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cult_structures.dm
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/obj/structure/destructible/cult
density = TRUE
anchored = TRUE
icon = 'icons/obj/cult.dmi'
light_power = 2
var/cooldowntime = 0
break_sound = 'sound/hallucinations/veryfar_noise.ogg'
debris = list(/obj/item/stack/sheet/runed_metal = 1)
var/is_endgame = FALSE //is the structure part of the endgame? stuff that can't be healed/moved have this set to TRUE
/obj/structure/destructible/cult/proc/conceal() //for spells that hide cult presence
density = FALSE
visible_message(span_danger("[src] fades away."))
invisibility = INVISIBILITY_OBSERVER
alpha = 100 //To help ghosts distinguish hidden runes
light_range = 0
light_power = 0
update_light()
STOP_PROCESSING(SSfastprocess, src)
/obj/structure/destructible/cult/proc/reveal() //for spells that reveal cult presence
density = initial(density)
invisibility = 0
visible_message(span_danger("[src] suddenly appears!"))
alpha = initial(alpha)
light_range = initial(light_range)
light_power = initial(light_power)
update_light()
START_PROCESSING(SSfastprocess, src)
/obj/structure/destructible/cult/examine(mob/user)
. = ..()
. += span_notice("\The [src] is [anchored ? "":"not "]secured to the floor.")
if(iscultist(user) || isobserver(user))
. += span_cult("[p_they(TRUE)] [p_are()] at <b>[round(atom_integrity * 100 / max_integrity)]%</b> stability.")
if(cooldowntime > world.time)
. += "<span class='cult italic'>The magic in [src] is too weak, [p_they()] will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>"
/obj/structure/destructible/cult/attack_animal(mob/living/simple_animal/M)
if(is_endgame && iscultist(M))
return FALSE //no smash or healing
if(istype(M, /mob/living/simple_animal/hostile/construct/builder))
if(atom_integrity < max_integrity)
M.changeNext_move(CLICK_CD_MELEE)
update_integrity(min(max_integrity, atom_integrity + 5))
Beam(M, icon_state="sendbeam", time=4)
M.visible_message(span_danger("[M] repairs \the <b>[src]</b>."), \
span_cult("You repair <b>[src]</b>, leaving [p_they()] at <b>[round(atom_integrity * 100 / max_integrity)]%</b> stability."))
else
to_chat(M, span_cult("You cannot repair [src], as [p_theyre()] undamaged!"))
else
..()
/obj/structure/destructible/cult/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(iscultist(user) && is_endgame)
return FALSE
return ..()
/obj/structure/destructible/cult/attackby(obj/I, mob/user, params)
if(is_endgame && iscultist(user))
return FALSE
if(istype(I, /obj/item/melee/cultblade/dagger) && iscultist(user))
anchored = !anchored
to_chat(user, span_notice("You [anchored ? "":"un"]secure \the [src] [anchored ? "to":"from"] the floor."))
if(!anchored)
icon_state = "[initial(icon_state)]_off"
else
icon_state = initial(icon_state)
else
return ..()
/obj/structure/destructible/cult/ratvar_act()
if(take_damage(rand(25, 50), BURN) && src) //if we still exist
var/previouscolor = color
color = "#FAE48C"
animate(src, color = previouscolor, time = 0.8 SECONDS)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 0.8 SECONDS)
/obj/structure/destructible/cult/talisman
name = "altar"
desc = "A bloodstained altar dedicated to Nar'sie."
icon_state = "talismanaltar"
break_message = span_warning("The altar shatters, leaving only the wailing of the damned!")
/obj/structure/destructible/cult/talisman/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!iscultist(user))
to_chat(user, span_warning("You're pretty sure you know exactly what this is used for and you can't seem to touch it."))
return
if(!anchored)
to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first."))
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cult italic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice = alert(user,"You study the schematics etched into the altar...",,"Eldritch Whetstone","Construct Shell","Flask of Unholy Water")
var/list/pickedtype = list()
switch(choice)
if("Eldritch Whetstone")
pickedtype += /obj/item/sharpener/cult
if("Construct Shell")
pickedtype += /obj/structure/constructshell
if("Flask of Unholy Water")
pickedtype += /obj/item/reagent_containers/glass/beaker/unholywater
if(src && !QDELETED(src) && anchored && pickedtype && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time)
cooldowntime = world.time + 2400
for(var/N in pickedtype)
new N(get_turf(src))
to_chat(user, span_cultitalic("You kneel before the altar and your faith is rewarded with the [choice]!"))
