diff --git a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm
index 2ee8c3e33f..0e1a9d44b0 100644
--- a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm
+++ b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm
@@ -88,29 +88,29 @@
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
- // 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.
- var/mob/living/carbon/target = A
- var/mob/living/user = owner
+ // 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.
+ var/mob/living/carbon/target = A
+ var/mob/living/user = owner
- if(istype(target))
- PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
- var/power_time = 138 + level_current * 12
- target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
- user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
- if(do_mob(user, target, 50, TRUE, TRUE))
- if (CheckCanTarget(target)) // target just has to be out of view when it is fully charged in order to avoid
- target.face_atom(user)
- target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
- target.Stun(power_time)
- to_chat(user, "[target] is fixed in place by your hypnotic gaze.")
- 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
- target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
- spawn(power_time)
- if(istype(target))
- target.notransform = FALSE
- // They Woke Up! (Notice if within view)
- if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
- to_chat(user, "[target] has snapped out of their trance.")
+ if(istype(target))
+ PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
+ var/power_time = 138 + level_current * 12
+ target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
+ user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 50)
+ if(do_mob(user, target, 50, TRUE, TRUE))
+ if (CheckCanTarget(target)) // target just has to be out of view when it is fully charged in order to avoid
+ target.face_atom(user)
+ target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
+ target.Stun(power_time)
+ to_chat(user, "[target] is fixed in place by your hypnotic gaze.")
+ 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
+ target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
+ spawn(power_time)
+ if(istype(target))
+ target.notransform = FALSE
+ // They Woke Up! (Notice if within view)
+ if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
+ to_chat(user, "[target] has snapped out of their trance.")
/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)