/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 = TRUE
density = FALSE
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
to_chat(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 = TRUE
density = TRUE
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)
to_chat(user, "The fountain appears to be empty.")
return
last_process = world.time
to_chat(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(CALLBACK(src, .proc/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"