Implement copy constructors, minor cleaning

* Implement copy constructors for classes with allocated memory.
** ServerDB gets a private not implemented copy constructor to effectively prevent copying, as it uses the static db field as a member.
* Fail hard on subsequent ServerDB instantiations
fix memory leak in cert wizard, null-check, dbgoutput before hard-fail
reduce varscopes
Prevent overlay from disappearing on D3D DLL reloading.

This is confirmed to fix the missing overlay in Guild Wars 2.

When D3D was used by a process thus loading the DLL, but then unloaded we did not inject on subsequent loading of the D3D DLL (in the same exe). Guild Wars 2 did un- and reload the DLL when switching from their launcher to the game.
This commit introduces HardHook::reset() and checks for inactive hardhooks for a newly loaded DLL.

The changes were submitted on sourceforge
https://sourceforge.net/p/mumble/bugs/909/#bf9e
comments. more elaborative debugoutput, consistent prefixing.
Code formatting, smaller refacs, robustness.

* Performance: Prefix increment in loops.
* Check VirtualAlloc return
* Check for successful memory allocation in cloneCode
* Swap assignment of pCode and uiCode
(if alloc were to fail and not assign, uiCode shouldn't be nulled either)
* declare statics before non-static members
* Introduce variables replacing magic constants
* Reduce varscopes
Reduce varscopes and improve debugtext.
Commenting, formatting. Remove obsolete/wrong comment.
Extend Windows Overlay code and clean it up.

Extend to handle library freeing.
Codeformatting and -cleanup, robustness, and make debugoutput more consistent.

* Indroduce hook for freeing loaded DLLs.
This separates logic between loading and freeing, leading to adjustments to the recently introduced checks for freed DLLs.
* In HardHook::reset() do a clean and complete reset rather than minimal.
* Memvarinitialisation in HardHook
* Remove logically unused variable bPresenting in d3d9.cpp (always false)
* In d3d9.cpp change bHooked to hold the HMODULE, to be able to reset hooks on freeing the library (recognize the module on unloading).
* In d3d10.cpp prefix debugoutput with D3D10 consistently; no more DXGI which is ambiguous with a d3d11 file that also uses DXGI.
* Consistently use ods instead of fods in the overlay files.
Not in HardHook yet, as that class is used in the Mumble client as well atm.
* Fix forwareded return value types (LONG to ULONG)
* TODOs for hook-call-logic in multiple places
* Commenting, formatting and scope / order adjustments
* Introduce variables with constant values (replacing magic/undescriptive constants/numbers)