/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(.) return 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("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].") /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(.) return 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(/datum/reagent/medicine/omnizine/godblood,20) update_icon() addtimer(CALLBACK(src, /atom/.proc/update_icon), time_between_uses) /obj/structure/healingfountain/update_icon() if(last_process + time_between_uses > world.time) icon_state = "fountain" else icon_state = "fountain-red"