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Bugfix: is_loyalty_implanted() now checks to make sure the implant is actually implanted and now in your hand.
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.
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+11
-2
@@ -508,10 +508,19 @@ datum/mind
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switch(href_list["implant"])
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if("remove")
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for(var/obj/item/weapon/implant/loyalty/I in H.contents)
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I.Del()
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for(var/datum/organ/external/organs in H.organs)
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if(I in organs.implants)
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I.Del()
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break
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H << "\blue <Font size =3><B>Your loyalty implant has been deactivated.</B></FONT>"
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if("add")
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H.contents.Add( new /obj/item/weapon/implant/loyalty (src) )
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var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
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L.imp_in = H
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L.implanted = 1
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var/datum/organ/external/affected = H.organs_by_name["head"]
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affected.implants += L
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L.part = affected
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H << "\red <Font size =3><B>You somehow have become the recepient of a loyalty transplant, and it just activated!</B></FONT>"
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if(src in ticker.mode.revolutionaries)
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special_role = null
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