Place no ammo when deactivating a turret if the turret has no ammo.
Add ammo to inventory instead of the on the ground.
Iuse-in-progress

Lest people think I'm slacking.

This still needs testing and support files, but feel free to look at
Chimera and the others, let me know what you think.
Tweaks & Purifier

OK OK I'll make an injectable Purifier too.  ;-P
Morale support

If find-in-files is right, these and the iuse are all the code I need to
make the morale effects.  Seems too easy?
The serums themselves

I kinda liked magenta mutagen better than light_green.  So I let some of
these vary their colors.

Check the health, nutrition, etc effects: mutating should take a lot out
of you.  Erred on the side of playability at this point.
Fixes & factory

OK, got all the syntax worked out.

Problem is, morale is marking the morale-effects as "moodswing" when it
should be "took X mutagen".  I'll try moving it to the consumables.
I knew it!

Morale effects are named in player.cpp in the precise order they're
listed in morale.h.  TMYK.  <rainbow!>
Recipes & stat tweak

This should be everything you need to take these into the game.

Makes Alpha a little easier to find, too.  I decided one point in one
item group was a bit rare.
Spawn ammo at player's feet instead.
update WALL and REDUCE_SCENT flags in terrain.json
Update doxygen input path to catch up with the move of source files to src/.
Puttin' em out!

This adds firetruck spawn chances to the Office/Hotel Towers (large
structure that required evacuation) and Schools (evac the kids), and
fire/police spawn chances under the Specials section of the parking lot.
Ask if we can't eat the entire meal.
Craft only with light. Socks not shoes
Initialize input type structure correctly before polling for SDL input. This should fix the problem of every second input being ignored.
FIX Socks not shoes
Fix 'Consume it?'
update WALL and REDUCE_SCENT flags in terrain.json
stash before testing