/obj/structure/destructible/cult/forge
name = "daemon forge"
desc = "A forge used in crafting the unholy weapons used by the armies of Nar'sie."
icon_state = "forge"
light_range = 2
light_color = LIGHT_COLOR_LAVA
break_message = span_warning("The force breaks apart into shards with a howling scream!")
/obj/structure/destructible/cult/forge/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!iscultist(user))
to_chat(user, span_warning("The heat radiating from [src] pushes you back."))
return
if(!anchored)
to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first."))
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cult italic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice
if(user.mind.has_antag_datum(/datum/antagonist/cult/master))
choice = alert(user,"You study the schematics etched into the forge...",,"Shielded Robe","Flagellant's Robe","Mirror Shield")
else
choice = alert(user,"You study the schematics etched into the forge...",,"Shielded Robe","Flagellant's Robe","Mirror Shield")
var/list/pickedtype = list()
switch(choice)
if("Shielded Robe")
pickedtype += /obj/item/clothing/suit/hooded/cultrobes/cult_shield
if("Flagellant's Robe")
pickedtype += /obj/item/clothing/suit/hooded/cultrobes/berserker
if("Mirror Shield")
pickedtype += /obj/item/shield/mirror
if(src && !QDELETED(src) && anchored && pickedtype && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time)
cooldowntime = world.time + 2400
for(var/N in pickedtype)
new N(get_turf(src))
to_chat(user, span_cultitalic("You work the forge as dark knowledge guides your hands, creating the [choice]!"))
/obj/structure/destructible/cult/pylon
name = "pylon"
desc = "A floating crystal that slowly heals those faithful to Nar'sie."
icon_state = "pylon"
light_range = 1.5
light_color = LIGHT_COLOR_RED
break_sound = 'sound/effects/glassbr2.ogg'
break_message = span_warning("The blood-red crystal falls to the floor and shatters!")
var/heal_delay = 25
var/last_heal = 0
var/corrupt_delay = 50
var/last_corrupt = 0
/obj/structure/destructible/cult/pylon/New()
START_PROCESSING(SSfastprocess, src)
..()
/obj/structure/destructible/cult/pylon/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/structure/destructible/cult/pylon/process()
if(!anchored)
return
if(last_heal <= world.time)
last_heal = world.time + heal_delay
for(var/mob/living/L in range(5, src))
if(iscultist(L) || isshade(L) || isconstruct(L))
if(L.health != L.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(src), "#960000")
if(ishuman(L))
L.adjustBruteLoss(-1, 0)
L.adjustFireLoss(-1, 0)
L.updatehealth()
if(isshade(L) || isconstruct(L))
var/mob/living/simple_animal/M = L
if(M.health < M.maxHealth)
M.adjustHealth(-3)
if(ishuman(L) && L.blood_volume < BLOOD_VOLUME_NORMAL(L))
L.blood_volume += 1.0
CHECK_TICK
if(last_corrupt <= world.time)
var/list/validturfs = list()
var/list/cultturfs = list()
for(var/T in circleviewturfs(src, 5))
if(istype(T, /turf/open/floor/engine/cult))
cultturfs |= T
continue
var/static/list/blacklisted_pylon_turfs = typecacheof(list(
/turf/closed,
/turf/open/floor/engine/cult,
/turf/open/space,
/turf/open/lava,
/turf/open/chasm))
if(is_type_in_typecache(T, blacklisted_pylon_turfs))
continue
else
validturfs |= T
last_corrupt = world.time + corrupt_delay
var/turf/T = safepick(validturfs)
if(T)
if(istype(T, /turf/open/floor/plating))
T.place_on_top(/turf/open/floor/engine/cult, flags = CHANGETURF_IGNORE_AIR)
else
T.ChangeTurf(/turf/open/floor/engine/cult, flags = CHANGETURF_IGNORE_AIR)
else
var/turf/open/floor/engine/cult/F = safepick(cultturfs)
if(F)
new /obj/effect/temp_visual/cult/turf/floor(F)
else
// Are we in space or something? No cult turfs or
// convertable turfs?
last_corrupt = world.time + corrupt_delay*2
/obj/structure/destructible/cult/tome
name = "archives"
desc = "A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl."
icon_state = "tomealtar"
light_range = 1.5
light_color = LIGHT_COLOR_FIRE
break_message = span_warning("The books and tomes of the archives burn into ash as the desk shatters!")
