Baldness bloaty head death fix: I've made them die with hair instead
I've add an extra if condition 

I've added this to make sure they would have a bloaty head if their head wasn't changed, in case they die after being treated.
Removed the condition: "humanoid.layers[0] == 12"

I removed this so that both treated (with head 14) and untreated bald patients (with head 12) will be given the black haired standard male patient's head when they die because their bald head and treated head aren't supported by the death animations.
Patient:isMalePatient()

This new function is required by die.lua:action_die_start for hell
deaths because female patients can't go to hell.
New humanoid action: idle_spawn

The existing spawn action requires spawned humanoids to walk to a tile
after they've spawned, where as this new spawn action doesn't require
this so a humanoid can spawn on a tile and then stand idle on it.

This is how the Grim Reaper spawns in TH, standing idle for a few
seconds before walking to a lava hole. This is why I created this action
and it can play the Grim Reaper's spawn animation and sound effect.

This action's fields:
* point (mandatory):  {x, y, direction}  Where the humanoid will spawn.
* spawn_animation (optional)
* spawn_sound (optional)
* Idle action's fields:  count (optional), loop_callback (optional)
Update idle_spawn.lua
Update idle_spawn.lua
Merge pull request #173 from JASheppard/baldness_bloatyHead_fix

Baldness bloaty head death fix: I've made them die with hair instead
I've made the idle action queuing line shorter
Merge pull request #183 from JASheppard/idle_spawn

New humanoid action: idle_spawn
Merge pull request #176 from JASheppard/isMalePatient

Patient:isMalePatient()
Add documentation about issue templates

Mailed the GitHub guys about this and they said that it is currently not possible to let bug reporters fill this in automaticly, as you could with Google Code, but they will might do this in the future. So, this issue is a kind of workaround till GitHub fully supports issue templates.
They said the following:

"Adding an issue template is not possible currently, but we might add it in the future. Thanks for the suggestion, I'll add it to the Feature Request List so the team can see it.

In the meantime, you could add an issue template to your repository's CONTRIBUTING.md file, which is linked whenever someone creates a new issue or pull request."
Style and grammar fixes to CONTRIBUTING.txt
Merge pull request #161 from mrtnptrs/patch-1
.gitIgnore: added VS Express user config file (*.suo)

CorsixTH.v12.suo is generated by Visual Studio Express 2013 to store a
user's configuration.
Merge pull request #187 from JASheppard/gitIgnore_+.suo

.gitIgnore: added VS Express user config file (*.suo)
All of my latest hell death code, excluding my graphics code changes

I will merge all the commits in my repo's hell-deaths branch with Mark's
hell-deaths testing branch.

My on_ground animation "missing hat and white shoes" bug fixing graphics
code changes are not included in this commit.

Changes I've made to my hell death code since Mark copied my old code
into his repository's hell-deaths testing branch:

Code Style Changes:
To make my code follow the Corsix code conventions and be more readable
I've made these changes:
1. The variables in my Lua code no longer have CamelCase names instead
they have lower case underscore seperated names.
2. I've split up long lines of code (>80 characters) into multiple
lines, for example: by having function parameters be listed vertically
instead of horizontally.
3. Horizontally listed function parameter are now spaced like this:
(v_one, v_two, v_three)
4.. I've removed some unesscary white spaces
5. I've replaced some tabs I found with spaces
6. I've split single line IF & for statements into multiple line
statements because this increases their glancing readability.

Code Changes:
1. The "alt + s" sound hotkey will now call Audio:soundEffectsOn(state),
turning lava hole sounds off and on accordingly.
2. World:getHellDeathSpawnPoints() now makes sure that the lava hole use
tiles for hell death spawn points being checked won't be in rooms.
3 World:getHellDeathSpawnPoints(): I've replaced the stair case of IF
statements that was in this function with one IF statement which has all
the conditions from the previous IF statements in its IF statement.
4. I've included my idle_spawn persistance fix in this commit despite
having pushed it to the CorsixTH repository in its own pull request
because hell deaths can't be persisted without it.
5. I've removed 3 unnecessary functions:
*World:updateTypeAnimations()
* World:initTypeAnimations()
* World:doesObjectExist()
6. World: setType() is now as it was before it called
World:initTypeAnimations()
7. World:afterLoad() no longer calls World:updateTypeAnimations() for
old saved games.
8. Patient:afterLoad() is now responsible for giving patients from old
saved games the new hell death animations.
9. The saved game version number is now 84 because 83 has been used by
my Chewbacca death fix pull request.
Probability of males having hell deaths now = 65%
Fixed a nil error causing mistake in Patient:afterLoad()
Removed debugging code which prevented male heaven deaths