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* update icon and update appearance * update name * fixes * Removes double parent calls from many things * More fixes * minor fixes * fuck * A! * general annoyances in this PR * going in specific fixes * remove remaining update icons and hud fixes * Mass replace update icon with update icon state/overlays * compile * push my work so far * goes back on things I broke * a * goes through like 80 more cases * going through more update icons * compile again * thank you tattax * Goes through the remaining update icon * fix CI cries * Fixes cigs, canisters and guncases * Fixes airlock unres sides * Fixes the flash * Fixes cryo cells * gun fix * Egun fixes * fixes mini eguns * Update energy.dm * Fixes MMIs * Fixes security level interface * Fixes cigar cases * Bow & Critter crate fixes * Fixes signalers * Fix canisters again * re-adds blinking red * Fixes solar panels * Fixes cryogenics (and forced standing) * Update cryo.dm * sechailer fix * Maybe fixes pitch black roundstart APCs * Update apc.dm * yet another egun fix * Fixes plasmamen helmets among other stuff * Fixes canisters for good * Fixes booze dispensers * Fixes new icon updates people added * Probably fixes ballistic guns * i give up lol
53 lines
1.6 KiB
Plaintext
53 lines
1.6 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."
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icon = 'icons/obj/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/attack_hand(mob/living/user)
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. = ..()
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if(.)
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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("You attempt to sacrifice [L] by invoking the sacrificial ritual."))
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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/hand_of_god_structures.dmi'
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icon_state = "fountain-red"
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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)
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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(UPDATE_ICON)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), time_between_uses)
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/obj/structure/healingfountain/update_icon_state()
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. = ..()
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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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