CombatCalculator, now CombatManager, handles execution of Abilities in addition to basic combat.
Combat and ability execution can now be set to occur with custom timers to dynamically change how long these actions take or the wait time between multiple actions
System for tiles to have special effects cast on them by Abilities is now in place
Movement system slightly overhauled to allow for more dynamic actions due to tile effects
Added cast timers for ability execution to allow for animations, specific wait times, etc
Any functions that consistently return codes to their calling routine have had these codes encapsulated into separate header files that the calling routine can also see, and these codes have been properly named now
PauseUserInput can no longer overwrite a wait time with a new, shorter wait time
Lots of other small tweaks, updates and changes to make the aforementioned changes possible.