Save()
if(src.cansave)
var/savefile/S = new("players/[src.ckey]")
S["last_x"] << src.x
S["last_y"] << src.y
S["last_z"] << src.z
Write(S)
Load()
if(fexists("players/[src.ckey]"))
var/savefile/S = new("players/[src.ckey]")
Read(S)
S["last_x"] >> src.x
S["last_y"] >> src.y
S["last_z"] >> src.z
world << "<b><font color=silver>DBZ: <font color=white>[src.name] ([src.key]) has logged in."
for(var/mob/M in world)
if(src.muted)
if(M.GM)
M << "<b><font color=green>[M] has just logged in muted."
Delete()
if(fexists("players//[src.ckey]"))
var/decide=alert(src,"Are you sure you want to delete your character? It will be gone forever.","Confirmation","Yes","No")
if(decide=="Yes")
fdel("players[src.ckey]")
src << "<b><font color=aqua>Your character has been deleted."
else
src << "Very Well..."
else
src << "<b>No character to delete."
Problem description:
It's saying I am muted when I click Load (I am actually muted when I try to talk), but I never muted myself, ever...
You should switch the logic to check if you're muted first:
You'll also notice that I changed a logic error here as well, on the M << ... line; you were outputting the GM's name instead of src's as a muted player. However, this simply makes it tell you that you're muted (instead of the player logging in), and has no bearing on what would actually set the muted variable, since, as you said:
I suspect the problem of falsely muting you lies somewhere else in the code.
[Edit]
I also just noticed that you're using two different files in your code, if it matters: