/obj/structure/sacrificealtar name = "sacrificial altar" desc = "An altar designed to perform blood sacrifice for a deity." icon = 'icons/obj/hand_of_god_structures.dmi' icon_state = "sacrificealtar" anchored = 1 density = 0 can_buckle = 1 /obj/structure/sacrificealtar/attack_hand(mob/living/user) ..() if(!has_buckled_mobs()) return var/mob/living/L = locate() in buckled_mobs if(!L) return user << "You attempt to sacrifice [L] by invoking the sacrificial ritual." L.gib() message_admins("[key_name_admin(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar.") /obj/structure/healingfountain name = "healing fountain" desc = "A fountain containing the waters of life." icon = 'icons/obj/hand_of_god_structures.dmi' icon_state = "fountain" anchored = 1 density = 1 var/time_between_uses = 1800 var/last_process = 0 /obj/structure/healingfountain/attack_hand(mob/living/user) if(last_process + time_between_uses > world.time) user << "The fountain appears to be empty." return last_process = world.time user << "The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards." user.reagents.add_reagent("godblood",20) update_icons() addtimer(src, "update_icons", time_between_uses) /obj/structure/healingfountain/proc/update_icons() if(last_process + time_between_uses > world.time) icon_state = "fountain" else icon_state = "fountain-red"