These trigger functions can be defined for ANY equipment, not just accessories.

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unequip()
equip()
initPlayer()
attackEnemy( enemy_ref, damage, weap_ref )		(weap_ref is null when player's whip deals damage)
hurtPlayer( damage, hazardType )
loop()
playerSubWeapon( weap_ref )
enemyStun( enemy_ref )
playerStun()

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unequip()
	Called when a new item is equipped, but before player.equip variables are updated & the equip() function is called

equip()
	Called when title screen is displayed, but before new game is started.
	Called after player's equip variables are altered, but before menu display is updated to show selection.

initPlayer()
	Called after player initialized, but before player's loop runs.

attackEnemy( enemy_ref )
	Called after enemy's hp are changed, tempInvince.timer is set, and "getHurt" flag is set in their "react" object,
	but before any of these are checked or used.

hurtPlayer( damage, hazardType )
	Called after hp are reduced & sex-state is called, but before HP are checked & HUD is updated
	hazardType's:
		spikes
		sex
		tauntSex		(Zero damage)
		enemyShot

loop()
	Called by ???

playerSubWeapon( weap_ref )
	Called after subWeapon is placed, but before the weapon sprite runs its init code.

enemyStun( enemy_ref )
	Called after enemy "taunted" AI frame is set, but before stunTime is passed or used.

playerState( newState )
	Called when the player changes state, but before the state-change is detected