/obj/structure/destructible/cult/tome/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!iscultist(user))
to_chat(user, span_warning("These books won't open and it hurts to even try and read the covers."))
return
if(!anchored)
to_chat(user, span_cultitalic("You need to anchor [src] to the floor with your dagger first."))
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cult italic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice = alert(user,"You flip through the black pages of the archives...",,"Zealot's Blindfold","Shuttle Curse","Veil Walker Set")
var/list/pickedtype = list()
switch(choice)
if("Zealot's Blindfold")
pickedtype += /obj/item/clothing/glasses/hud/health/night/cultblind
if("Shuttle Curse")
pickedtype += /obj/item/shuttle_curse
if("Veil Walker Set")
pickedtype += /obj/item/cult_shift
pickedtype += /obj/item/flashlight/flare/culttorch
if(src && !QDELETED(src) && anchored && pickedtype.len && Adjacent(user) && !user.incapacitated() && iscultist(user) && cooldowntime <= world.time)
cooldowntime = world.time + 2400
for(var/N in pickedtype)
new N(get_turf(src))
to_chat(user, span_cultitalic("You summon the [choice] from the archives!"))
/////////////////////////////WE'RE IN THE ENDGAME NOW/////////////////////////////
/obj/structure/destructible/cult/pillar
name = "obsidian pillar"
icon_state = "pillar-enter"
icon = 'icons/obj/cult_64x64.dmi'
pixel_x = -16
max_integrity = 200
break_sound = 'sound/effects/meteorimpact.ogg'
break_message = span_warning("The pillar crumbles!")
plane = MASSIVE_OBJ_PLANE
var/alt = 0
is_endgame = TRUE
/obj/structure/destructible/cult/pillar/alt
icon_state = "pillaralt-enter"
alt = 1
/obj/structure/destructible/cult/pillar/Initialize(mapload)
..()
var/turf/T = loc
if (!T)
qdel(src)
return
for (var/obj/O in loc)
if(O == src)
continue
O.ex_act(EXPLODE_HEAVY)
if(!QDELETED(O) && (istype(O, /obj/structure) || istype(O, /obj/machinery)))
qdel(O)
T.narsie_act()
/obj/structure/destructible/cult/pillar/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir, armour_penetration = 0)
..()
update_appearance(UPDATE_ICON)
/obj/structure/destructible/cult/pillar/Destroy()
new /obj/effect/decal/cleanable/ash(loc)
..()
/obj/structure/destructible/cult/pillar/update_icon_state()
. = ..()
icon_state = "pillar[alt ? "alt": ""]2"
if (atom_integrity < max_integrity/3)
icon_state = "pillar[alt ? "alt": ""]0"
else if (atom_integrity < 2*max_integrity/3)
icon_state = "pillar[alt ? "alt": ""]1"
/obj/structure/destructible/cult/pillar/conceal()
return
/obj/structure/destructible/cult/pillar/ex_act(severity)
switch(severity)
if (EXPLODE_DEVASTATE)
take_damage(200)
if (EXPLODE_HEAVY)
take_damage(100)
if (EXPLODE_LIGHT)
take_damage(20)
/obj/structure/destructible/cult/bloodstone
name = "bloodstone"
desc = "A large, red stone filling with... something. You get a headache even being near it."
icon_state = "bloodstone-enter1"
icon = 'icons/obj/cult_64x64.dmi'
pixel_x = -16
max_integrity = 600
break_sound = 'sound/effects/glassbr2.ogg'
break_message = span_warning("The bloodstone resonates violently before crumbling to the floor!")
plane = MASSIVE_OBJ_PLANE
light_color = "#FF0000"
var/current_fullness = 0
var/anchor = FALSE //are we the bloodstone used to summon Nar'sie? used in the final part of the summoning
is_endgame = TRUE
/obj/structure/destructible/cult/bloodstone/Initialize(mapload)
..()
if (!src.loc)
message_admins("Blood Cult: A blood stone was somehow spawned in nullspace. It has been destroyed.")
