Combat Optimization, Block/Parry Modifications

Removed some timers from EmberPawn for combat. Tried to makes the stuff
more dynamic and smoother, only to realize that it didn't work

Since the timers didn't work, and combat actually was smoother, realized
they weren't needed at that point and removed it. Resulted in more
stable and fluid combat

Block and Parry
:
Modified some of the code so that a bug where damage can go /after/
parry was done, doesn't happen anymore. Also made it so that sword's
always active for parrys essentially, but attacking where sword isn't,
like lower body or sides and stuff, actually hits player (cause sword's
not there obviously)

Things I did: When both enemies are in swing and swords connect, both
will get generic parry

If player is swinging and bot is 'idle', bot will get generic parry but
player won't, so player can attack right after that and hit enemy if
enemy doesn't move (cause enemy's sword is 'deflected' cause of parry
animation). Kinda like a parry bonus for you. However *theoretically* if
enemy moves out of way, he'll recover fast enough to beable to do an
attack while you're in swing, thus hitting you. I think its nifty