Added 2015-08-30

	//sets the roll option for the enemy to v:
	//	0 = Allow rolls
	//	1 = Blocks rolls based on CBox
	//	
	G.setEnemyRollOption( v );
	
	//Returns the current roll option for this enemy
	G.getEnemyRollOption();

Added 2015-08-26

//Given mc, a parent of mc, and a point, return { ._x, ._y } in coordinates relative to mcparent
G.mcPointToParent( mc, mcparent, px, py );
	
//Copy only position from src to dst
G.mcDirectSyncPosition( dst, src );

//Copy only rotation from src to dst
G.mcDirectSyncRotation( dst, src );

//Copy only scale from src to dst
G.mcDirectSyncScale( dst, src );

//Copy position, rotation and scale from src to dst
G.mcDirectSync( dst, src );

ADDED 2015-08-24

//Returns the amount of trophys won from the array, 0 if none won
//Example:
//	G.wonTrophys( new Array( "poot", "tour" ) );	//returns 2 if both are won

ADDED 2015-08-03

//Set up to 4 trophy's for this enemy (in order)
G.setTrophys( v )
//Example:
//	G.setTrophys( new Array( "maw","poot","tour" ) );	//Max of 4 trophys, keep in 

//Declare a trophy "won", must exist to work ( have been set by setTrophy() )
G.winTrophy( s )
//Example:
//	G.winTrophy( "poot" );
//	G.winTrophy( "tour" );
//	G.winTrophy( "maw" );

ADDED 2015-07-14

//Returns the color value of the background fade (usually 0xFFFFFF which is NO COLOR)
//Combine this with the G.fadeBG functions to use the BG color as a event
G.fadeBGGetColor();

ADDED 2015-07-12

//Sets the current escape times for a specific struggle direction (must be updating belly to work)
//Uses a PERCENT so it is normalized across any struggle duration.
//Example:
//	//Reset all the escape time for the L and R struggle directions to 0.0 % complete
//	G.resetEscapeTimes( this, "L R", 0.0 );
//Example:
//	//Reset all the escape time for the B struggle directions to 50.0 % complete
//	G.resetEscapeTimes( this, "BL BR BU BD", 0.5 );
//
G.resetEscapeTimesPercent( target, inputseq, setto );


//ADVANCED:
//GENERIC manipulation of a current escape state for a digestion thingy
//This means you can make up your OWN combination functions (like min, max, clamp, whatever)
//And don't need other code to do so.
//Example:
//	//Mimic the G.resetEscapeTimes function, given a 33 % value
	var faget:Function = function( T, user ){
		T.curr = user * T.count;
	}
//	G.genericAdjustEscapeTimes( this, "L R", faget, 0.33 );
G.genericAdjustEscapeTimes( target, inputseq, mycallback, userarg )
