diff --git a/code/ZAS/Fire.dm b/code/ZAS/Fire.dm index e7212190792..09ae8699162 100644 --- a/code/ZAS/Fire.dm +++ b/code/ZAS/Fire.dm @@ -140,7 +140,8 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin set_light(3, 1) for(var/mob/living/L in loc) - L.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure()) //Burn the mobs! + if(!L.is_incorporeal()) + L.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure()) //Burn the mobs! loc.fire_act(air_contents, air_contents.temperature, air_contents.volume) for(var/atom/A in loc) diff --git a/code/modules/mob/living/living_movement.dm b/code/modules/mob/living/living_movement.dm index 2c756b92a6d..ac22628e549 100644 --- a/code/modules/mob/living/living_movement.dm +++ b/code/modules/mob/living/living_movement.dm @@ -229,7 +229,7 @@ default behaviour is: MB.runOver(src) if(istype(AM, /obj/vehicle)) - if(!istype(buckled, /obj/vehicle)) // Don't run ourselves over, needed for going down stairs in vehicles! + if(!istype(buckled, /obj/vehicle) && !is_incorporeal()) // Don't run ourselves over, needed for going down stairs in vehicles! // Checks if we are riding a vehicle instead of our buckled vehicle, so that our trailers don't flatten us either! var/obj/vehicle/V = AM V.RunOver(src)