diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index aefc2366caf..07cc5835b41 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -168,7 +168,7 @@ for(var/i = 1 to ammo_used_per_firing) sleep(1) var/turf/impact_tile = pick(turf_list) - var/datum/cause_data/cause_data = create_cause_data(fired_from.name, source_mob) + var/datum/cause_data/cause_data = create_cause_data(fired_from?.name, source_mob) impact_tile.ex_act(EXPLOSION_THRESHOLD_VLOW, pick(GLOB.alldirs), cause_data) create_shrapnel(impact_tile,1,0,0,shrapnel_type,cause_data,FALSE,100) //simulates a bullet for(var/atom/movable/explosion_effect in impact_tile) @@ -246,7 +246,7 @@ for(var/i=1 to 16) //This is how many tiles within that area of effect will be randomly ignited var/turf/U = pick(turf_list) turf_list -= U - fire_spread_recur(U, create_cause_data(fired_from.name, source_mob), 1, null, 5, 75, "#EE6515")//Very, very intense, but goes out very quick + fire_spread_recur(U, create_cause_data(fired_from?.name, source_mob), 1, null, 5, 75, "#EE6515")//Very, very intense, but goes out very quick if(!ammo_count && !QDELETED(src)) qdel(src) //deleted after last laser beam is fired and impact the ground.