Tidying up a few bugs

There are a couple of bugs that I have been neglecting for the past few weeks while I’ve been updating TheVille.Org’s web server and stats.

One of these is the gas glitch.  The Gasman dies, the gas cloud dissipates and yet in certain areas on the map, players still experience the gas effect, usually because the Gasman’s timer has not killed itself. So I rewrote the way it happens.
Now it should be much more reliable and it also means less resources are being used by the server.
At one point, during testing, I also made the gas choke the player, causing damage.  Maybe this might be preferable to just having your vision buggered up, but I left it out simply because players wouldn’t know why they were getting damage.

The Molotovs had been annoying me for a while.  One of those “Damn I must fix that” things!
I rewrote the whole routine so that now players get credited with a Molotov kill.  I also shortened the time it takes to burn a Zombie.
I have had one or two requests to do something about the Molotov in spawn, where a griefer burns his team.  Immature and not in the spirit of co-op.  So to counteract this, any Molotov in spawn does not burst into flames.  I may look at hooking it into the TK system.
The fact is that this is a friendly fire game, much like L4D is.  I want it to remain friendly fire so that we can keep ‘The Infected One’.

Another issue has been a small problem with waypointing.
I had it that if a bot jumped twice, and couldn’t reach the target, it would forget the target and go to the next point.  But for some inexplicable reason, they would suddenly appear in the middle of the map and drop down.  It happened in Avalanche and Donner, specifically.
So I removed that part of the code and now they just forget the target, look for the next waypoint and keep moving.

The code is stable and running well and soon, I’ll move it up from Beta.

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