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Examining monster organs gives you a vague estimate of time until decay (#87266)
(alt. title: to hold a still-beating heart) ## About The Pull Request You can examine monster organs to ~~check their vibes~~ get a really rough estimate on how long you have to use them. The timer-related message disappears when the timer is deleted, which occurs when the organ is stabilized or when the organ decays.  ## Why It's Good For The Game sometimes you don't have a backpack full of stabilizer serums and you need to know which cores to use and which ones to dump, i guess? ## Changelog 🆑 qol: Nanotrasen employees have been given a quick primer on how specialized fauna organs (brimdust sacs, rush glands, regenerative cores) look in varying states of decay corresponding to lifespan (read: you can now examine monster organs to get a vague idea of how long they have left before decaying and becoming useless). /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
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@@ -62,6 +62,23 @@
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. = ..()
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decay_timer = addtimer(CALLBACK(src, PROC_REF(go_inert)), time_to_decay, TIMER_STOPPABLE)
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/obj/item/organ/internal/monster_core/examine(mob/user)
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. = ..()
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if(!decay_timer)
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return
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var/estimated_time_left = round(timeleft(decay_timer), 1 MINUTES)
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switch(estimated_time_left)
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if(4 MINUTES)
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. += span_notice("It's fresh and still pulsating with the last vestiges of life.")
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if(3 MINUTES)
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. += span_notice("It still looks pretty fresh.")
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if(2 MINUTES)
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. += span_notice("It's not as fresh as could be.")
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if(1 MINUTES)
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. += span_notice("Signs of decay are starting to set in. It might not be good for much longer.")
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if(0 SECONDS to 1 MINUTES)
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. += span_warning("Signs of decay have set in, but it still looks alive. It's probably about to become unusable really quickly.")
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/obj/item/organ/internal/monster_core/Destroy(force)
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deltimer(decay_timer)
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return ..()
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