Doubled the AI socket send/receive buffers to hopefully resolve a DC issue when there's too many mobs.
Moved redundant CUser::SendTargetHP() calls into CUser::HpChange().
Replaced a residual Win32 atomic counter reference.
Removed unnecessary party locks (the only one left should really just be an atomic variable).
Game server: Fix CUser::SendLoyaltyChange() potentially overflowing NP.
Seal system updated to support the binding of Krowaz items.

Unbinding not yet supported, should be easy. (Not sure if it's even
possible!)
Updating SQL too...
Merge branch 'master' of https://github.com/twostars/snoxd-koserver
Game server/seal system: Implemented checks to prevent overflowing the item array.
Game server: added a couple of debug assertions to catch any accidental overflows of the item array.
Shared: Socket listen errors are presented to the user.
Magic system: removed an accidental 2nd call to SendItemMove(2) (the first is handled by SetUserAbility()).
Game server: Cleaned up & updated CUser::KickOutZoneUser().
Shared: Ensure all code paths return correctly.
Game server: implemented more thorough 'can attack' logic, taking into account official 1.310 NPC nation behaviour (nation 3).
AI server: updated the non-attacking objects list (pointless anyway).
BUGFIX: Fixed nation specification difference between monsters/NPCs. Monsters should no longer appear as NPCs.
AI server: removed more redundant type checks.
BUGFIX: Damage is shown for skill usage targeting monsters/NPCs.
BUGFIX: Death notifications are now handled correctly in Ebenezer -> AI server code. Also, death handling is a lot more consistent.