Added StateFollowRoute
Merge branch 'artificial-intelligence' of github.com:threkk/psibranch3irrlicht into artificial-intelligence
Whenever a NPC follows a target and the target gets out of sight the NPC will walk towards the last seen point
Detectable class changed a bit to make it more straightfoward to use. Also added new isObjectBehind method.
Changed isObjectVisible method so it won't return true when there is a wall in between objects.
Finite State Machine (FSM) added
DLL Export added to classes
Still some problems with DLLs, but it is working with Static Library now
detectable checks for ground position instead of normal position

added state machine to chase player state to get back to idle state after chasing the player
Message System implemented
 * Implement abstract class MessageClient to use
 * Message Handler will send messages to all registered clients
 * Clients can subscribe topics or register for general messages
 * Messages are MessageObjects. They can contain Integer, Strings or Void*
MessageSystem
 * Fixed some serious bugs
 * There is no general message list anymore - use an general topic instead
NPC with StateFollowRoute can wait for a specified amount of time at a point in route
Merge branch 'artificial-intelligence' of github.com:threkk/psibranch3irrlicht into artificial-intelligence
Small bugs fixed and add some methods to get the number of clients/topics
Renamed StateChasePlayer to StateChaseTarget
Merge branch 'artificial-intelligence' of github.com:threkk/psibranch3irrlicht into artificial-intelligence
when a state is not executable but still is the running state the noActionFallback function will run. This function can be used to check if the state should change
name change
Attack bug fixed.
Merge branch 'artificial-intelligence' of github.com:threkk/psibranch3irrlicht into artificial-intelligence
Added InvestigatePoint and GoToPointRotate states.
Merge branch 'artificial-intelligence' of github.com:threkk/psibranch3irrlicht into artificial-intelligence