Move CreateEntityListener to the EntityManager.

Small note for the future, we should probably look into condensing the
initialization of EntityManager... it's spread across three different
functions.
Add DESTROY_ENTITY event for despawning.
Normalize event listeners in GameMode.

Change to a model that I'm already using... it might be slightly more
maintainable... maybe. You can change it back if you want.
Update member/function documentation.

Use /** */ instead of /* */ so that documentation software can recognize
function documentation... it's better that way.
Add Tick event.

Change how EventType documentation is formatted.

This will make it work much better with documentation software.

Why do this? Because documentation can be helpful... also it's beautiful.
Add options parsing to the flocking behaviour.

Making strides towards component delta integration... An ambiguous way of
saying that I'm making groups move together based on individual cloud
movements.
Convert SOAR_ENTITY payload to use GameEnitityId.

Rather than int... it makes mores sense and is more portable. This
probably needs to happen with other events as well.
Add the tick event.

Add position updating to the Flocking behaviour.
Make Vector Map more generic as a Grid.

Use C++ templates to make a generic 2D array datastructure that isn't
horribly inefficient. (Though admittedly not extremely flexible.)
Merge commit '9019e2fd' into wind

Conflicts:
	Nimbus.vcxproj
	Nimbus.vcxproj.filters
	src/EventSystem.h
	src/VectorMap.cpp
	src/VectorMap.h
	src/WindManager.cpp
	src/WindMap.cpp
Add arrow grid to track arrow ids.

Quick dirty... meant to get things done, but probably broke things doing
it. Speed coding is not healthy.
Merge branch 'wind' of github.com:dreac0nic/nimbus into wind

Conflicts:
	src/VectorMap.cpp
	src/WindMap.cpp