Game server: player damage calcs now allow for the larger temp values (i.e. when calculating bonuses), so it should no longer overflow into a positive number (and give HP instead). Fixes #254.
AI server: restored the server start time message (was going to just remove it completely, but...)
AI server: cleaned up the user info parsing code, as they're all the same packet (they just expect slightly different use cases).
AI server: user array/map is no longer preinitialised to 0.
AI server: now makes use of byMagicAttack. Also removed a bunch of unused methods.
Game server: AP calculation should now correctly apply the AP bonuses (not sure what happened to the parantheses there).
Game server/skill system: type 4 (de)buffs should now be reset correctly on death.
Game server: corrected the party status updates sent from CUser::SendUserStatusUpdate() (since we now know for sure the cure flags we initially used were invalid... they're the same as the party status states).
Game server: zones where blinking's enabled now explicitly exclude those where you can attack the other nation (e.g. war zones, Ronark Land, Ardream, the Arena zone).
Game server/database: removes the now useless ZONE_INFO.isAttackZone flag.
AI server: no such thing as party state 2, removed this useless check.
Game server: cleaned up CUser::Regene() a little. Needs more work to handle zones like Delos, etc.
Game server: added the zone flag ZF_WAR_ZONE & cleaned up the zone flags to use a prefix for consistency (ZF_), and more understandable constants. Updated war zone IDs (as per older version, but these too are wrong now...)
Game server: more zone-related fixes (especially war-zone code that relied on old war zone IDs [i.e. 100+]).
Game server: ZONE_INFO.Type is now removed from the server and is no longer loaded from the database (our own zone logic can handle this).
Implemented isNationPVPZone() zone check, to ensure only PVP between players of the opposite nation (arenas, for instance, allow both).
Game server: war boolean flags are now expressed as such (otherwise it just looks like there's more states than just 0 or 1).
Game server: rewrote CUser::ZoneChange() checks. These still do not include the correct error responses, but it's a start. Refs #256.
Game server: GMs are now able to teleport anywhere.
Game server: implemented an enumeration for the zone change opcodes for readability.