First shot at handling Vision.
Fix the display of melee & caster minions, still need to fix cannons displayed as melee minions.
Added nexus/inhibitor vision and version check

Documented the unknowns for the object spawns (which causes base
vision), and added a version check. A message will appear in-game if the
user has a different client version. Also removed an unused variable and
made handleClick output hex values.
Minions will now disappear and reappear when vision is lost / gained back.
* Fixed siege minion skin
* Made the siege minions spawn before the caster minions
* Removed .spawn command
Merge branch 'vision'

Conflicts:
	gamed/src/Handlers.cpp
Add scaling health and AD to minions, fix gold scaling
Fixed some strict compiler issues

Changed the return value of types that are supposed to not return any
value. Also removed an unused variable that was re-added when merging
the vision branch.
Merge pull request #93 from Michaelcraighoffman/master

Add scaling health and AD to minions, fix gold scaling
Implemented logger
Changed plain C style arrays to std::array and added mana cost deduction in finishCasting()
Added champion vision handling.
TODO : the code is a bit dirty, make it proper.
Wooops, lua config stuff...
Removed mana deduction.
Changed to printf style logging
Fixed ISO C99 warnings from using the -pedandic flag
Merge pull request #94 from kalouantonis/master

Implemented logger system and changed C style arrays in Spell class to C++11 std::array.
Fixed vision of dead characters

- Caused segmentation faults in GDB at some tests, but not when ran
normally. @Elyotna
- Units now do not give vision when they're about to be removed or dead.
- Fixed spelling mistake in bat file
- Added bat to just spawn the game (when you're debugging)
As instructed, removed dynamic cast on this
Merge pull request #9 from Elyotna/master

Fork from Elytona's git