updated ranged () call

choose a random variable, if that variable is less than 5 then start the
combo
this results in a 5% chance to do the special ranged attack (may be
changed if timing not good or too good)

NOTE - currently uses melee () to finish combo.  need to create handler
for all combos
modified phase 1 - major changes

Phase 1 received major changes.  Instead of a simple check, it now uses
a switch statement to determine what effect it needs to accomplish based
on certain conditions.  Currently it only checks if the AI needs to
block or if the AI is currently in a combo type attack.

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Fixed Update ()
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- added switch statement based on handleInterrupt () call
- case 0 - block ()
- case 1 - contCombo ()
- case -1 - no interrupts, continue to phase 2

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handleInterrupt ()
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- changed from bool function to int function
- checks if player is about to be attacked, if so, return 0
- checks if player is currently using a combo, if so, return 1
- else return -1

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contCombo ()
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- code was taken from melee () to handle combo attacks
- fixed section that caused infinite loop to always attack
- if (comboPos < current.Length) - should be current.Length - 1
final changes before merge

- removed excess comments
- small change to block chance
- removed excess code from melee () that was moved to contCombo ()
- removed variable assignments and declarations to Random numbers that
were used immediately and then discarded
- removed deprecated kick () and punch () functions
- removed deprecated  isAI () function
- removed deprecated startState () function
- removed deprecated meleeState () rangeState () moveState () stop ()
Hurt () and Flip2 () functions