Fixed vision of dead characters

- Caused segmentation faults in GDB at some tests, but not when ran
normally. @Elyotna
- Units now do not give vision when they're about to be removed or dead.
- Fixed spelling mistake in bat file
- Added bat to just spawn the game (when you're debugging)
As instructed, removed dynamic cast on this
Improved collision by not colliding with dead units
Made pathfinding threadsafe

- Added option to disable optimisation, and disabled it by default.
Reason: There's functionality that instead of news and deletes fetches
empty PathNodes from a table. This uses more memory but doubles the
pathfinding speed. Problem is that I need to add critical sections on
these probably. Also, we will have to increase the table size, it allows
for 2<<15 objects, but if there are >200 minions, it will probably try
to fetch outside of the table. if they all make paths.
- Moved Pathfinding variables into Path class which is now the new
return of the getPath.
- Added error to pathreturn. (Reason why path wasn't created or zero)
Enable summoner spells
SetCooldown packet
Merge branch 'collision'
Also :

- Fixed a bunch of stat masks that were off by 1 bit
- Added LifeStealMod to items
- Use the mesh height coordinate in packets
Merge pull request #92 from satan6/master

Cooldowns + compiler warnings
Merge branch 'master' of github.com:Elyotna/IntWars
Get collision radius from inibin.
Activate collisionHandler
Merge branch 'collision'
Fixed some warnings.

Conflicts:
	gamed/include/Object.h
	gamed/src/Champion.cpp
	gamed/src/Object.cpp
Added castRay functionality

- You can now see if there is something in the way.
- Moved isPath to public and added a getWaypoints function.
Fixed error with Sqr function of castRay
Merge remote-tracking branch 'upstream/master'
Removed whitespace
Conflicts:
	gamed/include/Map.h
	gamed/include/Object.h
	gamed/src/Champion.cpp
	gamed/src/Object.cpp