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.
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.
Merge pull request #3961 from Ccomp5950/loyaltyimplant_fix

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