Fixing memory leak in CCSpriteFrameCache

If we add again the same Plist file we will have ~200KB of memory leak.
Ofcourse it will be cleared in some time but the case it when we reload
Plist for example in restartGame() function.

Example:

//We want clean memory every game start

CCSpriteFrameCache::sharedSpriteFrameCache()->purgeSharedSpriteFrameCache();
CCTextureCache::sharedTextureCache()->purgeSharedTextureCache();

///////////////////////////////////////////////////////////////////////////////////////////////

LevelConfiguration config = getCurrentLevelConfiguration();
CCTextureCache::sharedTextureCache()->addImage(config.textureFileName.c_str());

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(config.plistFileName.c_str(),config.textureFileName);

Also when someone use another function than
void CCSpriteFrameCache::addSpriteFramesWithFile(const char *pszPlist);

we don't add to loaded file names:
m_pLoadedFileNames->insert(pszPlist);
Bug in scheduler with blocked element

Fixing bug when scheduler was blocked and we want remove and add again
scheduled method

Example

We scheduled teget for example method update

void MyObject::update(float dt)
{
//Here CCScheduler::m_bUpdateHashLocked is set to true
//Also here scheduler for LeafAnimator::getInstance() is
paused!

CCDirector::sharedDirector()->getScheduler()->unscheduleUpdateForTarget(&LeafAnimator::getInstance()
);

CCDirector::sharedDirector()->getScheduler()->scheduleUpdateForTarget
(&LeafAnimator::getInstance(), INT_MAX, false );
//So when we want reschedule paused field isn't updated. Priority also
but this is in todo :)
}
Update CCScheduler.cpp

Indention fix
Update CCScheduler.cpp

Indention fix
Update CCSpriteFrameCache.cpp

Fixing indention
Merge pull request #6909 from gelldur/memory_leak_in_cc_sprite_frame_cache

Memory leak in cc sprite frame cache
[ci skip]
[ci skip]
Merge pull request #6910 from gelldur/bug_fix_CCScheduler_blocked_element

Bug fix cc scheduler blocked element