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Fix limb targeted explosive implant (#19750)
The removed `qdel` seemed extraneous from what I could gather. There may be a niche instance that the `qdel` caught, but from what I read of the code and testing it, the `qdel`s in `activate()` and `small_countdown()` are sufficient. I could have put it behind an if statement, and still could, but it looked messy and seemed unnecessary. I have some small gripe with `DROPLIMB_BLUNT` somehow not causing injury or a bleeding wound. If someone gets their hand hit so hard with a baseball bat that they no longer have their hand, I doubt it would be bloodless. I struggle to think of a scenario where the loss of a limb does not involve heavy bleeding. Anyway, I settled for changing it to a `DROPLIMB_EDGE.` I was considering adding an instant bloodloss (5-10% depending on which limb was exploded), but that felt a bit much. Additionally, I would like to make the change from `_BLUNT` to `_EDGE` for [Greimorian egg-bursting limb loss](https://github.com/Aurorastation/Aurora.3/blob/5e69bf50bc9fd3c27284029bfd0eff8f4fbfc138/code/game/objects/effects/spiders.dm#L322), but I worried it would muddle this PR too much. Below image shows what a health analyzer scan prints with the new `_EDGE` limb loss. When `_BLUNT` there is simply no wound, bleeding, or pain. 
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@@ -123,7 +123,6 @@
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return
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if(findtext(sanitizePhrase(msg),phrase))
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activate()
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qdel(src)
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/obj/item/implant/explosive/exposed()
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if(warning_message)
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@@ -187,7 +186,7 @@
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SPAN_DANGER("Your [part.name] bursts open with a horrible ripping noise!"),
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SPAN_WARNING("You hear a horrible ripping noise."))
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else
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part.droplimb(0,DROPLIMB_BLUNT)
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part.droplimb(0,DROPLIMB_EDGE)
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playsound(get_turf(imp_in), BP_IS_ROBOTIC(part) ? 'sound/effects/meteorimpact.ogg' : 'sound/effects/splat.ogg', 70)
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else if(ismob(imp_in))
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var/mob/M = imp_in
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