anchor.diff:  
   	//HALLUCINATE
   	else if(findtext(command, "see the truth") || findtext(command, "hallucinate"))
  -		for(var/L in listeners)
  +		for(var/V in listeners)
  +			var/mob/living/L = V
   			new /obj/effect/hallucination/delusion(get_turf(L),L,duration=150,skip_nearby=0)
   		next_command = world.time + cooldown_damage
   
   	//WAKE UP
   	else if(findtext(command, "wake up") || findtext(command, "awaken"))
  -		for(var/L in listeners)
  +		for(var/V in listeners)
  +			var/mob/living/L = V
   			L.SetSleeping(0)
   		next_command = world.time + cooldown_damage
   
   	//HEAL
   	else if(findtext(command, "live") || findtext(command, "heal") || findtext(command, "survive") || findtext(command, "mend") || findtext(command, "heroes never die"))
  -		for(var/L in listeners)
  +		for(var/V in listeners)
  +			var/mob/living/L = V
   			L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier, 0, 0)
   		next_command = world.time + cooldown_damage
   
   	//BRUTE DAMAGE
   	else if(findtext(command, "die") || findtext(command, "suffer"))
  -		for(var/L in listeners)
  +		for(var/V in listeners)
  +			var/mob/living/L = V
   			L.apply_damage(15 * power_multiplier, def_zone = "chest")
   		next_command = world.time + cooldown_damage
   
  
positive.code: 
  	//SIT
  	else if(findtext(command, "sit"))
  		for(var/L in listeners)
  			for(var/obj/structure/chair/chair in get_turf(L))
  				chair.buckle_mob(L)
  				break
  
negative.code: 		if(owner.mind.assigned_role == "Mime")
  			power_multiplier *= 0.5
  
  	for(var/V in listeners)
  		var/mob/living/L = V
  		if(findtext(command, L.real_name))
  			listeners = list(L) //focus on a particular person
  			power_multiplier *= 2
  