Added a simple check to prevent DoEnduranceUpkeep (1 sec persistent timer)
from constantly checking when client has no endurance drain effects.
This was running 24/7 for all classes.
code fix
Merge pull request #288 from KayenEQ/Development

optimization for how do endurance upkeep for discs
Fixed npc_types_tint not being loaded properly.
Updated 'GMTrainee' structs to reflect the proper size of skills (100)
Not an error if there isn't merchant data to load...
Added remarked #pragma comments around the OPGMTraining problem code (more for a reminder..but, can be enabled if you are having crash issues involving the for-loop)
Implemented target type (44) 'Beams' (which projects an AE infront of caster with a specified length and width).
Clean up of target type direction code, implemented use of aemaxtargets field for it.
Implemented target type (50) which excludes players pets from target AE's.
Support for all remaining known spell target types.
Implemented target type (32) AE Target HateList
Implemented target type (36) Area Client Only
Implemented target type (37) Area PC Only
Implemented target type (39) Group No Pet
Further support for spell field 'aemaxtargets'
Added exclusion check for PlayerLogMerchantTransactions partial stack purchase logging
Spell field defined that determines if must be sneaking to use this ability.
This is handled by client under normal conditions, however if you
force cast this effect in situations like 'procs' you can cause
zone crashes, therefore a failsafe check is added in 'SpellOnTarget'
Merge git://github.com/EQEmu/Server into Development

Conflicts:
	changelog.txt
Merge pull request #290 from KayenEQ/Development

Implemented target type (44) Beams
Support for spell field to determine if a spell can be blocked or not.
Numerous other spell fields defined.

Required sql added for updating spells_new field definations.
add
fix
Merge pull request #291 from KayenEQ/Development

Support for spell field to determine if a spell can be blocked or not.
Updated #peekinv to use MakeItemLink (per Natedog's suggestion)