qdel(src)
SSshuttle.registerHostileEnvironment(src)
SSgamemode.bloodstone_list.Add(src)
for (var/obj/O in loc)
if (O != src)
O.ex_act(2)
safe_space()
set_light(3)
for(var/mob/M in GLOB.player_list)
if (M.z == z && M.client)
if (get_dist(M,src)<=20)
M.playsound_local(src, get_sfx(SFX_EXPLOSION), 50, 1)
shake_camera(M, 4, 1)
else
M.playsound_local(src, 'sound/effects/explosionfar.ogg', 50, 1)
shake_camera(M, 1, 1)
spawn(10)
var/list/pillars = list()
icon_state = "bloodstone-enter2"
for(var/mob/M in GLOB.player_list)
if (M.z == z && M.client)
if (get_dist(M,src)<=20)
M.playsound_local(src, get_sfx(SFX_EXPLOSION), 50, 1)
shake_camera(M, 4, 1)
else
M.playsound_local(src, 'sound/effects/explosionfar.ogg', 50, 1)
shake_camera(M, 1, 1)
var/turf/T1 = locate(x-2,y-2,z)
pillars += new /obj/structure/destructible/cult/pillar(T1)
var/turf/T2 = locate(x+2,y-2,z)
pillars += new /obj/structure/destructible/cult/pillar/alt(T2)
var/turf/T3 = locate(x-2,y+2,z)
pillars += new /obj/structure/destructible/cult/pillar(T3)
var/turf/T4 = locate(x+2,y+2,z)
pillars += new /obj/structure/destructible/cult/pillar/alt(T4)
sleep(1 SECONDS)
icon_state = "bloodstone-enter3"
for(var/mob/M in GLOB.player_list)
if (M.z == z && M.client)
if (get_dist(M,src)<=20)
M.playsound_local(src, get_sfx(SFX_EXPLOSION), 50, 1)
shake_camera(M, 4, 1)
else
M.playsound_local(src, 'sound/effects/explosionfar.ogg', 50, 1)
shake_camera(M, 1, 1)
for (var/obj/structure/destructible/cult/pillar/P in pillars)
P.update_appearance(UPDATE_ICON)
/obj/structure/destructible/cult/bloodstone/proc/summon()
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF //should stop the stone from being destroyed by damage
sound_to_playing_players('sound/effects/dimensional_rend.ogg')
sleep(4 SECONDS)
new /obj/singularity/narsie/large/cult(loc)
/obj/structure/destructible/cult/bloodstone/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir, armour_penetration = 0)
..()
update_appearance(UPDATE_ICON)
/obj/structure/destructible/cult/bloodstone/ex_act(severity)
switch(severity)
if (EXPLODE_DEVASTATE)
take_damage(200)
if (EXPLODE_HEAVY)
take_damage(100)
if (EXPLODE_LIGHT)
take_damage(20)
/obj/structure/destructible/cult/bloodstone/Destroy()
for(var/mob/M in range(7, loc))
M.playsound_local(M, 'sound/creatures/legion_death.ogg', 75, FALSE) //make it suitably loud
SSgamemode.bloodstone_list.Remove(src)
SSshuttle.clearHostileEnvironment(src)
for(var/datum/mind/B in SSgamemode.cult)
if(B.current)
SEND_SOUND(B.current, 'sound/magic/demon_dies.ogg')
if(SSgamemode.bloodstone_list.len)
to_chat(B.current, span_cultlarge("The Bloodstone in [get_area(src)] has been destroyed! There are [SSgamemode.bloodstone_list.len] Bloodstones remaining!."))
