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.
Improved eyecheck()

Changes flash/welder protection eyecheck() proc from several hard coded  item checks to a /var check for eye covering items, reducing the number of IF statements and allowing greater flexibility as child items can have a different protection level to their parent.

Created a new proc tintcheck()
-Items have a separate tint var to allow for items to protect but not impair, such as space helmets.
-tintcheck() adds these up for eye covering locations
-life.dm uses this new proc when checking to apply the welder overlay instead of hardcoded if statements
Fixes Pod Person Cloning
*You can create clones from replica pods now, even if they aren't in their body at time of harvest
*This fixes find_dead_player in cloning.dm, which was excluding ghosts because it demanding a brain
*Thanks to Aranclanos who basically figured everything out
Changes the check for blindfolds healing eye damage and making the mob blind to work off tintcheck()
Removed accidentally included mask test item
comments for new defines
Makes the admin "Show Crew Manifest" verb inside the secrets window actually show the Crew Manifest, instead of the old dumb way of just looking at whatever ID human players are holding.
-Mounted flashers can now burn out their flashbulbs (5% chance)
-Flashbulbs can be removed using wirecutters and replaced with a working flash
-Portable flashers now appear disabled when not anchored, if there is no flashbulb, or if the flashbulb is broken
-Updated changelog
Reduced code duplication
Fixed admin right checks in the traitor panel's monkey section.
Changed it so only portable flashers get burnouts

Added spare flashes to security weapons crate.
*Replica pods seeds will now only accept the first valid blood sample it's given, and won't be overwriten with null values if you accidentally jab the seeds with the empty syringe afterward.
*Fixes Issue #275