Removed gamemode setting

The gamemode should be set to "Scavenge Survive" and stay like that.
Added some experimental 0.3z usage scripts
Updated 0.3z testing script with fun stuff

Firing a weapon will draw a line displaying the bullet vector and one
displaying the camera vector (camera one isn't quite right yet)

Also contains velocity modifiers that will fling the player towards
where they fired. Results in teleport reports and health loss when used
on SS gamemode.
Increased the button/item limit.

Some errors were appearing on a server with quite a few saved
cars/boxes/tents so a default item limit increase is needed.
Fix for Combat log indicator

This tries to fix issue #32. Haven't been tested yet.
Fix for issue #29

This apparently fixes issue #29 where player coords would default to
0,0,0 if the gamemode would restart and a player was tabbed out.
Fixed bad params for sif debug
Added new hack detection method

Entering of locked vehicles will be reported and prevented. However this
still causes the vehicle to be saved by the hacker, which will be fixed
soon.
Improved alias command functionality

Shortened alias types to single characters for easier usage.

Added an "all" function that uses all three alias checking methods.

Added individual colouration to results that makes banned usernames red.
Changed max uptime to a server variable

Also required update for previous commit (sqlite statements etc)
Updated /restartinfo to show actual max uptime
Updated autosave to reflect uptime var changes
Moved tooltips script
Fixed an issue with defences being deleted

This happened if the limit was reached. Instead, the owner should be
warned to increase the limit.

Default limit increased to 1280.
Added vehicle lock status to logging
Added printing to log function

This will be replaced with SQLite soon.
Vehicle core code update

Note: This file needs to be split up into more logical files.

Removed veh_CurrentModelGroup, no idea why it was in the wrong script
for so long!

Added a delay for saving vehicles, if the player is only in the vehicle
for less than a second then it won't save (this counteracts the problem
of hacking into vehicles and saving them despite being ejected
instantly)

Fixed a major issue with the ResetVehicle function. It now properly
reassigns all the data to the new vehicle ID. The problem was, if a
vehicle had previously been destroyed the the newly created vehicle in
ResetVehicle occupied a different vehicle ID (the lowest free slot).
Added "/vehicle" command class

Removed a bunch of vehicle related commands and combined them into
"/vehicle". This command is followed by:
get/enter/owner/delete/respawn/reset/lock/unlock and then a vehicle ID.
If no ID is entered, the code will use the vehicle the player is
currently in.
Updated file list
HackDetect script update

Replaced vehicle teleport detection with updated
OnUnoccupiedVehicleUpdate function (with new_* parameters and
zero-returns to cancel vehicle updates)

Added experimental infinite ammo detection using the latest version of
my AdvancedWeaponData library that has the updated weapon shot-interval
values instead of calculated RPM values.