Collision fix?

I'm not 100% sure if this is bug free, and I also don't like how it
becomes a little less smooth around corners, but it's not that big of a
deal I would say.
Sound added and ready to be implemented

The sound effects I've added don't actually work because of directx's
boner for having .wav files that meet exact specific export settings,
but I'll fix it tomorrow.
Sound System more or less implemented

Tinkering will be necessary, but I think it's time I work on some other
things for now. Only sound that is there is the door sounds for now.
Everything else should be easy to do, as I've attached the sound object
to objects which I thought might make sounds.
More fitting song
Lock Stuff done

Lock animation and sound
Light Switch Sound Effect
Enemy Rest **Need to add time**

Implemented a reset pose for the enemymodel, for use with the Rest()
method in enemyobject. Need to add a time element in the game to make
the enemy able to rest for a certain amount of time.
Lot's of stuff... namely, AI patrol paths

I did a bunch of stuff that I can't quite remember, but I'm committing
this now since it's working. Going to add one last thing to the patrol
path feature, and since works pretty funny, you may want to just let me
handle it for when I go to put together the level (you have to make the
path manually for each enemy).
Level Build **READ DESCRIPTION**

I'm not sure about your machine, but on my machine, there seem to be
some hardware difficulties or something. What I mean is that, if I make
the level too big, it won't load, it will give me the Could not load
model pop up and just break. I want to text this out on a better
machine, but for now, I've build the level on a 12x12 grid, and it runs
fine. I wanted to go 50x50, but that died, so I dropped it to 25x25 and
that died at runtime (weird eh?). So now I'm going to commit here, then
move to my bigger laptop and see if it really is a hardware issue.
Things to do with this build are bind everything to their specific
rooms. I think I can do that easy enough, but let me test this thing out
on my other machine first.
Enemy state changes when same loc as player

And the music changes :3
Level just a bit more efficient
Lighting

Source stuff
Locks

Lock
Update readme and Footsteps/AI prep

Before I officially dive into setting up this recursive, path finding
AI, I'd like to make this commit here, since I may end up breaking
things, including my laptop and house, in the process of writing this
algorithm. Wish me luck and I'll see you on the other side.