Creds to berberi, how was this missed O.o

Fix to rev's bot file, to make it work.
first pass at cleaning up GK bot.

Notes so far:
nRequiredCorpses, nApocalyseUseTime, nOneCorpseTossUseTime all changed to object. While locals stored as upvalues (as done here) are ligit Lua, they can easily be globals if misused, which pollute the global Lua environment

multiple cases of "if * then return end" on one line instead of on multiple lines

core.unitSelf.tEnemyPosition -> object.tEnemyPosition since it makes no sense to store that data there
changed the check for visibility in funcGetEnemyPosition to acutally use core.CanSeeUnit() as opposed to the GetPosition(), which includes the prediction as well

Why is the failure case for funcGetEnemyPosition a vector (20000, 20000) instead of nil?
* TODO: fix these to use nil and detect that return in the calling functions

made some code in CustomHarassUtilityFnOverride more readable

moved the stun logic in HarassHeroExecuteOverride to inside the bCanSeeUnit check since they need to see the unit to use that abil
rearranged some of the sheepstick variables to only create them in the scope that uses them
changed the logic of subsequent actions to match the same structure of the first one

TODO: Either update the LH code or bring the LH code into the general behavior, and override the damage portion in GK to include the defile damage

TODO: Separate CollectCorpses into its own behavior
Removed hatchet code, as it is now standard in behaviorLib.
Added paradox' last hitting to behaviorlib, along with melee.
Merge branch 'Community' of https://github.com/s2games/Heroes-of-Newerth-Bots into paradoxLastHitting

Conflicts:
	bots/behaviorLib.lua
Fixed attack creeps behavior generalization
Removed last hitting improvements, as it is now stock.
Next pass on GKbot

Please do all the marked TODO's in the code, (except the ones that requre heading)

Please study the diff between this and the original GK bot so that we can catch these things earlier on.
Fixed typo errors, made melee last hitting much better, included enemy armour( armor for you 'mericans :P ) values.
Using AdjustedAttackActionTime() and Small, non-functional changes to fit with coding standards.
Added constants which I found to be much better than previous ones, added negative range check, added a damage check for melee attacks

Still may be more to come :)
Merge remote-tracking branch 'upstream/Community' into Schnarchnase_AdvancedShoppingLib