diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index b4bb5eb64b6..4948080f0c9 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -40,7 +40,7 @@
return temps
#define FIREDOOR_MAX_PRESSURE_DIFF 25 // kPa
-#define FIREDOOR_MAX_TEMP 50 // °C
+#define FIREDOOR_MAX_TEMP 50 // Celsius
#define FIREDOOR_MIN_TEMP 0
// Bitflags
@@ -129,7 +129,7 @@
o += ""
else
o += ""
- o += "[celsius]°C "
+ o += "[celsius]Celsius "
o += ""
o += "[pressure]kPa"
usr << o
diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm
index 12bc956442e..31838616c54 100644
--- a/code/modules/mob/living/carbon/human/update_icons.dm
+++ b/code/modules/mob/living/carbon/human/update_icons.dm
@@ -428,24 +428,26 @@ proc/get_damage_icon_part(damage_state, body_part)
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
- if(facial_hair_style && src.species.name in facial_hair_style.species_allowed)
- var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
- if(facial_hair_style.do_colouration)
- facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
- face_standing.Blend(facial_s, ICON_OVERLAY)
+ if(facial_hair_style && facial_hair_style.species_allowed)
+ if(src.species.name in facial_hair_style.species_allowed)
+ var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
+ if(facial_hair_style.do_colouration)
+ facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
+ face_standing.Blend(facial_s, ICON_OVERLAY)
else
- warning("Invalid f_style for [species.name]: [f_style]")
+ //warning("Invalid f_style for [species.name]: [f_style]")
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
- if(hair_style && src.species.name in hair_style.species_allowed)
- var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
- if(hair_style.do_colouration)
- hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
+ if(hair_style && hair_style.species_allowed)
+ if(src.species.name in hair_style.species_allowed)
+ var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
+ if(hair_style.do_colouration)
+ hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
- face_standing.Blend(hair_s, ICON_OVERLAY)
+ face_standing.Blend(hair_s, ICON_OVERLAY)
else
- warning("Invalid h_style for [species.name]: [h_style]")
+ //warning("Invalid h_style for [species.name]: [h_style]")
overlays_standing[HAIR_LAYER] = image(face_standing)
diff --git a/code/modules/organs/blood.dm b/code/modules/organs/blood.dm
index fdf880c5b8c..23496fc1f7b 100644
--- a/code/modules/organs/blood.dm
+++ b/code/modules/organs/blood.dm
@@ -73,13 +73,14 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs_by_name["heart"]
-
- if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
- blood_volume *= 0.8
- else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
- blood_volume *= 0.6
- else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
- blood_volume *= 0.3
+
+ if(heart)
+ if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
+ blood_volume *= 0.8
+ else if(heart.damage >= heart.min_bruised_damage && heart.damage < heart.min_broken_damage)
+ blood_volume *= 0.6
+ else if(heart.damage >= heart.min_broken_damage && heart.damage < INFINITY)
+ blood_volume *= 0.3
//Effects of bloodloss
switch(blood_volume)