Fixed a lot of things.
- Basically, I made it so that Entity death/deletion is handled by the threads too.
- I made something called "deaththread" which can be reused by pretty much every type of enemy
- What it does is you pass it the thread's ID and the entity's ID, and the auxiliary threads...
- It will automatically check if the entity's health is less than 0, and once that happens, it will...
	A. Delete each of the auxiliary threads
	B. Delete the main thread
	C. Mark the entity itself for deletion
	D. End, thus deleting itself
- Next thing to work on: more firing functions!