add categories to item types
Finished updating all professions, or adding equivalent alternatives based on new balance system.
Added some missing professions
Added Punk Rock Girl, Bride, Groom, and Rudeboy. Added some items for them to wear.
Fixed some typos and other description errors
Fixed misplaced capital letter.
adv inv sort of name without prefix (damage and burnt)
Place no ammo when deactivating a turret if the turret has no ammo.
Add ammo to inventory instead of the on the ground.
Adds recipe for mop.
Adds craftable underbarrel flamethrower gunmod.

THIS IS A FLAMMENWERFER
IT WERFS FLAMMENS
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.
I wonder will that fix "fresh rotten" food or not.
JSON definitions for new classic zombies.