Fixes issues:
#2632 Fire Issues (Fire doors work, Flamethrower reverted to making a flamethrower liquid fuel subtype, flame grenades now make a puddle of welder fuel that is lit aflame with napalm)
#2630 (The code has been calling (turf).temperature_expose when it was supposed to be hotspot_expose), #1865 (aqain)(Added a check to remove trace gas fuel under a certain point).
Also: added a flashpoint value for plasma, which is the temperature at which it self-ignites (Currently 246C or 519K which is equal to gasoline)
Partial-tile firedoors now default to full-tile firedoors as the part-tile ones were breaking ZAS zones entirely.  Possible cause of #2627 and maybe #2451, but those need tested and I did not have time.
Version 11 of RowtreeStation.dmm
Mixing napalm is incredibly broken with ZAS / not found on our wiki because it's a "secret recipe" so I figure let's just comment it out.
comments out suethecake's gun due to having a weapon's ban
Bugfix: Adds in a check to make sure atmos code has been loaded before trying to generate, preventing some runtimes.

Tweak: Removes captain's armour from spawn code.

Tweak: Captain's PDA now spawns with messenger on but is now undetonateable.
final tweak for cap's PDA to do as advertised.
Fire update.  Should now burn out after a time, and temperature varies on a number of conditions.  Fixed a runtime, and made fire work in canisters.  Ingame modification of ZAS is now possible again.  Firedoors now remove duplicate firedoors on the same turf.
Napalm can now be made, due to fire changes.
fuel is now a bit less derpy.  Napalm produces volatile fuel, and less of it.  Fire consumes more welding fuel.
Compile fix.
Fix posibrain not turning off if no candidate

The reset proc was checking for the presence of a brainmob, while one
was created in the constructor. It should rather check the presence of a
key
Add check forposibrain without brainmob

This should never happen, but check nonetheless.
Fix a wrong null check in posibrain

A wrong nullcheck that prevent posibrain searching for a player
Fixes the bug with Filters allowing insane overpressurization.
Activated magboots will now, definitely, prevent airflow based grieving of your personage.  (Included is a possible fix for airflow opening doors by throwing you at them)
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
Airflow now prevents doors being bumped open.
Plasma settings changed as per Cacophony
Airflow defaults changed as per Cacophony
Plasma now has an effect other than what happens when breathed. (contamination readded)
Washing machines now clean off contamination.
Plasma no longer contaminates backpacks (They cannot be washed)
Increased speed of zone equalization.
Lighting controller and ticker now initialized after world is set up and a player has joined.
Changeloooog~
Fix for lighting before roundstart.
Fixes lighting, backpacks getting contaminated, and bombs not working.