Inventory and eventParser updates, elimination of doEvents

This wound up snowballing into a large set of changes because the inventory was tied to almost everything else.
Inventory changes:
-The in-camp stashes now have a "Put Back" button in addition to "Use Now" and "Abandon". This also protects against a situation where you could accidentally throw away an armor or weapon because you didn't have a free slot in inventory.
-Inventory.takeItem now requires parameter(s) to decide which function should be called if the item is taken or abandoned. This eliminates itemSubMenu, itemSwapping, all out of combat use of the menuLoc variable and all gameStates except 0-3 and the mess of options from itemGoNext and abandon.
-Oswald and Benoit both have a "Sell All" button
-Player Weapons and Armor are now equipped with setWeapon, setArmor. Only the save system has direct access.
-Added an "Unequip" button to the inventory so the player can put away their current weapon.
-The itemStorage and gearStorage arrays are now inside Inventory.as and are private. Only the save system can touch them.
-Items with sub-menus (Gro+ and Reducto) modified so that they work better and don't need an item swapping flag.


eventParser changes:
-Most events (such as TF checks, perk checks, flag checks and item based checks) moved to the player.
-Created returnToCamp functions in Camp.as. This allows any number of hours to be used up rather than just 1, 2, 4 or 8.

doEvent changes:
-All events in doEvent.as (numbered events from 2000 to 5000) have been moved to other files. The largest blocks of events were Rathazul, Giacomo and pieces of Reducto and Gro+.