Push

- HurtEvents:
- On_PlayerHurt(PlayerHurtEvent)
- On_NPCHurt(NPCHurtEvent)
- On_CombatEntityHurt(CombatEntityHurtEvent)
- On_CorpseHurt(CorpseHurtEvent)
- LootEvents: can cancel
- DeathEvents are back
- New object: CombatEntity -initial
- rad event: just got better
- in Hurt/DeathEvents DamageAmount:float has changed to
DamageAmounts:float[16] as now the player _can_ take more type(16) of
damages at the same time