Add toaddress argument to name_firstupdate.

Add a new optional toaddress argument for name_firstupdate.  This allows
sending of names directly to an explicit address, rather than only to
one taken from the key pool.
Change namecoin to huntercoin.
Show input amounts and fees in TxToJSON.

In TxToJSON (decoderawtransaction / getrawtransaction), show input
amounts of transactions as well as fees for better checking of
correctness.
Decode name operations in TxToJSON.

Decode name operations in TxToJSON for better results in
decoderawtransaction and friends.
Handle pay-to-pubkey in ExtractDestination.

Handle OP_PUBKEY also (and not just OP_PUBKEYHASH) in
ExtractDestination, so that those transactions are decoded correctly.
Remove superfluous check.

Remove a superfluous check in transaction checking.  Right below the
removed check for "value in >= value out" there is the check "fee >= 0",
which is equivalent.
Implement name_update in createrawtransaction.

Add support for name_update operations in the createrawtransaction RPC
call with a new, optional third argument.
Rename Namecoin to Huntercoin.
Fix name_firstupdate wiht address.

Remove the huntercoin-introduced rule that name_firstupdate sends the
coin to the same address that name_new sent it too.  While it makes
sense to do this for name_update's, it seems unnecessary for
name_firstupdate.  This fixes name_firstupdate with a specified address
as a by-product.
Merge pull request #36 from domob1812/rpc-extensions

Extensions to some RPC commands from Namecoin
Create README.md
Allow setting of stream version in the DB.

Allow setting of the nVersion parameter used for stream serialisation in
the database.
Remove unused "attack" field from character state.

Remove never used "attack" variable from the character state.  Bump
version to 1.0.08 so that DB updates can be done accordingly.
Add nDisasterHeight to game state.

Add a new field to the game state that remembers when the last disaster
was triggered.
Add assertion.

Add assertion that game state should only ever be serialised when
written to disk.
Check in Octave script for disaster probability.

Write a simple Octave script to play around with the formula to choose
for the disaster probability.
Move logic to kill characters into subroutine.

Move the logic that kills characters of killed players and removes all
killed players into a new subroutine.  This will be used also for
disaster victims in the future.

Also, introduce test-wise a condition that checks for disaster blocks.
They have no special behaviour for now, though.
Implement disaster in game engine.

Basic implementation of disaster in the game engine and with a proper
game tx.  It does not yet handle all cases well (for instance, banking
together with a disaster fails).
Allow paying bounties to dead players.

Rewrite the bounty generation code a bit so that a gametx can be
constructed also for dead players.  This enables correct handling of
banking during disasters.
Update gamestate's nDisasterHeight.

When a disaster happens, update the nDisasterHeight variable in the game
state accordingly.