implant adding via the traitor panel will also update it's location to be in the players head for autopsy as well as is_loyalty_implanted() reasons.
Thanks Chinsky / alex-gh for the heads up on this.
Added a proc is_loyalty_implanted() that returns 1 if so, and 0 if not.
Added the ability to remove and add loyalty implants from the traitor panel.
Changed the checks on antags to not care if they are section heads, but to instead check for a loyalty implant.
Fixed a minor bug where traitorborgs made through traitor panel was not adding law 0
Adding a loyalty implant to an antagonist through traitor panel will also remove them from being an antag.
As per request, events have been rebalanced to be a bit more even and vastly less appendicitis. Event timers have been increased from 15-25 minutes to 20-40 minutes.
Problem: Cult members can't use the rune to see ghosts, then beat ghosts over the head. it was being intercepted by _onclick and processed there and only displaying an angry red notice
that you hit that ghost. Ghost didn't become visible, it disappeared soon after moving off the rune.
Solution: Made an attackby for ghosts to check when they are being beat up by cultist with books, now they appear.
Minor feature change: Now if a visible ghost gets hit it will give a different message than the standard "Ghost is pulled through from the other side".
Also changed weird condition that amputated leg must not be splinted.
Removed checks for haslimbs, since movement while downed is not possible anyway.
Moved some special effects for broken limbs after check for such, so healthy ones wont bother.
Fixed a derp in populating the global list of sideffects.
-If wound disappears, do not process it.
-Moved reagents checks so they are only done when wound is internal. They have no effects on non-internal wounds anyway.
-Calling update_body only when losing limbs, other times UpdateDamageIcon(] is right proc