Bugfix(2126) Traitors still have loyalty implants, admins should be able to remove/disable implants

Added a proc is_loyalty_implanted() that returns 1 if so, and 0 if not.

Added the ability to remove and add loyalty implants from the traitor panel.

Changed the checks on antags to not care if they are section heads, but to instead check for a loyalty implant.

Fixed a minor bug where traitorborgs made through traitor panel was not adding law 0

Adding a loyalty implant to an antagonist through traitor panel will also remove them from being an antag.
Fixes #3921
Fixes #3842
Fixes #3643
Fixes #3661
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.
Bugfix:  Atmospherics technicians will now have external_airlock access

We gave them suits, we never gave them access.

Cleared this already with Raven
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Clamps pill numbers between 1 and 20.
Fixes #3962
Fixes #3966
Fixes #3967
Fixes #3927
Merge pull request #3963 from Zuhayr/master

Minor bugfixes.
Merge pull request #3961 from Ccomp5950/loyaltyimplant_fix

Bugfix(2126) Traitors still have loyalty implants, admins should be able to remove/disable implants
Merge pull request #3964 from Ccomp5950/atmostech_access

Bugfix:  Atmospherics technicians will now have external_airlock access
Merge remote-tracking branch 'bay12/master' into actual

Conflicts:
	code/modules/reagents/Chemistry-Machinery.dm