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## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites
54 lines
1.8 KiB
Plaintext
54 lines
1.8 KiB
Plaintext
/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. Alt-click it to sacrifice a buckled creature."
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icon = 'icons/obj/service/hand_of_god_structures.dmi'
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icon_state = "sacrificealtar"
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anchored = TRUE
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density = FALSE
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can_buckle = 1
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/obj/structure/sacrificealtar/AltClick(mob/living/user)
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..()
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if(!istype(user) || !user.can_perform_action(src))
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return
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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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to_chat(user, span_notice("Invoking the sacred ritual, you sacrifice [L]."))
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L.investigate_log("has been sacrificially gibbed on an altar.", INVESTIGATE_DEATHS)
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L.gib()
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message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].")
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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/service/hand_of_god_structures.dmi'
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icon_state = "fountain"
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anchored = TRUE
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density = TRUE
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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, list/modifiers)
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. = ..()
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if(.)
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return
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if(last_process + time_between_uses > world.time)
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to_chat(user, span_notice("The fountain appears to be empty."))
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return
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last_process = world.time
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to_chat(user, span_notice("The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards."))
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user.reagents.add_reagent(/datum/reagent/medicine/omnizine/godblood,20)
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update_appearance()
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_appearance)), time_between_uses)
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/obj/structure/healingfountain/update_icon_state()
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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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return ..()
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