anchor.diff:      :documentation "A function, that contains the code to be executed.")
      (exec-time
       :initarg :exec-time
  -    :initform (/ (* (get-internal-real-time) internal-time-units-per-second) 1000)
  +    :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
  
positive.code: 
  (defmethod clear-events ((game game))
    (let ((pause-state (paused-p game)))
     (setf (event-queue queue) (make-priority-queue :key #'exec-time))
     (setf (paused-p game) pause-state)))
  
  ;;;
  
negative.code: 
  (defmethod cooked-p ((event event))
    "Simply checks that it doesn't shoot its load prematurely.."
    (let  ((time-difference (time-difference (exec-time event))))
      (when (>= time-difference 0)
        t)))
  
  (defmethod execute-event ((event event))
    "Executes a standard event. Nothing fancy, just a funcall."
  