SS13 in the code had several armor values on uniforms that had values beyond the percentage of 10, things like 60% to 80% fire resist on a uniform which can stack, although the fire can destroy the uniform for example, it won't harm the player for the duration it's still in good condition, leaving to some strange encounters in fights. Ontop of this some uniforms for jobs such as roboticist, atmos tech have been given values better suit all the other uniforms, while heads of departments are given the 10% armor protection much like security uniforms, makes sense as a head has to be protected, while the captain gets a 10% all around protection.
Attempted to fix virology as the current addition/changes were incomplete with the individual working on it just disappearing and just leaving it in it's current state, this change will revert back virology to the old system with the old symptoms and stats as it was before. (hopefully)
Do not clone made all sorts of weird stuff happen by accidentally sharing an ID with a changling trait. DNC users should now be able to be debrained, and have blood again. Sorry!
Provides additional effects to the current green extract when injected with different chemicals. This is to provide ways back to one's original species since for a while Lizardpeople were the only ones who had this luxury along with humans, while slimes just got bonuses.
Sulfur > Mammal
Oxygen > Avian
Water > Aquatic
Sulphuric Acid > Xeno Hybrid
Ammonia > Moth
Crocin > Felinid
Oil > IPC
Adds a new trait for people who don't want to be cloned. Gives the medical bay something to do at least.
Also, moves a define to it's appropriate folder to prevent any potential future problems because for some reason it does matter where those defines are for certain procs. The new trait is in negative.dm instead of the hyper traits file, because it populates the list in that order and not based on cost.