Addition of Custom Waypoints

Now you can spell out funny words with your paths ;P
When player is selecting a custom waypoint path, the resulting path, from the second onward; will begin with the last location in the queuedMoves waypoints vector. This is because we're using the last Coord in the queuedMoves waypoints vector as what previously was only the character location. This will cause issues upon adding the resulting wp from FindPath to the queuedMoves.waypoints. So we simply check to see if the coord you're adding is equal to the last coord in the queuedMoves.waypoints.