More exactly specified how time is specified and integrated duing the game loop.
All time constants are specified ultimately in microseconds (usecs).
Added the very beginnings of the concept of charging something. Any temporal
subclass can be charged (as to what that means in the game semantics, it is
yet to be evolve). These changes are in preparation for weapon charging since
I needed to specify times in terms of human perception, not crazy stupid
constants that didn't mean anything. :)