 + dish.virus2.spreadtype = "Blood" else if(href_list["disk"]) burning = 10 diff --git a/code/game/dna.dm b/code/game/dna.dm index 771c1d1409f..3c990e03af3 100644 --- a/code/game/dna.dm +++ b/code/game/dna.dm @@ -14,7 +14,7 @@ if(length(uni_identity) != 39) //Lazy. var/temp - var/hair + var/hair = 0 var/beard // determine DNA fragment from hairstyle @@ -23,11 +23,10 @@ var/list/styles = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair var/hrange = round(4095 / styles.len) - var/style = styles.Find(character.hair_style.type) - if(style) - hair = style * hrange - rand(1,hrange-1) - else - hair = 0 + if(character.hair_style) + var/style = styles.Find(character.hair_style.type) + if(style) + hair = style * hrange - rand(1,hrange-1) // Beard dna code - mostly copypasted from hair code to allow for more dynamic facial hair style additions var/list/face_styles = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair diff --git a/code/modules/mob/living/silicon/ai/life.dm b/code/modules/mob/living/silicon/ai/life.dm index e0389fcef38..bb795a63481 100644 --- a/code/modules/mob/living/silicon/ai/life.dm +++ b/code/modules/mob/living/silicon/ai/life.dm @@ -73,7 +73,7 @@ src.see_invisible = 2 var/area/home = get_area(src) - if(home.powered(EQUIP)) + if(home && home.powered(EQUIP)) home.use_power(1000, EQUIP) if (src:aiRestorePowerRoutine==2)