anchor.diff:  
   (defmethod clear-events ((game game))
     (let ((pause-state (paused-p game)))
  -   (setf (event-queue queue) (make-priority-queue :key #'exec-time))
  +   (setf (event-queue game) (make-priority-queue :key #'exec-time))
      (setf (paused-p game) pause-state)))
   
   ;;;
  
positive.code: 
  (defmethod cooked-p ((event event))
    "Simply checks that it doesn't shoot its load prematurely.."
    (when (<= (exec-time event)
  	    (/ (* (get-internal-real-time) internal-time-units-per-second) 1000))
      t))
  
  (defmethod execute-event ((event event))
    "Executes a standard event. Nothing fancy, just a funcall."
  
negative.code:     :documentation "A function, that contains the code to be executed.")
     (exec-time
      :initarg :exec-time
      :initform (get-internal-real-time)
      :accessor exec-time
      :documentation "The time of execution when this event will be considered 'cooked'. 
  By default, all events are immediately cooked.")))
  
  (defun make-event (payload &key (delay 0))
    "Creates a new event, with PAYLOAD being a function that contains everything to be executed.
  It also accepts a DELAY, in milliseconds, until the event is ready to go. Otherwise, it's
  ready immediately."
    (let ((internal-delay-time (* delay (/ internal-time-units-per-second 1000))))
      (push-event (make-instance 'event
  			       :payload payload 
  			       :exec-time (+ (get-internal-real-time) internal-delay-time))
  		*game*)))
  
  ;;;
  ;;; Event-queue
  