Fully Extended CvCustomEventManager v1
By Impaler, based on the original by dsplaisted


All the On Event functions of the normal Event Manager have been wraped,
Mods calls can be inserted before or after any event is handled.  If absolutly nessary The normal call
can be skiped entirely, but this should be done only if a MOD needs to interupt the normal sequence of events
that execute in the call to the parent. The replacment call will need to replicate all 
the funtion of the original.  Any such MODs will ofcorse be incompatable with each other.

This will serve as a template for Mod makers to use and Mod users to mix various
Mods without knowing any real Python.  Most mods should require only a single
import, a single call and possibly a define.  

Place the Python folder in CustomAssets and then add any additional Python files
needed for the Mod (XML is a whole different story).  Place calls for the Mod under the Event 
that the Mod maker specifies.  If you are good with Python this can be deduced even if 
the Mod maker hasn't been very clear about it.  You can Comment out imports 
and calls to deactivate the Mod rather then remove the file (this also makes it easy to reactivate).
If an update for the mod is made you can usualy just overwrite the old Python file to update.

Mod makers should focus on making their Mods as modular and plugable as possible, encoding all the mods
logic in a seperate file/s that gets imported and called rathern then inserting code 
(even if it is in nice coment blocks) into the EventManager.  This will make it nearly impossible
to accidently define a function twice, mix up their order or misspell them.

