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Implant Refactor Part II
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@@ -8,7 +8,6 @@
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var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like loyalty implants
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var/implanted = null
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var/mob/living/imp_in = null
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var/obj/item/organ/external/part = null
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item_color = "b"
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var/allow_multiple = 0
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var/uses = -1
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@@ -49,10 +48,6 @@
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implanted = 1
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if(istype(source, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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if(user)
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var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting)
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affected.implants += src
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part = affected
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H.sec_hud_set_implants()
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if(user)
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