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)