Bugfix: Player-Enemy Detection and Enemy Turn List

* Previously Player could not detect an enemy that was already in range
since last turn.
* Player also previously looped through it's range and set whether Enemy
was in range incorrectly
* Enemy previously gained multiple "pseudo-turns" when shooting at
Player due to the construction of obj_TurnController - this forced
Player to set whether Enemy was in range incorrectly

Enemy Turn Status:
* All actions are done in a turn-by-turn status (slow)
- Player -> Enemy (E2 only goes when E1 is finished)
- If Enemy shoots, it's turn ends when the bullet is destroyed, not
right when it shoots (turn ending is managed by the bullet) - this may
change in the future

* Beginning to implement similar approach to smooth Enemy Turn
efficiency
- System implemented to split Enemy Turn List into a list containing
Enemies within Player's range and a list containing the remaining
Enemies
- Proposal to activate all enemies inside inRangeList one-by-one (via
current method), then all enemies inside outofRangeList together at once
-- May add Enemies that were recently (within the last turn) in range to
inRangeList instead of outofRangeList (since they were chasing Player)
-- Possible for bug to occur for outofRangeList enemies to stack? Check
later