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## About The Pull Request Moves combat cybernetics to the combat cybernetic techweb node, and section in the fab. ## Why It's Good For The Game Things that are illegal, dont look illegal, and thats bad. This makes the combat implants visible and undeniable. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="616" height="204" alt="image" src="https://github.com/user-attachments/assets/9cc5ae4f-7c2a-487b-b586-4264ddaa2bc0" /> <img width="617" height="151" alt="image" src="https://github.com/user-attachments/assets/761a05b1-6542-43cf-b330-4de47f8dc812" /> <img width="447" height="322" alt="image" src="https://github.com/user-attachments/assets/6add6153-de4a-480e-8339-62246a25a239" /> </details> ## Changelog 🆑 fix: Combat implants are in the combat implant section. Where you would think they would be. /🆑 --------- Co-authored-by: Alexis <catmc8565@gmail.com>
PUT THE LINK HERE!!!!!!!
Title: Implant time bitch
MODULE ID: IMPLANTS
Description:
Ports over the implant expansion from the old base.
TG Proc Changes:
N/A
Defines:
- #define ORGAN_SLOT_SCANNER "scanner"
Master file additions
- N/A
Included files that are not contained in this module:
- Master_Files now has a sound folder. Currently only holds the bloodyslice.ogg sound effect for the arm blade, but it can be used by anyone really.
Credits:
ShadeAware - Code, Sprites