Merge pull request #2 from chutch1122/master

Windows Build - Time Functions & Pcap Decrypter
* Bunch of new files for the new architecture including Minions, AIs, stats..
* Added a new packet which seems to set the health bar [ not tested ]
Probably fixed set Health packet.
Fix crashes in recent stats system.
* First shot at Projectile spawning for spells. It's still highly experimental, and of course hardcoded for Mystic Shot.
Show minion's health bar
* Stats are now automatically sent to the client if updated server-side, through a reworked Stats packet.
* Reverse-engineering : Found and fixed more stats masks. I'm afraid the stats for minions are different from the champions ones..
* Added more code to the new Entity architecture, including an Ezreal's skeleton. Still much work to be done.
Smart Pings!

Smart pings are now working!
PKT_S2C_AttentionPing = 0x40
PKT_C2S_AttentionPing = 0x57
Summoner name back to Test
* Big update on the way we handle spells. No new functionnality but the core is much cleaner, and the CastSpellAns packet was reworked with buffer streams.
* Added a separate Stats class for Minions because unfortunatly they don't have the same masks as champions (and that sucks)
* This is untested and might break things - sorry if it does
Fix crash and CastSpellAns packet
Stop command, playerinfo

pressing s and set player summoner spells ingame(still need stats packet
to enable them, though)

Conflicts:
	gamed/include/Packets.h
Merge pull request #4 from Gusor/upstream

Stop command, playerinfo
Singled out Projectile ID from the SpawnProjectile answer.
Merge branch 'master' of github.com:Elyotna/IntWars
Reworked movement. It is not updated server-side and notified in a more generic manner, allowing for easy future non-player movements.
Merge branch 'master' of github.com:Elyotna/IntWars
Forgot a break..
Small fixes.. seems stable enough now.
* Added MP5/HP5 (only the stats, the hp/mp don't actually regen yet)
* Changed the way we handle timing in the main loop, but it's still far from being optimal..
* Fixed a nasty crash on move