Changes behind the scene stuff regarding transformation from monkey to human.
-Adds a humanize() proc
-Changes monkeyize() proc to a child of mob/living/carbon (not implemented or tested with anything beside humans, though)
-Adds various options for monkeyize and humanize as binary flags
-Removed all instances of monkey transformation code being copy pasted (dna, changeling, adminverbs) and replaced them with monkeyize(). This fixed various issues with admin-verbs where mobs would ghost after transformation due to invalid use of transfer_to (mind transfer proc).

-Humans will now retain their old name if turned into a monkey and back provided their UE are unchanged
-Transformation from monkey into human will now deal the same amount of damage as human to monkey.

Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Merge branch 'master' of https://github.com/tgstation/-tg-station into monkeyize
- removed manual key assignment in monkeyize (that caused the staff of change issues)
- Changes how the src is deleted and the new mobs are returned in the transformation procs (no more use of spawn() )
- Adds an option not to delete it (in case the proc that called monkeyize was a child of src itself)

Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
prevented the issue with the genderblock that was fixed in commit c1b605c6275174d88c45f019d4c171007c517e99 from reappearing

Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Merge branch 'master' of https://github.com/dumpdavidson/-tg-station into monkeyize

Conflicts:
	code/game/dna.dm
	code/game/gamemodes/changeling/changeling_powers.dm
Prevents implant from dropping to the floor when drop_from_inventory is called. Resolves an issue where implants might have dropped to the floor during transformation when using adminverbs.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Added catching. Toggle throw intent with an open hand to catch things that are thrown at you. TK users can't catch anything, but that's okay!
Fix for the actual hud button. Clicking it will work now, in addition to hotkeys.
Fixed all the bugs that Dumpdavidson mentioned.
Fixed admin right checks in the traitor panel's monkey section.
Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs

The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
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The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt:  If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay:  Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
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Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
*Fixed a few errors in the sprites and gave the syndicate bomb unique inhands (thanks again to teh_wolf)
*Added isliving and in_range checks to settings() so you couldn't open the dialog boxes, run across the station, then prime the bomb from there
*Default timer setting has been raised to 60 seconds, minimum timer setting has been raised to 30 seconds
*Adds two syndicate bombs and a syndicate minibomb to the nuke ops shuttle, at the cost of the three tank transfer bombs
*fixes a runtime with syndicate bombs related to wires.dm looking for people who had been reduced to a fine red mist
Traitor scale added to game_options.txt
-Added traitor_scaling_coeff and changeling_scaling_coeff to server configuration files, allowing server operators to adjust the values to their preference.
-Updated changelog
Merge pull request #745 from Ikarrus/config

Traitor scaling coeffs added to game_options.txt
Merge pull request #734 from Incoming5643/syndibombs

Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs
fixes issue #742
Merge pull request #747 from KazeEspada/grilles

fixes issue #742 - grilles now drop the correct number of rods when destroyed.
Merge remote-tracking branch 'remotes/origin/master' into monkeyize
Fixed duration of the transformation.