Respawn/gather/hurtevent fixes
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
order
Push #2

- New class: Stopper
- AirDrop fixes: now it's not our fault, that it doesn't work, also the
random location is now based on the size of the map instead of: 4096f
ResourceGatherMultiplier-fix

- No more nullref (hopefully)
- Animals can "eat" (more animals hopefully as wolves/bears won't eat
all the others)
OnPlayerDeserialized test + fix teleport
objects update

- Removed useless position setters
- Not needed CombatEntity object
- Serializable BuildingParts
- Attempt to improve Player.Teleport()
GetPrefabNames
On_DoorUse / On_Placement
GatherEvent
Don't need those
Use Entity instead BaseEntity
Hooks in the Patcher
*Event.Weapon fixed
GatherEvent for trees
Merge pull request #35 from Notulp/refactor

Refactor