Fixes regenerative stasis' organ regeneration

Organs weren't actually regenerating, and any missing organs would cause
a runtime, breaking the regeneration entirely.
This commit is contained in:
Krausus
2015-06-20 12:37:25 -04:00
parent 5f2f3f6789
commit d457eba45a
@@ -34,8 +34,12 @@
H.shock_stage = 0
spawn(1)
H.fixblood()
H.species.create_organs(H)
// Now that recreating all organs is necessary, the rest of this organ stuff probably
// isn't, but I don't want to remove it, just in case.
for(var/organ_name in H.organs_by_name)
var/obj/item/organ/external/O = H.organs_by_name[organ_name]
if(!O) continue
for(var/obj/item/weapon/shard/shrapnel/s in O.implants)
if(istype(s))
O.implants -= s