Added hotkeys for Lobby

-n Now starts a new Game
-u Updates Game list
-Esc Not exits to main menu
Fixed MainMenu/Lobby transitioning issues

How to reproduce:
-Start a new mulitplayer game on client 1
-Go to mulitplayer menu and update on client 2
-Go back to menu and then back again to mulitplayer menu on client 2
-The game hosted by client 1 will now be gone. Clicking Update does not
bring it back

Fix
-Remvoe function GoBackFromLobby() since is disconnect from GameServer
replaced it with menuManager.GoBackToMenu()
-Added and cleaned up some debugging output
-Added menuManager.SetGameState( GameState::MainMenu ); to Init() in
GameManager. This to make sure that the current GameState is alway
MainMenu when starting up a client
Moved BonusEffects to map

-Deleted bools for local/remote player bonus effects
-Added map <BonusType, bool> for both players
-Replaced statements that used the original bools with the map equivelent
Redesign GameManager code and fixes point bug

Bullet
-Changed default speed ( leftover change, not importtant )

GameManager
-Added isOpnentDoneWithLevel
-Removed isResolutionScaleRecibed
-Added state InGameWait, used when waiting for other player
-GameStettingsMessage() and Player nae for server is sent when receiving
JoinGameMessage()
-When level is done, LevelDoneMessage is sent
-When recceiving LevelDoneMessage, isOponoentDoneWtihLevel is set to
true
-When receiving GameSettings, state is set to InGame
-Print message when trying to delete a non-exisiting tile
-DeleteDeadTiles now sends LevelDoneMesage as long as a Tile has been
removed and the tileList now is empty
-AIMove() now checks if the client is AI controlled
-Status is set to InGameWait when starting a new game

NetManager
-Added isReady that states whether the server is ready to try to update
and check for new connections

Genereal:
-Rempved cin and cout code.
-Cleaned up some if statements
-Removed comented out code

Bug:

How to reproduce:
-In Buller.cpp : increase size of Bullet to make it very large.
-Start mulitplayer game
-Press f to enable fire effect
-Tiles will now occationally be hit by two Bullets
	-This causes the points for local player to be increased twice.
	-This also sends two TileHit messages, but the first one will
	kill the bullet, the second one will be ignore because the Tile
	is allready deat / removed.

Fix
-In UpdateBullets
	-Outer loop, iterates Bullets
	-Inner lopp iterates Tiles
-Inner loop now continues if the Tile.IsAlive() is false. The Tile will
be removed when the loop finishes.