fix indentation
muh spaces
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@@ -88,29 +88,29 @@
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return TRUE
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/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
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// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
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var/mob/living/carbon/target = A
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var/mob/living/user = owner
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// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
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var/mob/living/carbon/target = A
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var/mob/living/user = owner
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if(istype(target))
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PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
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var/power_time = 138 + level_current * 12
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
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user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
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if(do_mob(user, target, 50, TRUE, TRUE))
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if (CheckCanTarget(target)) // target just has to be out of view when it is fully charged in order to avoid
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target.face_atom(user)
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
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target.Stun(power_time)
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to_chat(user, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
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target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
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target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
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spawn(power_time)
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if(istype(target))
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target.notransform = FALSE
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// They Woke Up! (Notice if within view)
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if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
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to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
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if(istype(target))
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PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
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var/power_time = 138 + level_current * 12
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
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user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
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if(do_mob(user, target, 50, TRUE, TRUE))
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if (CheckCanTarget(target)) // target just has to be out of view when it is fully charged in order to avoid
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target.face_atom(user)
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
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target.Stun(power_time)
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to_chat(user, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
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target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
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target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
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spawn(power_time)
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if(istype(target))
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target.notransform = FALSE
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// They Woke Up! (Notice if within view)
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if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
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to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
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/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
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