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Added implant removal surgery.
If you fail the step, has small chance of activating implant. Gives you a sound and ~15 ticks to run away like hell. Changes I did to other parts to make this possible: -Implants are now organ-based, not mob-based -Part of implant working code is moved to appropriate activate() procs
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@@ -34,6 +34,7 @@
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var/open = 0
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var/stage = 0
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var/list/implants = list()
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// INTERNAL germs inside the organ, this is BAD if it's greater 0
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var/germ_level = 0
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