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"
Fixed Dash client-side.

TODO : handle dash server-side (especially in Object::move)
add callbacks for spells when the dash is over, so they can remove the animations etc.
Dashing is now updated server-side.
Revised AIMesh.. castRay still fails. Working on it.

- Removed debug info, commented out.
- Fixed obvious issues in the code
- Altered 30 Seconds til minion spawn announcer event to occur 30
seconds before the minion spawn rather than at a fixed timepoint.
Disabled castRay because of errors.

Sorreh.
Returned wrong values when checking for vision

Sorry again
castRay(Sqr) works now, finally.
Removed duplicate key in RAFManager

Also corrected a bit of formatting. Didn't want to reindent the entire
file as I only removed one line of code.
Theoretical implementation of getClosestTerrainExit

Let's hope it works. It should, I guess. But you know, it never works on
the first try.