Whacking sane structure into the game with a stick.
I'm gonna need a bigger stick.
Still have a few errors, but it's nearly compiling at this point.
Compiles AND RUNS (WOOT).
There are still a few, stupid, minor issues at this point (mostly there is some text on the left-hand bar that doesn't hide properly), but everything else seems to be working.

The constructor for TiTS.as is still REALLY MESSY, but it's functional. I need to do some MAJOR cleanup, and figure out where a lot of the various bits should go, but it's getting there, in any event.
Breaking the GUI out into a separate class.
MESSY and not quite working yet.
Something is missing, not sure what. The GUI isn't starting.
Anyways, I need a burrito. I'll poke it more later.
Woot! It's up and running with the skeleton of the new structure in place.

There is still LOTS of shared state, but it's at least fully functional.
Well, I dun broke it, not sure how, yet.
Still broken, though a lot of it was as linkage fuckups.
Delete old fla, rename new one in it's place.
Fixed up Fake-Names compiler errors.
Merge pull request #1 from Gedan/master

Fixed up Fake-Names compiler errors.
Merge branch 'master' of github.com:herp-a-derp/sourceTiTS
Everything seems to be normal again.
There are some weird issues with the UI (I think I mangled the fonts a bit or something), but it all works, even if there are issues with text being cut off.
Converted room array to a object, so they're now referenced by a string-key.
`rooms["ANON'S BOARD HALL"].southExit = "ANON'S BAR AND BOARD";`
or
`rooms[5].southExit = 6;`
You tell me which one you think is more easily understood and used.
Whoops, dunno how this change to RoomClass.as didn't get caught by the compiler.
Items are now stored in an object too. Woot!
Also, fixed a latent issue in the room system. Apparently, you can override object aspects with a specified type with a different type with no error. Wut? Anyways, the room exits are now properly typed, and checked for being empty, rather then "-1".
burt and partial zilMale

Along with some other odds and ends.
Migrated in new changes from Fenoxo's upstream
Brought in the new sprites.
Explicitly dereferencing via `this` in lots of places, now the name input window is named textInput, rather then input, so we don't have a name collision with the flash build-in `input` function.