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Fixes regenerative stasis' organ regeneration
Organs weren't actually regenerating, and any missing organs would cause a runtime, breaking the regeneration entirely.
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@@ -34,8 +34,12 @@
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H.shock_stage = 0
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spawn(1)
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H.fixblood()
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H.species.create_organs(H)
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// Now that recreating all organs is necessary, the rest of this organ stuff probably
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// isn't, but I don't want to remove it, just in case.
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for(var/organ_name in H.organs_by_name)
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var/obj/item/organ/external/O = H.organs_by_name[organ_name]
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if(!O) continue
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for(var/obj/item/weapon/shard/shrapnel/s in O.implants)
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if(istype(s))
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O.implants -= s
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