diff --git a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm index e98eb68172c1..f137b3253e59 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/xeno_nest.dm @@ -67,7 +67,6 @@ current_mob.pixel_y = initial(buckled_mob.pixel_y) current_mob.pixel_x = initial(buckled_mob.pixel_x) - //current_mob.density = !(current_mob.lying || current_mob.stat == DEAD) REMOVE_TRAIT(current_mob, TRAIT_UNDENSE, XENO_NEST_TRAIT) if(dir == SOUTH) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 4ed142d12aee..67742a9246e5 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -766,8 +766,8 @@ //mobs use get_projectile_hit_chance instead of get_projectile_hit_boolean /mob/living/proc/get_projectile_hit_chance(obj/projectile/P) - if(body_position == LYING_DOWN && src != P.original) - return FALSE + if((body_position == LYING_DOWN || HAS_TARIT(TRAIT_NESTED)) && src != P.original) + return FALSE // Snowflake check for xeno nests, because we want bullets to fly through even though they're standing in it var/ammo_flags = P.ammo.flags_ammo_behavior | P.projectile_override_flags if(ammo_flags & AMMO_XENO) if((status_flags & XENO_HOST) && HAS_TRAIT(src, TRAIT_NESTED))