new /obj/effect/decal/cleanable/ash(loc)
new /obj/item/ectoplasm(loc)
new /obj/structure/destructible/dead_bloodstone(loc)
if(!(locate(/obj/singularity/narsie) in GLOB.poi_list) && (!SSgamemode.bloodstone_cooldown && SSgamemode.bloodstone_list.len <= 0 || anchor))
if(anchor)
SSgamemode.anchor_bloodstone = null
SSgamemode.cult_loss_anchor()
else
SSgamemode.cult_loss_bloodstones()
..()
/obj/structure/destructible/cult/bloodstone/mech_melee_attack(obj/mecha/M, punch_force, equip_allowed = TRUE) //you're welcome, mqiib
return ..(M, punch_force / 6, equip_allowed) //damage is reduced since mechs deal triple damage to objects, this sets gygaxes to 15 (5*3) damage and durands to 21 (7*3) damage
/obj/structure/destructible/cult/bloodstone/hulk_damage()
return 15 //no
/obj/structure/destructible/cult/bloodstone/proc/safe_space()
for(var/turf/T in range(5,src))
var/dist = get_dist(src, T)
if (dist <= 2)
T.ChangeTurf(/turf/open/floor/engine/cult, flags = CHANGETURF_IGNORE_AIR)
for (var/obj/structure/S in T)
if(!istype(S,/obj/structure/destructible/cult))
S.ex_act(EXPLODE_DEVASTATE)
for (var/obj/machinery/M in T)
qdel(M)
else if (dist <= 4)
if (istype(T,/turf/open/space))
T.ChangeTurf(/turf/open/floor/engine/cult, flags = CHANGETURF_IGNORE_AIR)
else
T.narsie_act(TRUE, TRUE)
else if (dist <= 5)
if (istype(T,/turf/open/space))
T.ChangeTurf(/turf/closed/wall/mineral/cult)
else
T.narsie_act(TRUE, TRUE)
/obj/structure/destructible/cult/bloodstone/update_icon_state()
. = ..()
icon_state = "bloodstone-[current_fullness]"
/obj/structure/destructible/cult/bloodstone/update_overlays()
. = ..()
var/image/I_base = image('icons/obj/cult_64x64.dmi',"bloodstone-base")
I_base.appearance_flags |= RESET_COLOR//we don't want the stone to pulse
overlays += I_base
if (atom_integrity <= max_integrity/3)
. += "bloodstone_damage2"
else if (atom_integrity <= 2*max_integrity/3)
. += "bloodstone_damage1"
set_light(3+current_fullness, 2+current_fullness)
/obj/structure/destructible/cult/bloodstone/proc/set_animate()
animate(src, color = list(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0), time = 1 SECONDS, loop = -1)
animate(color = list(1.125,0.06,0,0,0,1.125,0.06,0,0.06,0,1.125,0,0,0,0,1,0,0,0,0), time = 0.2 SECONDS)
animate(color = list(1.25,0.12,0,0,0,1.25,0.12,0,0.12,0,1.25,0,0,0,0,1,0,0,0,0), time = 0.2 SECONDS)
animate(color = list(1.375,0.19,0,0,0,1.375,0.19,0,0.19,0,1.375,0,0,0,0,1,0,0,0,0), time = 0.15 SECONDS)
animate(color = list(1.5,0.27,0,0,0,1.5,0.27,0,0.27,0,1.5,0,0,0,0,1,0,0,0,0), time = 0.15 SECONDS)
animate(color = list(1.625,0.35,0.06,0,0.06,1.625,0.35,0,0.35,0.06,1.625,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.75,0.45,0.12,0,0.12,1.75,0.45,0,0.45,0.12,1.75,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.875,0.56,0.19,0,0.19,1.875,0.56,0,0.56,0.19,1.875,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(2,0.67,0.27,0,0.27,2,0.67,0,0.67,0.27,2,0,0,0,0,1,0,0,0,0), time = 0.5 SECONDS)
animate(color = list(1.875,0.56,0.19,0,0.19,1.875,0.56,0,0.56,0.19,1.875,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.75,0.45,0.12,0,0.12,1.75,0.45,0,0.45,0.12,1.75,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.625,0.35,0.06,0,0.06,1.625,0.35,0,0.35,0.06,1.625,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.5,0.27,0,0,0,1.5,0.27,0,0.27,0,1.5,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.375,0.19,0,0,0,1.375,0.19,0,0.19,0,1.375,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.25,0.12,0,0,0,1.25,0.12,0,0.12,0,1.25,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
animate(color = list(1.125,0.06,0,0,0,1.125,0.06,0,0.06,0,1.125,0,0,0,0,1,0,0,0,0), time = 0.1 SECONDS)
set_light(20, 20)
update_appearance(UPDATE_ICON)
/obj/structure/destructible/cult/bloodstone/conceal() //lol
return
/obj/structure/destructible/cult/bloodstone/reveal()
return
/obj/structure/destructible/dead_bloodstone
name = "shattered bloodstone"
desc = "The base of a destroyed bloodstone."
icon = 'icons/obj/cult_64x64.dmi'
icon_state = "bloodstone-base"
pixel_x = -16
/obj/effect/gateway
name = "gateway"
desc = "You're pretty sure that abyss is staring back."
icon = 'icons/obj/cult.dmi'
icon_state = "hole"
density = TRUE
anchored = TRUE
/obj/effect/gateway/singularity_act()
return
/obj/effect/gateway/singularity_pull()
return