Updated the Activation energy threshold to the following formula:
ActivationEnergy = 0.5 x MaterialStrength + 5 x MaterialFireResistance + FireResistanceItemEnchantment

Revised the FireResistance of all materials

Different materials now have different burn times
Different materials now have different burn times. Introduced a BurnModifier() which determines the duration of burning based on material strength, fire resistance and density, according to the formula (500 + Den + ((Str * FR) >> 1))

Made it so that the words "(on fire)" appear in the post-fix of meleeweapons and armors that are on fire, a la fluids (covered in ...)

Prevented wooden flaming swords from catching fire. Achieved this via CanBeBurned in item.h and item.dat and test condition in item::ReceiveDamage
Caused burning phoenix feather to reset and stop burning once it gets completely burnt. Wondering if this needs a separate message.

Introduced code for extinguishing flames via the function Extinguish() (opposite function to Ignite()) - wielded equipment graphics still do not extinguish for some reason

Ghosts, powder, fluids were all burning. Even the snow in Attnam was on fire! This was fixed by adding "virtual int IsBurning() const { return 0; }" to liquids (therefore powders) and gasses. Not an ideal means of fixing this. it should really be fixed at the level of object.h
Merge branch 'warheck-sandbox' of https://github.com/Attnam/ivan into warheck-sandbox

Conflicts:
	Script/material.dat