Fixed targeting on dead units, teleport collision

- Fixed targeting on dead units and added a new target packet
- Added collision to teleport, made it vision specific
- Exposed lua function: isWalkable(x, y)
- Fixed Ezreal E when trying to teleport to behind a wall and the
targeting range wasn't at max range
AIMesh fixes on isAnythingBetween and castRay(Sqr)

- the two AIMesh functions did not use texture coordinates, so
everything would be far out of bounds. That is now fixed.
- Removed the vector2 isAnythingBetween and just replaced it with a
castRaySqr. Because I repasted other code, should probably do this
instead.
- Committing work to pathfinder.. Nothing interesting, just debug info.
- Removed undef from PacketHandler that I saw by coincidence. Let's not
remove/replace definitions guys. Ever.
- Made direction 0 when Object is not walking
Fixed isAnythingBetween and implemented terrain in vision

- It's not perfect, but hey, it's pretty close http://prntscr.com/4u21g3
- Added translation to real coordinates in aimesh (don't use this,
dummies, it's for me :hamster:)
- Why are there emoticons in this :accept: :hamburger: :camel:
:kissing_heart:
Added small explanation

nothing serious
Update RAFManager.cpp
Update Caitlyn Q

Added dmg scailing with 1.3 AD
Remove some printf/puts
Bump version to 0.2.0
Update Caitlyn E

added basic code,
cleaned up a bit
Added announce events and turret range indicator

- Fixed the announce packet ID
- Added a basic announce event system (adding a message looks pretty
trivial right now though)
- Fixed the turret range (the wiki is incorrect..)
- Added turret range indicator
- Fixed the turret health to suppress game errors
- Fixed SynchVersion, SendGameNumber, and added game features
- Added getMapId to obtain the existing Map Id
Merge pull request #102 from H3npi/master

Caitlyn Update
Fixed turret death and lifesteal/spellvamp

- Set some bits to 0 in game features to fix the issue where turrets
don't die
- Fixed lifesteal/spellvamp overhealing the attacker
Merge pull request #101 from armandobasha/patch-1

Fixed RAFManager checking the wrong registry key directory
Fixed segfault, minion targeting, added attack move

- Fixed a case where a segfault could occur when a unit target was still
set on dead units. There's still another case of a segfault in this
patch at Minion::update which I can't identify. Would be great if
someone could track this down.
- Fixed indentation in Unit::update
- Fixed autoattacks being cancelled when trying to last hit
- Updated Minion targeting, it should prioritize targets now
- Added attack move and added isDead check
- Added std namespace to min/max functions to prevent ambiguity
- Added some comments to announcer events
Added new packet "Spell animation"
Started working on Graves' E and dash movements (not functionnal yet)
Added SetAnimation and semi-fix to Caitlyn E

- Added SetAnimation to replace an animation. Example: Caitlyn's E
- Caitlyn E now works as it should, except that the cast time is
completely ignored. Position change still looks glitchy.
- Added a dash packet associated to Caitlyn E. Not sure which other
champions use this.
- Removed initial time sync in Map as it was irrelevant
- Updated
addBuff for Lua
- Updated config.lua to get rid of formatting issues in Notepad++. Also
updated the default champion to Caitlyn (for now).
Added CLASSES_ROOT to the keys to check in the RAFManager getfolder functionality

- Removed duplicate key
- Added key for my personal location.. Could be there for other users
- Added location CLASSES_ROOT
Changed warning text

Thanks @dotdeath :)
Added getClosestTerrainExit to AIMesh

- @dotdeath this is for you: getClosestTerrainExit(Object *a, Vector2
TeleportLocation, bool isDash); Third argument is true by default.
Haven't tested it yet, but it gives you the closest exit out of terrain.
If you're dashing, it only gives the one going towards you, but when
isDash is false, it could teleport over it, like Fiddle's ult.
- Increased ray direction length to actual coordinates..
- Added invertRay functionality, it checks if it hits terrain, but now
can also checks when it stops hitting terrain

** This is all untested, sorry **
More work on dashing, Cait's E starting to look like a real spell [coordinates hardcoded at blue base right now]
Cleaned up the header include mess a bit so that the whole project doesn't recompile when you change Packets.h
Renamed 0x50 packet to "Face Direction" instead of "Dash"
Merge remote-tracking branch 'upstream/master'