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Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
This commit is contained in:
@@ -0,0 +1,46 @@
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/obj/structure/sacrificealtar
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name = "sacrificial altar"
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desc = "An altar designed to perform blood sacrifice for a deity."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "sacrificealtar"
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anchored = 1
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density = 0
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can_buckle = 1
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/obj/structure/sacrificealtar/attack_hand(mob/living/user)
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..()
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if(!has_buckled_mobs())
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return
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var/mob/living/L = locate() in buckled_mobs
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if(!L)
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return
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user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
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L.gib()
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message_admins("[key_name_admin(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar.")
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/obj/structure/healingfountain
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name = "healing fountain"
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desc = "A fountain containing the waters of life."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "fountain"
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anchored = 1
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density = 1
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var/time_between_uses = 1800
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var/last_process = 0
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/obj/structure/healingfountain/attack_hand(mob/living/user)
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if(last_process + time_between_uses > world.time)
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user << "<span class='notice'>The fountain appears to be empty.</span>"
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return
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last_process = world.time
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user << "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>"
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user.reagents.add_reagent("godblood",20)
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update_icons()
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addtimer(src, "update_icons", time_between_uses)
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/obj/structure/healingfountain/proc/update_icons()
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if(last_process + time_between_uses > world.time)
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icon_state = "fountain"
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else
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icon_state = "fountain-red"
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@@ -120,3 +120,43 @@
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name = "dense stack of papers"
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desc = "A stack of various papers, childish scribbles scattered across each page."
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icon_state = "paperstack"
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/obj/structure/fluff/divine
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name = "Miracle"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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anchored = 1
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density = 1
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/obj/structure/fluff/divine/nexus
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name = "nexus"
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desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
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icon_state = "nexus-neutral"
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/obj/structure/fluff/divine/conduit
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name = "conduit"
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desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
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icon_state = "conduit-neutral"
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/obj/structure/fluff/divine/convertaltar
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name = "conversion altar"
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desc = "An altar dedicated to a deity."
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icon_state = "convertaltar-neutral"
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density = 0
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can_buckle = 1
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/obj/structure/fluff/divine/powerpylon
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name = "power pylon"
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desc = "A pylon which increases the deity's rate it can influence the world."
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icon_state = "powerpylon"
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can_buckle = 1
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/obj/structure/fluff/divine/defensepylon
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name = "defense pylon"
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desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
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icon_state = "defensepylon"
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/obj/structure/fluff/divine/shrine
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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@@ -0,0 +1,99 @@
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/obj/structure/trap
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name = "IT'S A TARP"
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desc = "stepping on me is a guaranteed bad day"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "trap"
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density = 0
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alpha = 30 //initially quite hidden when not "recharging"
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var/last_trigger = 0
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var/time_between_triggers = 600 //takes a minute to recharge
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/obj/structure/trap/Crossed(atom/movable/AM)
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if(last_trigger + time_between_triggers > world.time)
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return
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alpha = initial(alpha)
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if(isliving(AM))
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var/mob/living/L = AM
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last_trigger = world.time
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alpha = 200
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trap_effect(L)
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/examine(mob/user)
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..()
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if(!isliving(user)) //bad ghosts, stop trying to powergame from beyond the grave
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return
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user << "You reveal a trap!"
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alpha = 200
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/proc/trap_effect(mob/living/L)
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return
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/obj/structure/trap/stun
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name = "shock trap"
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desc = "A trap that will shock you, it will burn your flesh and render you immobile, You'd better avoid it."
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icon_state = "trap-shock"
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L << "<span class='danger'><B>You are paralyzed from the intense shock!</B></span>"
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L.Weaken(5)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/particle_effect/sparks/electricity(Lturf)
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new /obj/effect/particle_effect/sparks(Lturf)
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/obj/structure/trap/fire
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name = "flame trap"
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desc = "A trap that will set you ablaze. You'd better avoid it."
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icon_state = "trap-fire"
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/obj/structure/trap/fire/trap_effect(mob/living/L)
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L << "<span class='danger'><B>Spontaneous combustion!</B></span>"
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L.Weaken(1)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/hotspot(Lturf)
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new /obj/effect/particle_effect/sparks(Lturf)
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/obj/structure/trap/chill
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name = "frost trap"
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desc = "A trap that will chill you to the bone. You'd better avoid it."
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icon_state = "trap-frost"
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/obj/structure/trap/chill/trap_effect(mob/living/L)
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L << "<span class='danger'><B>You're frozen solid!</B></span>"
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L.Weaken(1)
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L.bodytemperature -= 300
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new /obj/effect/particle_effect/sparks(get_turf(L))
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/obj/structure/trap/damage
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name = "earth trap"
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desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
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icon_state = "trap-earth"
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/obj/structure/trap/damage/trap_effect(mob/living/L)
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L << "<span class='danger'><B>The ground quakes beneath your feet!</B></span>"
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L.Weaken(5)
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L.adjustBruteLoss(35)
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var/turf/Lturf = get_turf(L)
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new /obj/effect/particle_effect/sparks(Lturf)
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new /obj/structure/flora/rock(Lturf)
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/obj/structure/trap/ward
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name = "divine ward"
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desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
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icon_state = "ward"
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density = 1
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/New()
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..()
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QDEL_IN(src, time_between_triggers)
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