/obj/structure/sacrificealtar name = "sacrificial altar" desc = "An altar designed to perform blood sacrifice for a deity. Alt-click it to sacrifice a buckled creature." icon = 'icons/obj/service/hand_of_god_structures.dmi' icon_state = "sacrificealtar" anchored = TRUE density = FALSE can_buckle = 1 /obj/structure/sacrificealtar/click_alt(mob/living/user) if(!has_buckled_mobs()) return CLICK_ACTION_BLOCKING var/mob/living/L = locate() in buckled_mobs if(!L) return CLICK_ACTION_BLOCKING to_chat(user, span_notice("Invoking the sacred ritual, you sacrifice [L].")) L.investigate_log("has been sacrificially gibbed on an altar.", INVESTIGATE_DEATHS) L.gib(DROP_ALL_REMAINS) message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].") return CLICK_ACTION_SUCCESS /obj/structure/healingfountain name = "healing fountain" desc = "A fountain containing the waters of life." icon = 'icons/obj/service/hand_of_god_structures.dmi' icon_state = "fountain" anchored = TRUE density = TRUE var/time_between_uses = 1800 var/last_process = 0 /obj/structure/healingfountain/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(last_process + time_between_uses > world.time) to_chat(user, span_notice("The fountain appears to be empty.")) return last_process = world.time to_chat(user, span_notice("The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.")) user.reagents.add_reagent(/datum/reagent/medicine/omnizine/godblood,20) update_appearance() addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_appearance)), time_between_uses) /obj/structure/healingfountain/update_icon_state() if(last_process + time_between_uses > world.time) icon_state = "fountain" else icon_state = "fountain-red" return ..()