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>
DNA scanner pods now open and close like crates. This has fixed the following:
*Resolves #252 - Contents of dna scanners will be ex_acted properly.
*Resolves #125 - Mobs chestbursting in the scanner pod will no longer cause issues with entering/exiting the pod. The larva will be able to slither out (assuming it isn't locked), upon which the icon_state will update. Or it may be opened externally in a similar fashion.
*Items are no longer lost inside scanner pods when a mob is inside the pod with items and it mutates into a monkey or something.
*There are no longer any restrictions on having inorganic items on mobs being scanned.

Special thanks to Cheridan for the sprite-changes.

Modified   code/game/dna.dm
Modified   icons/obj/Cryogenic2.dmi
Adds a new assembly, the voice analyzer!
It can record an activation message, and when it hears that message thereafter, it will send a pulse.
Changelog entry.
Map updated as per Tenebrosity's request - tables moved in genetics.

Modified   html/changelog.html
Modified   maps/tgstation.2.1.2.dmm
Resolves #140 - doors/shutters now toggle based on the current state of the first door/shutter located in the loop.
This means you shouldn't have to press the button multiple times to open medbay doors (unless only one door is open and the other closed)
These changes also mean that blast-shutters no longer get out of sync with eachother. For instance, in rare cases one of the security lockdown shutters would be in the opposite open/close state to the others, rendering them totally useless.
Fixes maps to work with door_control changes

Modified   code/game/machinery/door_control.dm
Modified   maps/MetaStation v27G-II.dmm
Modified   maps/tgstation.2.1.2.dmm
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.
Removed /obj/effect/begin and /obj/effect/laser. Both were unused.
Updated chem grenades. They use assembly holders instead of snowflake code for each assembly.
The build process is much the same, except they require an igniter-X assembly instead of a single assembly item. You can also just use a cable coil to get regular grenade behaviour.

Updated the changelog.
Removed var/special_assembly from assembly_holder as it was unused.
Updated singletank bombs to pass hear_talk to their assembly.
Merge branch 'master' of github.com:tgstation/-tg-station into assemblyfun

Conflicts:
	code/game/objects/items/weapons/grenades/chem_grenade.dm
	html/changelog.html
Fixed all the bugs that Dumpdavidson mentioned.
Added grenade disassembly. Use wirecutters to unlock it, and a wrench to remove the contents.
Merge branch 'master' of github.com:tgstation/-tg-station into assemblyfun

Conflicts:
	html/changelog.html
Fixed admin right checks in the traitor panel's monkey section.